School's back in session, and progress is still crawling, but it beats stopped any day of the week. What got done:
-Revbow workbench art processed and completed.
-Darts workbench art sourced, processed, and completed.
-Lots of playing around and refining later, dart ammo and discarded magazines have models.
-Cleaned up a bug with the player hands and being used in fly/ghost mode (literally walking through walls) This was really destructive to the immersion of the hands.
-Located an odd bug with M460 rifle. It is not yet fully understood, but we're on the job and it should be cleared within a day or so's time.
-Revbow pickup mesh modeled, refined, and exported/scaled. Its nature and being somewhat related to arm thickness may require rescaling later, but for now the magazines and weapon are scaled exactly the same, and that's not a bad start.
-Debugged some odd issues related to certain ammo types and rendering conflicting values.
-Revamped the way ammos and weapons recalculate accuracy based on ammo effects. The old method was ugly and inefficient, as well as not always properly working. New system is much more universal, clean, and properly working.
Sub notes about accuracy revamp:
-Rubber slug + door breaching 10G ammo, AKA "slug shredders" now produce their pellet spread with less accuracy penalty. Ever seen the accuracy cone for Mount and Blade muskets? Worse than that, suffice to say.
-Flechette now has a very tiny boost to accuracy effect, as we are now backing away from "too much accuracy" fears with shotguns.
-Various dart effects also induce accuracy/inaccuracy in unique values, just as a forewarning thing for how they operate.
-Extremely likely that these new accuracy and inaccuracy tweaks are MP compatible. It has not yet been tested (as the revbow is incomplete) but is heavily duplicated from similar checks for subsonic/explosive munitions and their respective effects.
-Sharks now have a 10-15% accuracy bonus with laser type weapons. No, not really.