WigglesCodeMods-WigglesBW_Timeline_Add_On icon

WigglesBW Timeline Add On

All-in-one BONELAB pack: AC-130, helicopter, C-RAM, Stinger, FPV drones, grapple, sling, gun jamming, air racking, ragdoll reload, bullet flyby, guided mini missile, No NPCs and Timeline clone deaths. Fusion + Timeline synced.

Last updated 6 hours ago
Total downloads 4416
Total rating 4 
Categories Custom Items Code Mods AI Generated Mods Misc Utility
Dependency string WigglesCodeMods-WigglesBW_Timeline_Add_On-2.9.4
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bonelib-BoneLib-3.2.2 icon
bonelib-BoneLib

A BONELAB mod for making life easier for other mod creators.

Preferred version: 3.2.2

README

WigglesBW (Timeline Add On)

WigglesBW (Timeline Add On): every Wiggles code mod in one DLL. One Wiggles BW button on your BoneMenu opens all of them. Works on Quest and PC. Synced over Fusion and recorded by Timeline when you have them installed.

Install

  1. Install MelonLoader (0.6.5 or newer: the Quest version works, PC 0.7 works too) and BoneLib (3.2.2 or newer).
  2. Copy both folders from the zip into your BONELAB folder (with a mod manager like r2modman this is done for you):
    • Mods/WigglesBW.dll goes directly in BONELAB/Mods (not inside another folder, and not the zip itself).
    • UserLibs/WigglesBW.Fusion.dll and UserLibs/WigglesBW.Timeline.dll go in BONELAB/UserLibs. On Quest the BONELAB folder is Android/data/com.StressLevelZero.BONELAB/files/ (or MelonLoader/com.StressLevelZero.BONELAB/ on newer MelonLoader). The two UserLibs files are the parts that talk to LabFusion and Timeline. They must be in UserLibs, not Mods: MelonLoader scans every DLL in Mods at startup, and on Quest that scan crashes the game when LabFusion or Timeline isn't installed. If they're missing, the problem panel tells you.
  3. If you used the old separate mods, delete AC130.dll, FpvDrones.dll, Grapple.dll, Sling.dll, TimelineClones.dll, QuestGraphics.dll, MenuManager.dll and GunJam.dll (otherwise everything runs twice).

Optional: LabFusion (multiplayer sync) and Timeline (recording + clones). Optional: Misc Explosive Devices (BaBaCorp): used for explosions when installed, built-in ones otherwise. In a Fusion lobby, everyone needs the same version of WigglesBW.dll.


AC-130

Spawn an AC-130 gunship that circles the map. You're teleported inside and can walk around while it flies.

  • Spawn / Teleport Into / Despawn from the menu. Change orbit distance, altitude and speed any time.
  • Jump out the open rear ramp, or hold B + X to bail out, then pull your parachute: hand on your chest + trigger (or grip). Parachutes can be turned off in the AC-130 menu. You glide where you look; look down to dive. The chute disappears when you land. Pull the ripcord again to cut it away and free-fall (pull once more for a new one). Parachute Glide Speed and Fall Speed in the AC-130 menu make it faster or slower.
  • Gunner station: touch the green console screen (front left) or use the menu.
    • Aim with your right controller, right trigger fires, left trigger switches weapon, B leaves.
    • Right stick up/down zooms, right stick click switches white-hot / black-hot thermal.
Weapon Fire rate
25 mm cannon Rapid fire, infinite
Mini missiles 2 every 15 seconds
Big missile 1 every 2 minutes

Missile cooldowns are shared by everyone on the guns. Hits damage players, NPCs and Timeline clones.

  • 25 mm impacts: each round throws up the game's own bullet-impact debris for that surface (dust, chips, sparks, splinters), 3x bigger to match the shell. A puff of smoke rises, spreads and fades away over a few seconds, tinted by the ground's dust colour.

  • FIM-92 Stinger (menu → Equip Stinger (Lock-On)): point at an AC-130 or helicopter, wait for the steady tone (locked), right trigger. 30 second reload between shots (the sight light turns grey while reloading). A hit sets the plane on fire; it spirals down with the alert sounding, explodes and disappears.

Helicopter (MH-X Silent Hawk)

  • Spawn Helicopter (menu): it lands on the nearest flat, open spot in front of you.
  • Climb in through either open door (there's a step under each), or use Get In Pilot Seat in the menu. Only the left front seat flies it (anywhere in the left half of the cockpit counts); you get a "You have the controls" message when you're in it. You're locked in the seat while flying: hold Y (or the menu's Leave Pilot Seat) to get out.
  • Center console buttons (just right of the pilot, push with either hand; also in the Helicopter menu):
    • START: engine on/off. The rotor spins up for a few seconds before it can lift off.
    • HOVER: holds its position and height whenever you're not touching the controls.
    • ROPES: drops a fast-rope out of each door. They're grapple ropes: grab, hang, slide and climb them exactly like the grapple, and your grip rides along with the helicopter.
    • CRASH: only the player who spawned it can use this.
  • Flying: grab the stick between your legs with your right hand (grip), or just use the right joystick: forward = go forward, back = slow/reverse, left/right = bank. Left stick up/down = climb/descend, left/right = turn. (Snap turning is paused while you fly.)
  • Everyone inside rides along: banking and turning won't throw you out.
  • It can be shot down: the Stinger (one hit; it locks onto helicopters too, equip it from the Helicopter or AC-130 menu), guns (about 34 rounds), mini missiles (2), a big missile or drone blast, the AC-130 cannon. Hitting something hard, or its rotor hitting a wall or tree, also brings it down: it spins, then explodes.
  • You're kept crouched (seated) in the pilot seat: the right stick flies the helicopter and can't stand you up.
  • Fusion: everyone sees it; whoever sits in the left seat flies it for everyone. Timeline: recorded and replayed.

