DecimationRework-1.3.jar
Curse Maven Snippet
What's new
## Update Changelog
### π« Weapons
- Fixed the animation for removing an empty magazine.
- Magazine removal is now performed by double-tapping the reload key.
- Fixed aiming with the AUG A1.
- Fixed an issue that occasionally prevented weapon reloading from starting.
- Weapons now lose durability when fired.
- A weapon's appearance now changes depending on its condition.
- Added distance-based bullet damage falloff based on weapon type.
- Added a weapon cleaning kit with three uses.
- Weapons can now be cleaned directly from the inventory by pressing `F`.
- Added notifications showing the result of weapon cleaning.
- Detailed weapon statistics are now displayed while holding `Shift`.
- Ammunition count remains visible in the standard weapon description.
- Weapons stored in an unheated house gradually deteriorate and may eventually be destroyed.
- Weapons and clothing can no longer be combined through standard inventory crafting.
- Fixed bayonet mechanics:
- Bayonet attacks are only available when a bayonet is attached.
- Added server-side range validation.
- The attack cooldown is one second.
- A notification appears when attempting to attack without a bayonet.
### π Weapon Editor
- Improved the administrator weapon configuration menu.
- Added model part grouping.
- Improved 3D weapon model scaling, rotation, positioning, and zoom.
- Added buttons for resetting model part settings.
- Fixed the selected attachment being lost when switching sections.
- Improved weapon and attachment visibility against the editor background.
- Fixed weapon models being clipped when rotated.
- Added settings for factory sights and for hiding their parts when custom optics are installed.
- Improved button labels, borders, and attachment section layout.
### π‘ Juggernaut Armor
- Reworked firearm and impact protection values.
- Wearing any part of the set disables sprinting and affects movement speed.
- The helmet provides gas and radiation protection, displays the gas mask HUD, and blocks the mask slot.
- The chestplate prevents aiming and blocks the additional armor vest slot.
- Wearing any part of the set blocks the ghillie suit slot.
- Incompatible equipment is automatically moved to the inventory or dropped near the player.
- Blocked slots are marked with a red cross and display the reason they are unavailable.
### π Houses
- Added a complete player house system.
- Houses can be placed outside restricted zones and their configurable exclusion radius.
- Added a placement preview with red and green availability highlighting.
- House direction can be rotated by 90 degrees using `R`.
- Added a crafting recipe for the standard house.
- After placement, house construction must be completed using:
- Duct tape.
- Pliers.
- A screwdriver.
- A construction hammer.
- Unfinished houses are highlighted and cannot be entered or opened.
- Only the owner can provide construction materials.
- The house lifetime begins counting down immediately after placement.
- A house can be extended by looking at it and pressing `F` while holding a house item.
- Added a confirmation window for extending a house.
- Added an accurate display of the house's remaining lifetime.
- House storage is integrated into the standard player inventory.
- Resources from house storage are available for crafting while the player is inside.
- Added management for stored vehicles and vehicles parked near the house.
- When removed from storage, a vehicle is returned to its previous location.
- Without heating, vehicle parts gradually deteriorate but cannot fall below 10% durability.
- Items and armor stored in an unheated house continue to lose durability.
- Added furnace controls using `F`.
- Furnace availability depends on fuel stored inside the house.
- Added chimney smoke and positional fire sounds.
- Added an interactive stereo system with positional audio, smooth distance falloff, and standard power-on sounds.
- Added separate logs for missing houses.
- House management is available through `/deciserver house`.
- Administrators can inspect house information, teleport to houses, extend them, and remove them.
### π Inventory and Backpacks
- House storage slots have been added directly to the player inventory.
- Added separate areas for vehicles stored inside and parked near the house.
- Added body-part highlighting to the player model when viewing protection values.
- Protection information is displayed when hovering over the head, torso, or legs.
- Added the ability to open backpacks stored in the inventory or house storage.
- Pressing `F` on a backpack displays its contents in a separate slot area.
- Pressing `Shift+F` opens backpack renaming.
- An equipped backpack cannot be opened in the additional panel because its slots are already displayed.
- Moving an opened backpack automatically closes its additional storage panel.
- Fixed items being moved into invisible or unavailable backpack slots.
### π§° Crafting
- Added a new categorized crafting menu.
