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0.7.0-beta.5
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MH Warfare — Changelog
0.7.0 Beta 5
Beta 5 is a major infantry weapons, physical ballistics, combat presentation and performance update. It introduces the Makarov PM and AK-74M weapon systems, persistent physical bullets, improved weapon handling and animations, realistic magazines and ammunition, bullet impacts, casings, long-range projectile continuity, improved Remote View behavior and additional combat presentation improvements.
Infantry Weapon System
- Added a shared infantry weapon framework for current and future firearms.
- Added first-person and third-person weapon handling.
- Added aiming-down-sights support.
- Added weapon-specific hand positioning and animation support.
- Added synchronized multiplayer weapon presentation.
- Added physical spent-casing entities.
- Added shared magazine and ammunition handling systems.
- Added weapon inspection support.
Makarov PM
- Added the Makarov PM pistol.
- Added a separate 8-round PM magazine.
- Added separate 9x18 mm ammunition.
- Added semi-automatic firing.
- Added functional safety control.
- Added magazine insertion and ejection.
- Added individual cartridge loading and unloading.
- Added slide-lock behavior after the final round.
- Added dedicated firing, reload and handling animations.
- Added physical iron-sight aiming.
- Added weapon-specific firing and handling audio.
- Added physical casing ejection with ground collision and settling.
AK-74M
- Added the AK-74M assault rifle.
- Added a separate 30-round magazine.
- Added separate 5.45x39 mm ammunition.
- Added SAFE / SEMI / AUTO fire-selector modes.
- Added automatic fire at approximately 600 rounds per minute.
- Added magazine insertion, removal and replacement.
- Added individual cartridge loading and unloading.
- Added dedicated reload and weapon-handling animations.
- Added physical iron-sight aiming.
- Added animated magazine ammunition visibility.
- Added dedicated AK-74M firing and mechanical audio.
- Added physical casing ejection.
Physical Infantry Ballistics
- Replaced simple infantry projectile behavior with persistent physical bullets.
- Added gravity-based bullet flight.
- Added aerodynamic drag and wind influence.
- Added swept block and entity collision.
- Added continuous projectile movement across chunk boundaries.
- Bullets can continue travelling through long-distance unloaded-terrain routes.
- Unknown terrain is never treated as empty air; bullets wait until required terrain is available before continuing.
- Added a narrow terrain-loading corridor following the actual bullet trajectory.
- Removed the normal 256-bullet-per-player flight limit.
- Added bounded scheduling and workload protection for very large numbers of active bullets.
- Improved large-volume bullet simulation performance.
- Improved multiplayer tracer continuity.
- Tracer rendering uses an independent bounded render budget to protect client FPS.
Damage and bullet impacts
- Infantry bullets can damage players, mobs and supported drone platforms.
- Added headshot detection with increased damage.
- Added projectile-based firearm damage handling.
- Added bullet impact marks on world surfaces.
- Impact marks remain temporarily before fading.
- Added bounded impact-mark density to protect client performance.
- Improved repeated-hit behavior for automatic weapons.
- Existing armor and normal damage protection remain supported.
Weapon presentation
- Added synchronized weapon recoil presentation.
- Improved hand-to-weapon alignment.
- Added skin and sleeve rendering with weapon animations.
- Improved first-person ADS alignment with physical weapon sights.
- Added third-person aiming and rifle handling poses.
- Added magazine handling during reload animations.
- Added dedicated weapon inspection animations.
- Improved muzzle smoke placement so effects originate from the rendered weapon muzzle.
- Added smaller weapon-specific muzzle smoke.
Weapon audio
- Added positional firearm handling audio.
- Added magazine insertion and removal sounds.
- Added reload and mechanical action sounds.
- Added dry-fire sounds.
- Added safety / fire-selector sounds.
- Added cartridge handling sounds.
- Added distance-aware firearm audio.
- Nearby weapon sounds follow the firing player.
- Distant gunshot layers remain positioned at the original firing location.
Drone Workshop
- Improved the universal drone assembly interface.
- Reorganized component layout for different drone configurations.
- Improved 3D aircraft preview controls.
- Improved preview rotation and reset controls.
- Improved animated component connector presentation.
- Preserved existing assembly inventories, component rules and saved drone state.
Remote View and high-speed UAVs
- Improved Remote View stability during high-speed drone operation.
- Improved camera continuity when aircraft simulation temporarily waits for terrain.
- Improved terrain-stream recovery without introducing aggressive synchronous generation.
- Added workload-aware Remote View renderer recovery.
- Improved Remote View behavior after closing and reopening drone control.
- Improved chunk-priority handling for active high-speed aircraft.
- Preserved existing RF, EW, signal and Ground Station systems.
Long-range drone presentation
- Improved distant UAV movement interpolation.
- Improved distant aircraft attitude and roll presentation.
- Reduced visible stepping on long-range drone proxies.
- Improved high-speed aircraft presentation outside normal short entity-view distance.
- Existing physical aircraft simulation remains server-authoritative.
Long-range explosions
- Improved distant explosion visibility.
- Added bounded long-range explosion smoke presentation.
- Added distance-delayed explosion audio.
- Improved smoke consistency between near and distant explosions.
- Added improved thermal explosion-cloud presentation.
- Distant visual effects do not force-load terrain.
Performance and scalability
- Reduced unnecessary terrain loading around physical bullets.
- Bullet terrain requests now follow a narrow swept trajectory instead of a large surrounding area.
- Improved priority scheduling for projectile chunk requests.
- Reduced unnecessary work while bullets wait for terrain.
- Added bounded cold-terrain generation workloads.
- Improved performance with hundreds of simultaneous physical bullets.
- Client tracer rendering remains bounded independently from actual projectile simulation.
- Preserved bounded drone and Remote View chunk-loading systems.
Summary of the biggest Beta 5 additions
- Makarov PM.
- AK-74M.
- 9x18 mm and 5.45x39 mm ammunition systems.
- Physical magazines and cartridge handling.
- Persistent physical infantry ballistics.
- Gravity, drag and wind-affected bullets.
- Long-range bullet chunk continuity.
- Removal of the normal 256-bullet flight limit.
- Physical spent casings.
- Bullet impact marks.
- Headshot damage.
- Improved weapon animations and hand positioning.
- Weapon inspection.
- Expanded firearm audio.
- Improved Drone Workshop.
- Improved Remote View and high-speed UAV continuity.
- Improved distant drone presentation.
- Improved long-range explosion effects.
- Broad projectile, rendering and multiplayer performance improvements.
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repositories {
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forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
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