C-RAM (air defence gun)

  • Place C-RAM In Front Of Me (Wiggles BW > C-RAM): it's set down on the ground right in front of you, gun facing the way you look. One per player.
  • Walk onto the glowing green ring behind it and you're locked in as the operator (or use Get On Nearest C-RAM). Hold Y (or Get Off) to step off. The ring turns orange while someone is on it.
  • Right stick left/right spins the turret a full 360° (snap turning is paused while you're on it).
  • Aim with your right controller: the turret spins a full 360° and the gun tilts up and down on its own pivot (two separate mechanisms), both swinging after your aim like a real mount. Turn your body and it turns.
  • Right trigger fires (30 rounds a second). Every round is a glowing tracer, so the fire is easy to see at night.
  • Gun camera: a camera on top of the barrel (same system as the FPV drones). It turns on when you get on; press A to switch between it and your own eyes. The sight shows a gap crosshair with mil ticks, azimuth tape, elevation scale, laser range, boxes on every aircraft in view (track number + range), rounds fired and time.
  • Muzzle flash and tracers use real flash/tracer photos.
  • Rounds are proximity-fuzed (they burst next to aircraft, with a flash and HIT on the sight). Brings down helicopters (about 12 rounds), AC-130s (10 hits) and drones (one hit): they crash and explode.
  • Fusion: everyone sees it turn and fire, and anyone can operate anyone's C-RAM. Timeline: recorded and replayed.

Night lights

The AC-130 (big lights), helicopters and every drone (FPV, War Drone, Kamikaze Wing; small lights) have aircraft lights: red on the left tip, green on the right tip, white on the tail, a flashing red beacon on top and a white strobe underneath.

No NPCs

  • Wiggles BW > No NPCs > Remove Map NPCs: play maps that have NPCs/enemies without them. Every NPC is removed (sent back to the game's pool) right after the map loads, and any that spawn later are removed within a second.
  • Remove NPCs Now clears them instantly. Turn the toggle off to spawn NPCs yourself again (reload the map to get the map's own NPCs back).
  • Fusion: only the host removes NPCs, so everyone in the lobby sees the same thing. Timeline clones and other players are never touched.

Bullet Flyby

  • When a bullet passes close to your head, you hear it go by. Rifle rounds crack and whistle, pistol rounds zip, and the AC-130's 25 mm and the C-RAM make a heavy ripping crack.
  • Every gun counts: NPCs, friends in Fusion, Timeline clones (replays only play the gunshot sound, and that's caught too), modded guns, the AC-130 and the C-RAM.
  • Not your own shots: your gun, or the AC-130 / C-RAM while you're on it. Those bullets fly away from you. To hear it, be on the receiving end: an NPC, a friend, or a Timeline replay of you shooting near where you stand.
  • The sound comes from where the bullet passed you, at the moment it got there, and it's louder the closer it was. A shot that hits a wall first makes no flyby.
  • Wiggles BW > Bullet Flyby: volume up to 10 (above 1 the sound is layered to go past full volume; default 4), how close counts (Near Miss Distance, default 3 m), and Test Flyby buttons. Each sends a pretend bullet past your head through the same steps a real one takes.

Night Vision

  • Wiggles BW > Night Vision, or touch your forehead with an empty hand and squeeze grip (flip the goggles down / up). Your view goes green with dark goggle-tube edges, and dark maps become visible.
  • An infrared light on your head lights whatever you look at, so it works on Quest and PC. Where the game supports post-processing (PC), real night-vision colour grading is added on top.
  • Brightness slider in the menu.

Mag Palming

  • Palm (speed reload): hold a fresh magazine near the gun's magwell and drop the gun's magazine. The old one glides into the same hand beside the fresh one and you feel a click in the controller. Slide the fresh one in.
  • Keep it: once the fresh one is in, the old magazine becomes a real grab in that hand, so you can drop it, hand it to someone or put it in a pouch or holster. Open your hand before that and it just drops.
  • Catch (tactical reload): drop the magazine with an empty hand under the magwell and your grip squeezed, and it lands in that hand.
  • Works with every gun and magazine. Wiggles BW > Mag Palming: on/off, catching, keeping the old magazine, and how close counts (default 30 cm).

Air Racking

  • Rack rifles one-handed, without touching the charging handle or pump: AKMs, M4s and other rifles, SMGs and pump shotguns.
  • Pistols only rack with a hand on the slide, the normal way. Short full-auto guns (Uzi, MP5K, Vector...) count as SMGs and still air rack. To air rack pistols too, turn on Air Rack Pistols.
  • Jab: push the gun forward along the barrel fast and stop sharply. Flick: snap the muzzle up or down with your wrist.
  • The slide moves, the rack sounds play, the old casing or round comes out and the next round is chambered. It also clears Gun Jamming jams.
  • Only When Needed (on by default) racks a gun only when it needs it: slide locked back, empty chamber with ammo in the mag, or jammed. A loaded gun never throws a live round out. Turn it off to air rack any time.
  • The motion is read from your real controller, so heavy rifles rack as easily as pistols, and walking or turning doesn't count. Shots don't count either: recoil never racks the gun.
  • Every air rack is written to the MelonLoader log (what the gun was like before and after), so a problem with one gun can be checked.
  • Wiggles BW > Air Racking: turn jab or flick on or off, and set the Sensitivity (higher means a softer motion racks).

