GRASS

by mebel

0.5.0

!! TECH DEMO build - a complete rewrite of the simulation core.

- Recoil is now fully physical: the kick comes from the true firing impulse (propellant gas included) on the weapon's measured inertia, absorbed by a soft recoil pad and by muscles that need a moment to react.
- The shot rocks the shooter: the climb stays on your sights and you pull it back down yourself. Lying down, the body barely rocks.
- Firing tires the muscles: a rifle magazine costs almost nothing, a long machine-gun belt loosens your hold shot after shot.
- New aim ring: a white ring that fades away as the weapon settles where you look. All debug overlays are gone - the ring is the only HUD element.
- Vanilla recoil is now replaced on ALL weapons, including several weapon families the previous versions could not reach.

!! Reminder: this is a technology demo - expect rough edges and changes.
Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 13:56:54 GMT
Last Modified
Wed, 05 Aug 2026 13:56:58 GMT

0.3.11

⚠ TECH DEMO build — an early alpha showcase, not for regular play yet.

- The sights now sway with your movement while aiming: walking makes them drift, and the sway tracks how fast you move — slower and smaller at a slow walk, faster and larger the quicker you go, with an extra bit of wobble the moment you start moving. Standing still and rested, the sights stay nearly steady.
- When you are fully exhausted the whole weapon wanders a little — both sights drift together — instead of just the rear end twisting.

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Mon, 27 Jul 2026 11:55:55 GMT
Last Modified
Mon, 27 Jul 2026 11:55:58 GMT

0.3.9

⚠ TECH DEMO build — an early alpha showcase, not for regular play yet.

NEW — the sights come alive when you aim:
- Move the weapon while aiming and the front and rear sights drift apart — the
  front sight lags or leads your swing depending on how the weapon is balanced
  and where your hands are — then settle back as you steady up.
- A tired hold no longer freezes: the longer you hold the sights, the more your
  eye wanders in them — a gentle, slow sway that grows with fatigue.
- Average-shooter strength: a typical, un-conditioned soldier (weaker than the
  previous build), so the weapon droops and tires a touch sooner.

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sun, 26 Jul 2026 23:27:03 GMT
Last Modified
Sun, 26 Jul 2026 23:27:06 GMT

0.3.8

Recoil fix for modded weapons + smoother camera + cleaner stamina.

- Recoil now works on modded weapons whose geometry scans oddly — a shoulder-pad sanity check keeps the muzzle climbing instead of going dead. A 7.62 rifle now kicks harder than a 5.45, the way it should.
- Smoother transition between hip and the sights — no more camera snap when you raise or lower to aim.
- Subtler head-tilt view roll when aiming — your eyes and inner ear cancel most of a head tilt, so it stays gentle.
- Fixed the camera keeping the previous (Game Master / spectator) direction after you take control of a character.
- Exhausted shooters keep more of their strength — the stamina penalty was too harsh at the bottom.
- Redesigned the arm-stamina indicator into a single, cleaner element that also shows how tired legs cap your arms.

On 0.3.6 or earlier? Safe to grab.
Game Version
1.7.0.54
Created
Sun, 26 Jul 2026 00:13:19 GMT
Last Modified
Sun, 26 Jul 2026 00:13:22 GMT

0.3.7

Hold polish — a steadier, cleaner settle.

- The weapon hold is now tuned to settle cleanly with no leftover wobble or ring:
  after a small aim correction the sight comes to rest smoothly instead of
  overshooting and creeping back. This is the clean baseline that the future
  imperfections (sway, tremor) will build on top of.
- Your hands and the recoil pad stay deliberately "soft" — a glove and a rubber
  pad soak up motion, so the weapon still has weight and give in the hold; it
  just no longer rings.
- Head-tilt view roll dialed in — your eyes and inner ear partly cancel a head
  tilt, so it stays subtle.

On 0.3.6 or earlier? Safe to grab — a smoothness pass, nothing to relearn.
Game Version
1.7.0.54
Created
Sat, 25 Jul 2026 18:09:59 GMT
Last Modified
Sat, 25 Jul 2026 18:10:02 GMT

0.3.6

Recoil stability fix (on top of 0.3.5).

- Fixed a forward "kick-out" glitch: on some shots — more often on heavier weapons — the stock could snap FORWARD out of the shoulder and rebound, a hard jolt in the wrong direction. Gone. The stock now settles cleanly into the shoulder on every shot, at any press depth, with no bounce-back.
- Muzzle climb and recovery are unchanged in direction and stay smooth — the fix only removes the bad bounce, it does not touch how the weapon kicks up.

On 0.3.5 or earlier? Grab this — a clean recoil fix, nothing to relearn.
Game Version
1.7.0.54
Created
Sat, 25 Jul 2026 12:15:15 GMT
Last Modified
Sat, 25 Jul 2026 12:15:18 GMT

0.3.5

Stability pass on top of 0.3.4 — internal fixes, no gameplay changes:

- Fixed a rare body-rock buildup that could cause a one-frame jolt after some weapon/stance transitions.
- Tidied the stock-press and "mod off" A/B states on edge transitions.
- Recoil, stamina and handling feel identical to 0.3.4 — the 0.3.4 recoil-climb fix is unchanged.

