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I felt the class based system was a bit too limiting, so I made a big overhaul of the whole inventory code and UI to give players as many options as possible so they would be able to chose the play style they like:
The new inventory has a space of 12. Each weapon requires X (0 - 6) amount of space. That means, you can chose any of the ~60 weapons and mix and match them as you like. Passive stats can be altered by changing your body armor. There is a head, chest, arms and leg slot, and each armor piece has a set of attributes assigned to them (think of MMORPGs, just a bit simpler).
This means, you can create for example a stealth healer hybrid class now. Or a heavy armored engineer, a recon with a minigun as secondary weapon etc.
- added new engineer drone (ground based, hit scan, uses ARC model)
- new user interface
- added fall damage
- various bug fixes
- added procedural view model animations
- fixed engineer drones and structures not getting removed when player leaves the team
- improved melee hit reg and range
- homing missiles now lose track after a while or when target is cloaked
- added horizontal thrust to all classes (dive roll) for dodging moves, can also be used to easier engage/escape melee attack
- added wall jump to all classes
- removed armor implants