When fully charged it can be fired to produce an upwards thrust like a mid-air powerful jump
Whilst the weapon is out, it'll charge up; switching weapons loses charge
We don't have a weapons modeller at the moment, so it's using the railgun model for now. If you'd like to model us a new gun, please get in touch!
Wrenching a dispenser now recharges 5 cells per whack; you can no longer insert your own ammo with your wrench
Dispensers are now cheaper, down from 100 cells to 30 cells
Dispensers have less maximum capacity, down from: 400 to 100 cells; 500 to 100 nails; 400 to 100 shells, 250 to 50 rockets, 500 to 100 armor. NOTE: It's explosion size is based on what percentage full it is, not the total ammo number. This means the explosion size has not changed, but it reaches full detonation size quicker.
Dispenser health reduced from 150 to 75
Dispensers no longer eat backpacks when they are full
Ragdolls are no longer affected by concussion grenades
Ragdolls are pushed less by explosions
Ragdolls last for 5 seconds, down from 15
Gibs are now more frequent from deaths with explosions (>30 dmg overkill rather than >50)
Dropped player weapons are now tied to cl_gib_lifetime
Railgun now glows more dramatically when it's fully charged
Fixed various HUD positioning on non-standard resolutions