Full notes
Full DryFire update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
- Performance
DryFire changes
Weapon system overhaul:
Standardized animation playback across all weapons (Knife, AKM, M4).
Resolved animation sync issues and shadow-only bugs.
Full equip logic and state transitions are now reliable across reloads, swaps, and interrupts.
Added AnimationPlayer clip slicing to allow partial animation usage, full usage still WIP.
Flashbang system is implemented and working:
Physics-based throwing, rotation, and bounce behavior.
Flash effect using a screen overlay, fade-out tween, and force-based throw vector with camera-relative aiming.
Damage and stun logic is in testing, multiplayer-safe behavior next.
User Interface:
Most HUD elements are in place: health, ammo count, killfeed, menu system.
Tab menu toggles and screen overlays working reliably.
Input handling & feel:
InputMap actions finalized (weapon slots, reload, drop, grenade, switch weapon).
Crouch and jump mechanics are smooth, tied into camera movement and hitbox height adjustment.
Recoil and aim offset tuned per weapon class (knife > pistol > rifle). *always subject to change
Other improvements:
Muzzle flash timing and effects tweaked for AKM and M4.
More flexible weapon pickup/drop system being added, ready for multiplayer syncing.
Performance holding steady at high FPS in test environments. Even with RTX and SSR
Source
Changelog.gg summarizes and formats this update. How we read updates.
