Latest experimental features

So what is new since the last stable branch?

The most noticeable is that when you butcher things, at the bottom of the corpses and disassembling, is clothing you can tear apart. At the very bottom is an option to tear apart everything you can. It’s made me very OCD and I love it.

A new enhancement from yobbobanana shows what you can craft (known recipes) from an item in its description:

This is awesome.

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New aiming system is the kitties titties

Excellent ! A great addition, even if also a great spoiler.

Did anyone tweak the performance ?? It runs incredible smooth for me right now … is it a fluke?

Not only you, me too, everything that before would give the game a hiccup(except sleeping) is now very fast. I guess in the bug catching for the experimental, some code, performance-wise, has been altered for the better :smiley:

Experimentals usually lack a lot of the optimization that comes with stables.

Kevin doing a bangup job.

KA101 pulls the pin on a Granade

From the direction of the release-candidate build you hear “OPTIMIZATIONS!!!”

I notice in Closet Pankin’s sig that it says a vibrator is not “good” reading material. Are vibrators reading material now?

That’s a generic “This item isn’t a book” message.

You must be playing an old branch then.

You must be playing an old branch then.[/quote]

Must be a really old branch as I don’t know of any point when that wasn’t the generic “this doesn’t have a read-function” script. Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system’s problems.

You must be playing an old branch then.[/quote]

Must be a really old branch as I don’t know of any point when that wasn’t the generic “this doesn’t have a read-function” script. Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system’s problems.[/quote]

It was a joke that in the new branch, you could read vibrators.

You must be playing an old branch then.[/quote]

Must be a really old branch as I don’t know of any point when that wasn’t the generic “this doesn’t have a read-function” script. Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system’s problems.[/quote]

It was a joke that in the new branch, you could read vibrators.[/quote]

FINALLY SOMEONE GOT IT! Thank You! ****ing thank you. No offense to the other ppl, but damn.

You must be playing an old branch then.[/quote]

Must be a really old branch as I don’t know of any point when that wasn’t the generic “this doesn’t have a read-function” script. Just verified in latest experimental.

And BevapDin fixed the broken mission and hazmat sarcophagus elevator, David Keaton came through with a working deathcam (snapshot, but still!), and Kevin fixed the aiming system’s problems.[/quote]

It was a joke that in the new branch, you could read vibrators.[/quote]

FINALLY SOMEONE GOT IT! Thank You! ****ing thank you. No offense to the other ppl, but damn.[/quote]

Heads up modders, you can now make and apply your own effects in the latest experimental versions! To see the documentation on exactly how check out here.

Yes! Thank you for taking the time coding that up, and I see it comes up with nice documentation too.

Is there a place where i can read whats getting included i latest releases or you dont have such a list?

Sorry if thats not appropriate place to ask…

This is a list of all recent PR’s, the ones that got included (instead of rejected/closed) are purple.
This is a per-build list of all the commits, which means it’s a little harder to parse, but a little more specific in what exactly changed (or at least as specific as the person making the changes was).