Ragdoll Reload

  • Reload while ragdolled (Ragdoll Player's arm-control mode, Ragdoll Utility, Fusion knockouts, or any mod that ragdolls you). While ragdolled, a magazine won't slide into the gun you're holding the way it does standing up.
  • How: take a magazine from your pouch as usual. Hold it at your gun's magwell (within about 12 cm and roughly lined up), and it goes in.
  • Works on Quest and PC. This uses the same approach as DFort2's Ragdoll Reload (a PC-only mod), built into Wiggles BW. Having DFort2's mod installed too is fine.
  • If Ragdoll Utility's Drop Held Items is on, you drop your gun when you ragdoll. Pick it up again, then reload.
  • Standing up, nothing changes. Turn it off with Wiggles BW > Ragdoll Reload > Enabled.

Sling

Grab a long gun and a two-point sling clips onto its stock and handguard. Wear it on your shoulder, chest, stomach or side (Wiggles BW > Sling); let go of the gun and it hangs from you. Grab the strap with an empty hand and pull it away from you to take it off; let go of it against your body to put it back on.

  • Place Clip Points (Laser): choose where the strap clips on. Hold the gun and press the button: a laser comes out of your free hand. Point it at the back of the gun and pull that hand's trigger (red dot), then at the front (green dot). The strap moves there, and every gun of that kind uses those points from then on (saved). Reset Clip Points goes back to the automatic spots. Press Place Clip Points again to cancel.
  • Stretch: Stretchiness sets how elastic the strap is (a stretchy strap pulls in a little when relaxed, like a bungee sling). Max Stretch (%) is the most it can ever get longer than its length, however hard you pull it or however much the hanging gun bounces (default 8%).
  • Out of your face: the strap keeps clear of your eyes (measured from the headset): never inside your head or across the space right in front of your face, and any bit that still ends up at your eyes isn't drawn.
  • Light on Quest: the strap's maths runs inside the mod, and walls and floors take one check per frame unless something solid is right next to the strap. It slides along walls and the floor instead of sticking.
  • Grab it anywhere along its length (not just near its joints) to take it off or put it on.
  • Other people: the strap rests against other players' bodies instead of passing through them.
  • Without placed points, the front clip follows your second hand on the handguard until you lock it with A / X.

FPV Drones

  • FPV Drone, War Drone (explodes on impact) and Kamikaze Wing (delta wing, 300 mph, adjustable).
  • Drones: Angle / Acro / Travel modes (Y cycles them), full stick setup in the menu. Right trigger = detonate, left trigger = disconnect, hold both grips 1 s = emergency exit.
  • Travel mode (the easy way to get somewhere): one stick moves the drone forward/back and sideways the way it faces, the other climbs/descends and turns. Pick which stick moves it with Travel Move Stick (left or right). Let go and it stops and hovers.
  • Kamikaze Wing: left stick up/down = nose up/down, right stick left/right = bank and turn.

Misc Explosive Devices: Guided Mini Missile

  • Wiggles BW > Misc Explosive Devices > Launch Guided Mini Missile. A mini missile appears high above you, nose down toward the ground ahead. You see through the camera in its nose and steer it in acro mode, like an FPV drone.
  • Right stick up/down = nose down/up. Right stick left/right = yaw. Left stick left/right = roll. Left stick up = boost, down = slow down. Let go of the sticks and it holds its heading.
  • Right trigger = detonate. Left trigger = let go: your view comes back and the missile flies on straight. Hold both grips for 1 second = emergency exit.
  • It blows up on whatever it hits, using the Misc Explosive Devices explosions (BaBaCorp's pack). Pick the Warhead in the menu. Without the pack, a built-in explosion plays instead.
  • With Misc Explosive Devices installed, the missile looks like that pack's Mini Missile. If it ever flies backwards, turn on Flip Missile Model. Without the pack it uses a built-in mini missile.
  • Menu settings: Missile Speed (mph), Launch Height (how far above you it appears), Turn Rate, Invert Pitch.
  • Steer With: Right Controller steers the missile with your right hand like a joystick: tilt it down/up = nose down/up, turn it = turn, twist it = roll, from how you held it at launch. The left stick still boosts and slows.
  • Friends see it in Fusion, and Timeline records it.

Nuke Phone

Wiggles BW > Nuke Phone > Get Phone puts a phone in your free hand. Press the top button on that hand (Y on the left, B on the right):

  1. The screen quickly types out the launch code like a terminal (satellite uplink, auth key, target grid, arming bar), with key clicks. The phone lies in your palm and turns with your hand; turn your palm toward you to read it (Flip Phone Screen if it's on the wrong side).
  2. Launch confirmed: the phone goes away and the countdown starts (20 s by default). It lands where you were standing when you pressed the button.
  3. For the last 6 seconds the bomb falls out of the sky, whistling. With Misc Explosive Devices it's the pack's Timed Nuke.
  4. The rescue: before it hits, an AC-130 swoops in low from where you're looking, with a rope off its open ramp and a bright orange hook on the end. As it passes over you the hook catches you and yanks you up into the air. You swing on the end of the rope behind the plane while it circles the blast and climbs, so you watch the mushroom cloud go up. About 20 seconds after the blast it lets go and your parachute opens (look where you want to glide). You can't be hurt from the moment you're hooked until you land.
  5. The blast: a long white flash that leaves the sky glowing red-orange, the pack's Timed Nuke explosion, and a mushroom cloud that glows like fire: a white-hot core in a churning orange cap, a thick burning stem and a red-hot dust surge rolling along the ground, slowly cooling to dark smoke. A shock ring races across the ground, the boom arrives at the speed of sound, and your ears ring. Everything inside the Blast Radius (150 m by default) is destroyed: NPCs, Timeline clones, helicopters, your AC-130 if it's overhead, and you, if you're still there. Loose objects get thrown.