- Added category icons and an βAll Recipesβ section.
- Added scrolling for categories and the recipe list.
- Added timed crafting with visible progress.
- Closing the menu cancels the current craft.
- Added craft quantity selection and a maximum quantity button.
- Recipes indicate whether the player has enough materials.
- Recipes that can currently be crafted are visually highlighted.
- Crafting uses resources from:
- The player's inventory.
- Equipped backpack storage.
- House storage while the player is inside.
- Opening the crafting menu makes the player sit down with a short delay and sound.
- The player's previous pose is restored after closing the menu.
- Added recipes for oak planks, oak stairs, and a storage crate.
- Clothing and empty unequipped backpacks can be dismantled into fabric.
- Equipped clothing and backpacks are never consumed by recipes.
- Fabric can also be used as a bandage.
- Added a weapon cleaning kit recipe using fabric, acetone, duct tape, and an empty can.
- Clothing and syringe dismantling recipes now display the exact source item.
### π¦ Loot System
- Completely reworked loot generation.
- Added configurable loot tables and reusable loot groups.
- Added the ability to create custom loot tables through the administrator interface.
- Loot sources are assigned by block type rather than exact coordinates.
- Added support for searchable containers and airdrops.
- Added localized source names and convenient loot table selection.
- Item quantity, repetition, enabled state, and probability are displayed directly in the list.
- Added standard Creative Mode categories and scrolling to the item catalog.
- Added real-world-time loot respawn timers.
- A new timer begins only after the generated loot has been accessed.
- Container contents are properly synchronized between players.
- Leftover junk loot can no longer permanently prevent regeneration.
- Added loot multipliers for different map zones.
- Added administrator commands for manually rechecking loot sources.
- Added an adaptive Loot Director that adjusts selected categories using collection statistics.
### β Player Corpses
- Reworked player corpses into separate entities that visually replicate the player.
- Corpses preserve the player model, skin, armor, backpack, and held weapon.
- Added a slower transition into the standard prone pose after death.
- Removed the conflicting vanilla sideways death animation.
- The dead player's model is hidden immediately after the corpse is created.
- Players can no longer move corpses.
- Bullets pass through corpses without damaging them.
- Destroying a corpse requires four melee hits, including empty-hand attacks.
- Removed blocking authentication server requests when loading corpse skins.
- Improved corpse synchronization after death, respawning, joining, and teleporting.
- Improved corpse interaction when the client's entity list is desynchronized.
### π― Player Hitboxes
- Added skeletal hitboxes for calculating bullet impacts.
- Hitboxes account for standing, sitting, and prone poses.
- Head and limb hitboxes follow player rotation and animations.
- Arm hitbox positions change when holding items or using a weapon with both hands.
- Added a debug menu for displaying skeletal hitboxes in Creative Mode.
- Added an administrator hitbox editor with a transparent background and persistent settings.
### π Interaction
- Added a unified server-side interaction service for searchable objects.
- Objects that were previously opened with the mouse are now opened using `F`.
- Interactions validate:
- Distance.
- Line of sight.
- Permissions.
- Cooldown.
- Current object state.
- Every interaction is validated again by the server.
- Client prompts use the same rules wherever possible.
### πΊ Map and GPS
- The map interface can now be opened when carrying a GPS.
- GPS devices display the map and support zooming.
- Existing map markers are displayed on the GPS.
- A regular map displays only the player's current position.
- Improved marker positioning while moving the camera or while the held GPS is swaying.
- Fixed selected marker highlighting on the GPS.
- Updated GPS tooltips and map-opening notifications.
### π₯ Player List
- Added a redesigned server player list.
- Added player names, ping, clan, and supporter status.
- Supporters are displayed first.
### π‘ Server
- Improved entity synchronization after respawning and teleporting.
- Added forced entity tracking refreshes when a player enters an already loaded area.
- Reduced cases where an entity remained rendered but was missing from the client's entity list.
### β Other
- Removed FOV changes caused by movement speed increases or reductions.
- Added a HUD displaying the remaining item-use time.
- Fixed fog rendering for distant LOD chunks.
- Distant chunks are now properly obscured by fog and no longer remain visible beyond the intended distance.
- The hotbar HUD is no longer rendered over the inventory's existing hotbar slots.
This mod has no additional files