
Mod tools: Added walkBobMultiplier, sprintBobMultiplier and proneBobMultiplier which allows you to change the amount of weapon bob for different stances.These can be used to tweak the aim sensitivity if needed (although I recommend keeping the multiplier at 1 for most cases) Mod tools: Added aim sensitivity multipliers for modders.Added launcher window that lets you choose between starting the game normally or without mods.Slightly reduced pathfinding penalty to underwater infantry navmesh nodes.Projectile raycasts will now hit water volumes (instead of just the global ocean water).AI will no longer enter water when following a squad leader unless the squad leader is in water.Bugfix on mounted stabilized turrets that should make it easier to set up modded vehicles correctly.Reduced the physics iteration count somewhat, trading some physics accuracy for higher FPS.Tweaked ragdoll max forces values which hopefully should help prevent the spaghetti man bug.

Running over someone will count as a kill on the scoreboard.Infantry will now take damage based on the speed at which they were hit by a vehicle.Should prevent the player from flinging away at max speed after behing hit by a vehicle. Improvements to vehicle - infantry collision physics.Fixed a bug where the audio would cut out if you were inside a turret while a nearby flag was captured, despawning the turret.Fixed a bug with animation transitions when an infantry gets up from being rag dolled.Slightly increased fall speed when using a parachute.Updated skirmish transport plane 3D model.Skirmish transport plane now fires smoke rounds before dropping off a respawn wave, making the spawning soldiers harder to hit.This means that you don't need to spend as much time worrying about enemy AI spawning on top of you while you're capturing a flag.


Added a slight weapon bobbing animation when jumping/landing and some sound effects.