Settings: AC-130 Rescue (turn it off and you'd better run), Countdown, Blast Radius, Kill NPCs, Volume, Flip Phone Screen. Abort Launch cancels a launch; Put Phone Away hides the phone.

Voice line: when you launch, a voice line plays from the phone (one comes with the mod) and the code types out at whatever speed makes it finish right as the voice line ends. To use your own, put a sound file in UserData/WigglesBW/NukeVoice/ (the folder is made for you the first time you play; the MelonLoader log shows exactly where; on Quest it's inside the game's files/UserData folder). A 16-bit .wav works everywhere; an .mp3 or .ogg is tried with the game's own loader, and if that can't read it the built-in line plays instead. Voice Start / Voice End play just part of the file. A new or changed file is picked up within a few seconds.

Online and in Timeline: in a Fusion lobby everyone sees the bomb fall and the blast at the same moment, it hurts them (and the NPCs) if they're inside, and they see the AC-130 drag you away on its rope. Timeline records it all: the replay drops the bomb, sets off the blast and flies the plane with the recorded you on the rope (replays never hurt anyone). The rescue uses the pack's AC-130 and parachute, so the AC-130 part has to be on.

Timeline replays of the AC-130, helicopter and C-RAM

  • When you play back a take, your real AC-130, helicopter or C-RAM follows the recording, with no second copy. Everything on it still works: walk inside, gunner station, ramp, the helicopter's ropes and panel, the C-RAM operator spot.
  • It despawns when the playback ends, so nothing is left behind.
  • If it isn't out any more (or it's a friend's), a replay copy flies the recording instead and is removed at the end.
  • If you're flying the helicopter or operating the C-RAM yourself, the replay leaves it alone.
  • Recording a new take while an old one plays doesn't record the replayed path a second time.
  • Parachutes: everyone's parachute is recorded (yours and every Fusion player's), and each one floats down again on replay.

Timeline Clones

Clones played back by Timeline get real bodies:

  • Hitboxes, blood, knives that stick in.
  • Health like players: head = 1 shot, body = 3 shots, arms/legs = 6 shots. Then they drop as a ragdoll right where they stand, and Timeline records the fall. Explosions, drones and the AC-130 hurt them too.
  • Dead clones drop their weapons and their guns stop shooting, even if the recording had them firing later.
  • Fist & Melee Combat (setting, off by default): turn it on and choose how many punches and how many melee hits (knives, bats, swords... anything you hold that isn't a gun) it takes to ragdoll a clone.
  • Grab and drag ragdolled clones (recorded by Timeline).
  • Shots To Kill: choose how many shots it takes in the head, the body and the arms/legs (default 1, 3 and 6).
  • Knife stabs bleed hard, keep bleeding for a few seconds, and count as a melee hit. The blade slides into the body without pushing it (standing, ragdolled or replayed), so it never throws you around or knocks the body into the floor.
  • Ragdoll Stiffness: sliders for the whole body, head, spine, and each arm and leg, in 5% steps (0% floppy, 100% rigid).
  • Ragdoll Weight (kg): how heavy ragdolled clones are, in steps of 10 kg. Shared across the body in human proportions. Heavier clones get knocked around less and are harder to drag.
  • Legs buckle like a person's: knees fold up to about 150° and hips swing about 125° forward.
  • Hands relax: when a clone goes limp, its fingers open up instead of staying clenched around its gun.

Also inside

  • Grapple: grappling rope you can swing on and climb (and others can climb yours online).
  • Sling: see Sling above.
  • Gun Jamming: visible gun jams.
  • Menu Manager: hide other mods' buttons from your main BoneMenu. Hidden ones all go on one Hidden Mods screen, where you can still open them or show them again. The mods keep running.

Settings

Everything is on the Wiggles BW page of the BoneMenu and is saved in UserData/MelonPreferences.cfg.

Troubleshooting

Wiggles BW tells you what's wrong. If something is breaking it, a red "WIGGLES BW - PROBLEM FOUND" panel appears in front of you when you load into a level (and a notification), saying what the problem is and how to fix it. The full list is also in BoneMenu > Wiggles BW > Problems. It catches:

  • Old separate mods still installed (AC130, FpvDrones, Grapple, Sling, TimelineClones, QuestGraphics, MenuManager, GunJam): delete those DLLs. Until you do, Wiggles BW skips its own copy of them so nothing clashes.
  • Wiggles BW installed twice (e.g. manually and with a mod manager): delete one. Only one copy runs.
  • BoneLib too old: install BoneLib 3.2.2 or newer.
  • LabFusion / Timeline version different from what this version was made for (LabFusion 1.14.2, Timeline 0.5.2).
  • A part of the pack failed to start, with the error.
  • The Wiggles BW button was removed by another mod (e.g. another menu manager): it's put back automatically.

Kicked when joining a Fusion server: fixed in 1.3.0. Wiggles BW now waits until you've fully joined before it sends anything, so the server no longer disconnects you while loading in. Everyone should update to the same version.

Game closes while starting or loading in: Wiggles BW protects itself.

  • It doesn't touch the game's code while the game is starting: its game hooks go in one at a time a few seconds after you're standing in a level, and each game method is hooked only once (hooking the same method several times is a known way to crash Quest).
  • It remembers what it was doing. If the game ever crashes while a part of Wiggles BW is starting, just that part is turned off on the next launch, the rest works, and the problem panel names it.
  • Crashes it can't pin on one part: 2nd time in a row Safe Mode (all features off) so the game loads.
  • Updating Wiggles BW clears Safe Mode and anything that was turned off, so an old crash can't keep it switched off.
  • Turn things back on any time: BoneMenu > Wiggles BW > Turn Everything Back On (or set SafeMode = false and TurnedOffAfterCrash = "" under [WigglesBW] in UserData/MelonPreferences.cfg).