Housekeeping update — safe to grab, no need to relearn anything.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 18:27:09 GMT
Last Modified
Fri, 24 Jul 2026 18:27:12 GMT

0.3.4

RECOIL CLIMB — fixed. Recent builds nudged the muzzle slightly DOWN on the shot;
it climbs UP again now, verified in-game (two internal frame-of-reference bugs in
the recoil lever and the body-rock direction — both corrected).

- Aiming tires your arms slower — you can hold a steady sight picture roughly
  twice as long before the shake creeps in.
- Sprinting costs a lot more stamina now — an all-out sprint empties you in a few
  seconds, so pick your moments.
- Stronger, better-conditioned shooter: the arms hold and fight recoil a bit
  harder.
- NEW (subtle): the view tilts a touch when your head is suddenly jarred — your
  inner ear keeps the horizon mostly level, so it stays gentle.

On 0.3.3? Grab this — the recoil direction is the fix.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 14:49:31 GMT
Last Modified
Fri, 24 Jul 2026 14:49:35 GMT

0.3.3

RECOIL DIRECTIONS — properly fixed this time (0.3.2 was incomplete: the weapon slid FORWARD on the shot). Now verified in-game on rifles and MGs: rearward stroke into the shoulder, upward climb, stable hold.

- NEW: body rock — heavy weapons (M60 class) now kick the SHOOTER: the recoil reaction rocks your torso back and your muscles haul it upright. A machine gun finally feels like a machine gun, even though its own mass barely rotates it.
- Sprinting drains stamina much faster (~5x) — fatigue matters now: a winded gunner presses the stock weaker, holds looser and rocks more.
- Slightly livelier hold (damping trimmed).

If you grabbed 0.3.1 or 0.3.2 — update, this is the one.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 02:34:28 GMT
Last Modified
Fri, 24 Jul 2026 02:34:31 GMT

0.3.2

Hotfix: recoil direction inverted in 0.3.1 (a sign flip shipped without an in-game test - our bad). The pad recoil now kicks the right way again. If you grabbed 0.3.1, update.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 02:05:54 GMT
Last Modified
Fri, 24 Jul 2026 02:05:57 GMT

0.3.1

THE RECOIL PAD IS IN: your stock now truly sits against your shoulder.

- Every shot drives the weapon REARWARD into a progressive recoil pad — you see and feel the stroke and the recovery, not a weapon glued to a wall.
- Muzzle climb now EMERGES from geometry: the pad catches the gun below its centre of mass — no more artificial kick multiplier.
- Shoulder press matters: a firm, rested hold soaks the shot in one smooth compression. A tired or loose hold lets the stock SEPARATE from your shoulder and slam back — a real double-hit you can feel and fight.
- Works with everything from 0.3.0: heavy weapons stroke deeper, fatigue loosens your press, torso and hold react accordingly.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 02:02:45 GMT
Last Modified
Fri, 24 Jul 2026 02:02:48 GMT

0.3.0

SIMULATED RECOIL IS HERE (first cut): every shot kicks with the weapon's real firing impulse and its own measured inertia — a heavy MG kicks differently than a carbine — absorbed and recovered by your simulated hold.

- Full upper-body hold simulation: your arm muscles actually carry the weapon. Weight, fatigue and stance matter — an M60 hangs heavier than a carbine, and a tired soldier holds visibly worse.
- NEW: torso simulation — fast turns leave your heavy upper body behind; it hauls itself back on its real strength budget.
- Stock & shoulder: the stock seats into your shoulder pocket. A firm press steadies the weapon; fatigue loosens the press. Under gentle tracking the stock stays seated — hard yanks break it out and it re-seats on its own.
- ADS: the sights now visibly misalign from your eye line as the hold deviates and as shots land — the weapon truly moves relative to the camera.
- Rebuilt weapon inertia: smoother and now fully per-weapon (mass and balance scanned from the actual model — a front-heavy weapon trails differently).
- Steadier arms: arm stamina lasts noticeably longer; hard running still tires your hold.
- Stability: fixed rare violent weapon-flail glitches; overall smoother handling.

Known this build: no weapon sway yet (roadmap); hand tremor temporarily disabled (recalibration); launchers have no recoil handling yet.
Game Version
1.7.0.54
Created
Fri, 24 Jul 2026 01:13:15 GMT
Last Modified
Fri, 24 Jul 2026 01:13:18 GMT

0.2.6

Third person now carries the handling feel: in 3rd-person view the camera lags with your body's turn inertia, same as in first person (rotation only for now — the character model itself will follow in a future update).

Under the hood: two leftover experimental camera couplings were removed and the barrel-blocked check now runs at a lower rate — slightly leaner every frame, identical feel.

