In this update7
Full notes
Full Endorphin Vice update
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What changed
- Gameplay
- Balance
- Maps
- Performance
Endorphin Vice changes
New Procedural Weapon Sway
Weapons now feature fully procedural sway in both first-person and third-person views. This adds:
Subtle micro-motions based on breathing
Weight shifting when moving
Natural drift during idle states
Dynamic responses to acceleration and deceleration
Realistic Aiming Tics & Hand Vibration
When aiming, weapons now exhibit procedural micro-ticking, inspired by real-life involuntary hand motion:
Slight oscillations when holding your breath
Tension-based hand tremors
Increased tick intensity after sprinting or taking damage
Procedural Shoulder Switching & Edge Peeking
You can now switch shoulders dynamically and peek around corners with a procedural system that reacts to:
Player stance
Cover height
Movement speed
Camera angle
Procedural Weapon Wall-Clipping Prevention
Weapons now detect nearby surfaces and respond realistically:
The muzzle cannot clip through walls
The character automatically adjusts stance and weapon position
Push-back and rotation occur smoothly based on distance
Back Leaning Based on Surface Angle
The character now procedurally leans backwards depending on the angle of the slope or surface behind them. This adds:
Natural balance compensation
More realistic stance adaptation in uneven terrain
Better physicality when moving on inclined surfaces
Performance Optimizations
Reduced tick cost of several animation systems
Optimized collision checks used by weapon and cover mechanics
Improved CPU usage during fast movement and aiming transitions
Bug Fixes
Fixed several stability issues related to weapon handling and character animations.
General polish across movement, aiming, and interaction components.
Source
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