Duplicate installs are detected automatically. Wiggles BW checks MelonLoader's list of loaded mods. If Wiggles BW is installed twice (e.g. manually and with a mod manager), only the newest copy runs. If an old separate Wiggles mod (AC-130, FPV Drones, Sling, ...) or any other mod is installed twice, the problem panel tells you exactly which file to delete. Wiggles BW never moves or deletes files itself.

Installed it but there's no Wiggles BW button:

  • Check the DLL is directly in Mods (see Install), only once, and that MelonLoader and BoneLib are installed and up to date.
  • Open MelonLoader/Latest.log and search for Wiggles BW. If it isn't there, MelonLoader isn't loading the file (wrong folder or old MelonLoader). If it says Safe Mode or "turned off", see above.
  • Still stuck: send MelonLoader/Latest.log (on Quest: Android/data/com.StressLevelZero.BONELAB/files/MelonLoader/Latest.log) to the mod author, it says exactly what went wrong.

Changelog

2.9.4

  • Nuke Phone: the voice line plays now (it didn't in 2.9.3). It's built into the mod the same way as the pack's other sounds, so it plays on Quest and PC. It's also trimmed to the speech, so the typing ends right as the voice does.
  • Timeline Clones, stabbing: stabbing a standing clone no longer makes the body fall into the ground and bounce, and stabbing a ragdolled clone no longer flings you. The game's own stab lock doesn't grab clones any more (it kept coming back and pinning the knife to the wrong place), and a knife you hold inside a body that just died doesn't start pushing it again after a second.

2.9.3

  • Nuke Phone: the launch voice line now comes with the mod and plays on its own (no setup); the code on the phone finishes typing exactly when it ends. Your own file in UserData/WigglesBW/NukeVoice/ still replaces it.

2.9.2

  • Nuke Phone: your own voice line. Put a sound file in UserData/WigglesBW/NukeVoice/ and it plays when you launch; the code on the phone types out in time with it and finishes exactly when it ends. Voice Start / Voice End pick part of the file.

2.9.1

  • Timeline Clones: stabbing a ragdolled clone no longer breaks the game. The knife's stab sensors kept locking it onto the body after the first second (and a ragdoll being replayed by Timeline is moved by the recording, so that lock broke things); the lock is now kept off for as long as the knife is in.
  • Parachute: cut it away - pull the ripcord again (hand on chest + trigger or grip) and the canopy flies off so you free-fall; pull once more for a fresh one. Also Cut Away Parachute in Wiggles BW > AC-130.
  • Parachute: Parachute Glide Speed and Parachute Fall Speed in Wiggles BW > AC-130 (0.25x to 5x).

2.9.0

  • Timeline Clones, stabbing: fixed bodies sinking into the ground and bouncing after a stab (it happened when the stab killed the clone: the game's stab lock then pinned the knife and the body to a fixed point in the world), and fixed getting thrown around when stabbing ragdolls. A knife you let go of inside a dead body stays in; grab it again and it comes out instead of dragging the body around.
  • Nuke Phone: synced. Fusion players all see the bomb fall, the blast and your rescue plane, and the blast hurts them; Timeline records and replays the whole thing.
  • Nuke Phone: the bomb is the Misc Explosive Devices Timed Nuke, and the blast uses its Timed Nuke explosion.
  • Nuke Phone: new fiery mushroom cloud (white-hot core, orange cap, burning stem, red-hot ground surge, cooling to smoke), no orange sphere, a longer flash with a red-orange glow after, ringing ears, no siren.
  • Nuke Phone: the phone lies in your palm and turns with your hand in every direction. The launch code types out about twice as fast.
  • Sling: grab it anywhere along the strap, and it rests against other players instead of going through them.
  • Mag Palming, much better: the old magazine glides into your palm with a click you feel; after the fresh one goes in it becomes a real grab you can pouch or holster; new mag catching with an empty hand under the magwell; works from a bit further away.

2.8.2

  • Sling: fixed the front of the strap freezing and then snapping to where it had been. The keep-out zone in front of your eyes reached out to the gun's front clip, so while you aimed the strap next to the clip kept getting held at the edge of it. That zone now only covers the space right in front of your face, and the strap next to each clip always just follows the gun, like before 2.7.0. Everything else from 2.7.0 stays (laser clip points, lighter, capped stretch, out of your face).

2.8.1

  • Timeline Clones: stabbing fixed. The knife now goes into the body instead of fighting it: it stops colliding with that clone until you pull it back out, and the game's stab lock on a living clone is removed. No more being thrown around, and stabbed bodies no longer sink halfway into the ground and bounce. A knife stuck in a dead body comes out with an easier pull.
  • Nuke Phone: the phone disappears once the nuke is called in, and the red ring and beam marking the spot are gone.
  • Nuke Phone rescue: your arms no longer bend back into a U while you're dragged at speed (your whole body now moves at the speed you're flying, instead of being stopped every physics step).

2.8.0

  • New: Nuke Phone (Wiggles BW > Nuke Phone). Get the phone, press Y or B on that hand, and the launch code types out on its screen. Then a bomb drops where you stood. Just before it hits, an AC-130 hooks you with a rope and drags you into the air to watch the mushroom cloud, then lets you go with your parachute open.
  • AC-130 parachute: the pack can now open it for you (used when the rescue rope lets go).