Default fallback weapon geometry now matches the standard US service rifle (only used in rare cases when the live weapon scan fails).
Game Version
1.7.0.54
Created
Wed, 22 Jul 2026 19:18:48 GMT
Last Modified
Wed, 22 Jul 2026 19:18:52 GMT

0.2.5

Free-look cursor: while looking around freely (free-look) or carrying the weapon lowered, a cursor now marks where you are looking. Turn your head to its limit and keep pushing and the cursor runs on toward the screen edge, so you can still point past the neck's reach; it fades away as you look back toward where the weapon points.

Assisted aim in sights: while aiming down the sights your hands now put effort into twisting the weapon toward the target, not only holding it. Strength is shared between steadying and turning, and never exceeds what your arms can give. Tunable, and can be switched off.

Prone turning is heavier: lying flat genuinely slows how fast you can swing around, on top of your carried weight.

Weapon attachments now carry their weight at their true centre of gravity, so heavy suppressors and optics load the weapon exactly where they should.

On-screen stamina bars are wider and easier to read; the barrel-blocked warning lamp is more subtle.
Game Version
1.7.0.54
Created
Tue, 21 Jul 2026 21:11:36 GMT
Last Modified
Tue, 21 Jul 2026 21:11:39 GMT

0.2.3

## 0.2.3 — 2026-07-21


- Head ring fade thresholds are now sliders (`m_fRingFadeLoDeg` /
  `m_fRingFadeHiDeg`): the ring is invisible below the START angle and
  smoothsteps to full opacity at the FULL angle. Tuned defaults shipped:
  hidden while roughly on target (6.33° off-centre), fully visible at 45°
  (π/4).
Game Version
1.7.0.54
Created
Tue, 21 Jul 2026 12:05:05 GMT
Last Modified
Tue, 21 Jul 2026 12:05:13 GMT

0.2.2

# Changelog

All notable changes to PWHS: Layered Weapon Handling.

## 0.2.2 — 2026-07-21

- Bell-kernel weapon transport: the window average is weighted by the
  minimum-jerk velocity bell, so motion plays out as a human point-to-point
  S-curve (soft start, peak mid-move, soft stop) instead of a constant-rate
  ramp. A/B toggle `m_bWeaponDelayBell`.
- Onset micro-jerk fix: the coupled render translations (pivot re-basing,
  cheek couple, yaw tuck) are now driven by the VIEW-referenced weapon lag
  (weaponRef − head) instead of (weaponRef − raw intent), so raw mouse jabs
  no longer step the weapon/camera position frame-to-frame.
- Soft speed drag (`m_bTurnSoftDrag`): body and arms slews meet progressively
  rising resistance — realized rate = cap·tanh(needed/cap) — instead of a
  hard clip; slow motion passes 1:1, the live cap is the terminal velocity.
- Turn cap retune: base 200°/s (scaled by carried weight, stamina, pose),
  deficit valve 90°.
- Head ring marker: angular size (FOV/resolution/DPI-independent), radius
  π/128 calm → π/16 fully suppressed, driven by a suppression placeholder
  slider until a real incoming-fire feeder is wired.

## 0.1.1 — 2026-07-21

- Elbow arm frames: each hand's hold anisotropy comes from the live
  shoulder–elbow–grip bone chain (flexion plane spanned by the three
  points); pitch holds tight, lateral wanders like a real hold.
- Live hip render pivot near the weapon CoM (−6 cm toward the stock) with a
  translation clamp.
- Fixed a long-lived render leak (mouse motion above the output slew guard
  reached the weapon at raw speed) and a one-frame-stale intent subtraction.
- Window-average weapon transport replacing the tape delay.
- Body turn-rate cap from carried weight, stamina and pose; arms swing cap.
- ADS: own render scale, faster float, iron-sight alignment fix (cheek-weld
  eye translation removed).
- Live head inertia (bare head + worn headgear mass).
- HUD trimmed to the head ring + barrel-block warning.

## 0.1.0 — 2026-07-20

- Initial Workshop release: layered aiming pipeline (deadzone view, head
  sim, delays), weapon inertia from scanned geometry, two-grip + shoulder
  hold model, turn caps, hip render calibration.
Game Version
1.7.0.54
Created
Tue, 21 Jul 2026 11:39:20 GMT
Last Modified
Tue, 21 Jul 2026 11:39:24 GMT

0.2.0

fading pointer, better stock handling
Game Version
1.7.0.54
Created
Tue, 21 Jul 2026 10:17:54 GMT
Last Modified
Tue, 21 Jul 2026 10:17:56 GMT

0.1.1

better stock handling
Game Version
1.7.0.54
Created
Tue, 21 Jul 2026 10:15:01 GMT
Last Modified
Tue, 21 Jul 2026 10:15:04 GMT

0.1.0

Game Version
1.7.0.54
Created
Mon, 20 Jul 2026 23:23:21 GMT
Last Modified
Mon, 20 Jul 2026 23:23:26 GMT

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