2.7.0

  • Sling: Place Clip Points with a laser. Point at the back of the gun and pull the trigger, then the front. Saved for every gun of that kind; Reset Clip Points goes back to automatic.
  • Sling: much lighter on Quest. Its maths used to go through the game for every step (thousands of calls a frame); now it runs inside the mod, and walls and floors cost one check per frame unless the strap is touching something. It slides along walls and the floor instead of sticking.
  • Sling: out of your face. It's measured from your eyes now (it used the physics head, which sits lower and further back), keeps clear of your face and your line of sight, and isn't drawn right at your eyes. The shoulder spot moved out toward your arm, away from your neck.
  • Sling: stretchy without getting long. Max Stretch (%) (default 8%) replaces Max Stretch Length, and the limit now holds along the whole strap and on a hanging, bouncing gun. Stretchy straps pull in a little when relaxed.
  • Friends' and Timeline slings use the same lighter maths.
  • Timeline Clones: lighter with lots of clones. Simpler hitbox physics, the voice check runs twice a second instead of every frame, the vehicle search runs every 10 s, and dropped-weapon checks only run in the 3 s after a clone goes down.

2.6.0

  • New: Night Vision goggles (Wiggles BW > Night Vision, or touch your forehead + grip). Green view with goggle-tube edges, and an infrared light so dark maps become visible. Real colour grading where the game supports it.
  • FPV drones: new Travel flight mode. One stick (left or right, your choice) moves the drone forward, back and sideways, the other climbs and turns, so it's easy to fly to places. Y cycles Angle / Acro / Travel.
  • Guided Mini Missile: Steer With: Right Controller. Tilt your right hand like a joystick to steer it.

2.5.0

  • New: Mag Palming. Hold a fresh mag at the magwell, drop the gun's mag, and it lands in the same hand beside the fresh one. Slide the fresh one in; let go and the old one drops.
  • No more problem popup every time you load in. Problems go to the log and the Wiggles BW > Problems page; a popup only shows when the whole pack is switched off (broken install, Safe Mode).
  • Bullet Flyby: much louder. The volume goes up to 10 (default 4); above 1 the sound is layered to go past full volume.
  • Timeline Clones: darker blood (droplets, mist and pools).
  • Timeline Clones: choose how many shots kill a clone, for the head, the body and the arms/legs.
  • Timeline Clones: knife stabs bleed hard and keep bleeding, and count as a melee hit. A knife in a living clone pops out when the clone moves instead of throwing you around.

2.4.0

  • Timeline: no more duplicate AC-130s, helicopters or C-RAMs on playback. If yours is still out, the replay drives that one, so its interactions still work (walk inside, gunner station, ramp, the helicopter's ropes and panel, the C-RAM operator spot). When the playback ends it's despawned. Without it, a replay copy is used and removed at the end. A helicopter you're flying or a C-RAM you're operating is left to you.
  • Timeline: everyone's parachute is recorded now (yours and every Fusion player's), not just one person's, and they all float down again on replay.

2.3.1

  • Bullet Flyby fixes:
    • Timeline clones now count. Timeline replays a recorded shot by playing only its gunshot sound, with no bullet, so clone shots were never noticed. Every gunshot sound is now caught too (the same shot is counted once).
    • Shots that hit you still crack past. NPCs aim at your body, so before, their shots almost never made a sound.
    • Plays through the same game sound channel as the drones, which is known to work.
    • Works at any distance (it stopped at 800 m), and the default Near Miss Distance is now 3 m.
    • The Test Flyby buttons send a pretend bullet past your head through the same steps as a real one, with a popup. Every flyby is written to the MelonLoader log.

2.3.0

  • New: Bullet Flyby. Bullets passing close to your head make a sound: rifle rounds crack and whistle, pistol rounds zip, the AC-130 25 mm and the C-RAM rip past. It works for every gun (NPCs, Fusion friends, Timeline clones, modded guns) but not your own. The sound comes from where the bullet passed, timed to when it got there. Wiggles BW > Bullet Flyby has the volume, the distance and Test buttons.
  • AC-130: removed the white sphere that flashed where 25 mm rounds hit. The game's debris and the smoke stay.

2.2.0

  • AC-130: 25 mm rounds now throw up the game's own bullet-impact debris for whatever they hit (dust, chips, sparks, splinters), 3x bigger to match the shell. Each hit also leaves a puff of smoke that rises, spreads and fades away, tinted by the ground's dust colour.
  • Removed Quest Graphics+. It only changed graphics settings while the game ran, so nothing is left behind.

2.1.0

  • New: Guided Mini Missile (Wiggles BW > Misc Explosive Devices). It appears high above you. You fly it from its nose camera in acro, like an FPV drone: right stick = pitch/yaw, left stick = roll and boost, right trigger = detonate. It explodes on impact with the Misc Explosive Devices explosions, and looks like that pack's Mini Missile when the pack is installed. Speed, launch height, turn rate and warhead are in the menu. Synced over Fusion and recorded by Timeline.
  • Timeline Clones: Ragdoll Weight (kg) slider, in steps of 10, for how heavy ragdolled clones are.
  • Timeline Clones: ragdoll stiffness sliders now move in 5% steps instead of 10%.
  • Timeline Clones: a clone's hands open up when it goes limp instead of staying clenched in the last grip.
  • Timeline Clones: legs buckle like a person's. Knees are real hinges that fold up to ~150°, hips swing ~125° forward. Before, they stopped at 45-90° and could bend sideways.

2.0.5

  • Ragdoll Reload rebuilt around the real problem: while ragdolled, the magazine wouldn't go into the gun. Now, with a gun in one hand and a magazine in the other, holding the magazine at the magwell (within about 12 cm, roughly lined up, a magazine that fits) puts it in with the game's own insert step. Works on Quest and PC. Same approach as DFort2's PC-only Ragdoll Reload mod.
  • Fixed: Wiggles BW's Ragdoll Reload switched itself off when DFort2's "Ragdoll Reload" mod was installed, because the two had the same name. It now has its own name, and both can be installed.
  • Removed the hip-squeeze magazine spawning, the auto-load, the test button and the Ragdoll Reload popups. The pouch already works while ragdolled.

2.0.4

  • Ragdoll Reload now notices every kind of ragdoll. It hooks the game's own ragdoll and shutdown calls on your rig, so Ragdoll Player, Ragdoll Utility and Fusion knockouts all count, as well as checking the rig's state.
  • New Give Me A Magazine (test) button: puts a magazine for the gun you hold into your other hand right away, ragdolled or not.
  • Hint popups (once per ragdoll) when the reload can't start: no gun in your other hand, or your hand too far from your hip.
  • More detail in the MelonLoader log for every squeeze at your hip.

2.0.3

  • Ragdoll Reload: no more "0 magazines". With no reserve ammo for that gun's ammo type, the pouch has nothing to give. It's now skipped and the gun's own magazine is put in your hand instead.
  • Any magazine that reaches your hand during a ragdoll reload is checked and filled to its size if it came empty. A popup shows how many rounds it has.

2.0.2

  • Air Racking: pistols only rack with a hand on the slide, the normal way. Rifles, SMGs and shotguns still air rack. Short full-auto guns (Uzi, MP5K, Vector...) count as SMGs. Air Rack Pistols turns pistol air racking back on.
  • Ragdoll Reload, reworked:
    • If the pouch doesn't give a magazine, the gun's own magazine is now spawned in your palm and put in your hand. It uses the same steps LabFusion uses to make a player hold an item.
    • If that fails, the gun is reloaded for you.
    • Letting go of the floor uses the game's proper release, so the magazine can take the hand.
    • Your hand can be a bit further from your body (hip, belly or chest).
  • Ragdoll Reload popups: one when you're ragdolled holding a gun (so you know it noticed), and one for what each reload did. Turn them off with Wiggles BW > Ragdoll Reload > Popups.

2.0.1

  • Air Racking works: the jab and flick are now read from your real controller. Before, they were read from the gun's physics, which lags behind your hand and is speed-limited, so the motion almost never counted. Walking and turning still don't count, and neither does recoil.
  • Air Racking checks that the gun really has a round chambered after the rack, and chambers it directly (two different ways) if the game didn't.
  • Ragdoll Reload works every time, not just once:
    • The grip is read straight from the controller.
    • Lying down, your hand grabbing the floor no longer blocks it: it lets go of the floor and takes the magazine.
    • It tries the pouch three ways before loading the gun for you.
    • An error can no longer switch it off for the rest of the session.
  • Both write each attempt to the MelonLoader log, so anything still wrong can be pinned down from one log.

2.0.0

  • New: Air Racking. Rack any gun one-handed, without touching the slide: jab it forward and stop, or flick the muzzle up or down. Works on pistols, AKMs, M4s, SMGs and pump shotguns. It uses the game's own slide steps, so the slide moves, the sounds play and the round is chambered; it also clears Gun Jamming jams. By default it only racks a gun that needs it (slide locked back, empty chamber, jammed), and recoil never triggers it. Wiggles BW > Air Racking has the settings.
  • New: Ragdoll Reload. While ragdolled (Ragdoll Player arm control, Fusion knockouts), hold a gun, reach your free hand to your hip, belly or chest and squeeze grip to get a magazine from your ammo pouch. If the pouch can't give one, the gun is reloaded and chambered for you.

1.9.9

  • Timeline Clones: melee works. Hits used to depend on the game reporting a physics collision between your weapon and the clone, which often never came. Melee now works like punching: every frame, the weapon you're holding (anything that isn't a gun) is checked against the clone's body parts. A swing that reaches one at swinging speed is a hit (damage, blood and a knock), measured at the point that connects, so the tip of a sword or bat counts.
  • One swing is one hit: the weapon has to come in from outside the body, so a blade left stuck in a clone doesn't keep hurting it, and holding a weapon with both hands doesn't hit twice. Fast swings that would pass through a thin arm between two frames still count. Ragdolled clones get knocked around by hits as before.

1.9.8

  • Timeline Clones: blood shows on replays. Timeline doesn't record blood (and replayed shots aren't real bullets), so a new "Clone Blood" recorder stores every blood hit in the take and plays it again at that moment, on moving clones and ragdolls alike.
  • The game's own blood effects play again on replays: 1.9.6 skipped every replayed effect near a dead clone (to stop casings), which included blood. Blood, wounds and impact effects are never skipped now.
  • Shooting a ragdolled clone makes the game's own blood: its body parts now carry the game's flesh surface.
  • Melee: when a hit kills a clone, the weapon in your hand doesn't touch its body for a second (it was usually inside it, and the body parts were shoved out violently), and joints the game's stab puts on the clone are removed properly so the ragdoll isn't left half frozen.

1.9.7

  • Timeline Clones: no more casings (or mags ejected on a reload) after a clone dies. Casings are full recorded objects in Timeline, not quick effects, so they weren't covered before. Timeline tags everything recorded in a take with the player who recorded it; anything from a dead clone's take that starts after its death is now not spawned at all. Scrub back before the death and it all plays again.
  • Melee: a clone killed with a knife or sword stuck in it no longer shakes, sinks through the floor or becomes ungrabbable. The blade's joint (ours or the game's own stab) used to end up pinned to empty space when the clone went limp; it's now moved to the ragdoll's body part at the same spot, so the blade stays in and you can grab and drag the body. The floor safety check only uses the level's real floors now.

1.9.6

  • Timeline Clones: no more casings (or flares) shooting out once a clone is down, including the shots right at the moment it ragdolls.
  • Ragdolled clones don't fall through the floor any more (e.g. when hit with a melee weapon): stricter collision on their body parts, and if one is pushed under the floor it's put back on top.
  • Clone arms collide again: forearms and hands no longer pass through the body (only the parts that overlap when standing ignore each other), and hands have their own hitboxes.
  • Helicopter: the right stick can't stand you up in the pilot seat (the game's crouch input is held neutral while you fly), and you're kept crouched. The crouch value calibrates itself the first time you sit in the seat (no need to crouch with the stick first).

1.9.5

  • Timeline Clones: weapon dropping rebuilt from how Timeline actually replays items.
    • No more stand-in copy (that was the broken AK): the real gun and mags drop. Replayed items are often "hibernated" Marrow bodies with no physics at all; Marrow is now asked to wake them up, so they really fall, tumble and land. A mag in the gun stays in it and falls with it.
    • A dead clone's gun is completely quiet: every recorded event of it (gunshot sounds, slide/reload, re-attaching to the hand) is skipped, not just some of them. Its later muzzle flashes and casings are skipped too.
    • Playing a take again / scrubbing back: the gun goes back in the clone's hand and follows it. Drops are undone by the playhead, so it works even when Timeline respawns everything on replay (before, the gun stayed dropped).
    • Replayed casings and mags fall properly (moved through their physics position when the game freezes them).

1.9.4

  • Fixed muzzle flashes lingering on every gun (1.9.3 gave some flash effects physics by mistake). Only replayed shell casings and mags fall now; flashes, smoke and sparks are never touched.
  • Timeline Clones: a dead clone's pistol and mag now really drop. The game keeps Timeline's replayed objects frozen, so the real item is hidden and a copy of how it looks (with normal physics) falls, tumbles and lands in its place. A mag inside the gun drops too. Scrub back before the death and the copy goes away and the original is back.
  • The MelonLoader log lists what each clone dropped and each kind of replayed spawn, to track down anything left.

1.9.3

  • Timeline Clones: dead clones' pistols and mags now actually fall to the floor instead of hanging in the air, and replayed bullet casings drop too. They fall with physics when the game allows it; when the game keeps them frozen, Wiggles BW lowers them to the floor itself (the old fallback measured the floor through the gun's own collider and thought it was already on the ground).

1.9.2

  • Timeline Clones: fixed dead clones' guns still floating, flashing and reloading. A clone's hands are now remembered when it's set up (the hand lookup could fail once the clone had gone limp, so nothing was found to drop). While a clone is down, any gun or mag still floating near it (and not in a living clone's hand) is dropped and silenced too, and dropped items are made to fall even if the game tries to keep them frozen.
  • The MelonLoader log now says what each clone dropped ("Clone N went down: dropped X held item(s)").

1.9.1

  • Timeline Clones: when a clone from an earlier take replays its death (e.g. recording a second time), its gun now drops too. Timeline plays that gun loose at its recorded spot instead of attached to the hand, so it wasn't recognised and kept floating, firing (muzzle flash, casings) and reloading. A loose gun right in the dying clone's hand (and not closer to another living clone) now counts as held, so it falls and goes silent.
  • Replayed shell casings without physics of their own get some, so they fall instead of hanging in the air.

1.9.0

  • The lock-on launcher is now an FIM-92 Stinger (your model, optimised for Quest: 64,570 -> 7,606 triangles, small textures) with a 30 second reload. The missile leaves the real muzzle; the lock light sits on the sight.
  • C-RAM: right stick spins it a full 360°; a bigger muzzle fireball with a glow and a flickering light at night; much less lag (model 19,178 -> 6,161 triangles, tracers no longer rebuild a buffer every frame, gun camera screen redrawn less often).
  • Helicopter: you really stay crouched in the pilot seat now. The game reads the right stick and crouch directly, so they're now held every frame while you fly (the right stick never stands you up). The crouched height is learned the first time you crouch with the right stick and remembered.

1.8.3

  • Timeline Clones: guns no longer get stuck floating in front of clones. "What a clone is holding" now uses Timeline's own attachment to the clone's hand (before, anything within reach counted, which could freeze a nearby clone's gun). When a clone dies its gun comes off the hand properly and falls, and Timeline can't re-attach it; scrub back and it's back in the hand exactly as recorded.
  • Replayed shell casings (and dropped mags) fall to the ground instead of hanging in the air.

1.8.2

  • Timeline Clones: a dead / ragdolled clone's gun no longer shows muzzle flashes (or ejects casings) for the shots it would have fired later in the recording. Scrub back before the death and it flashes again.
  • Safer installs: if the two UserLibs files are from a different version than WigglesBW.dll (e.g. only WigglesBW.dll was replaced in a manual update), Wiggles BW stays off and the problem panel says to copy both folders from the same zip, instead of running mismatched parts.

1.8.1

  • No assembly-loading code anywhere: the UserLibs check only looks for the two files (MelonLoader loads them itself), Timeline is detected from MelonLoader's mod list, and nothing reads, fingerprints or moves DLL files.
  • Duplicate installs are now only reported (using MelonLoader's own list of loaded mods): if Wiggles BW is installed twice, only the newest copy runs and the problem panel says which file to delete.

1.8.0

  • New: No NPCs (Wiggles BW > No NPCs > Remove Map NPCs). Play maps that have NPCs without them: every NPC is despawned right after the map loads and whenever one spawns later. Turn it off to spawn NPCs yourself again. In a Fusion lobby only the host removes NPCs (so everyone stays in sync).
  • Timeline Clones: dead / ragdolled clones stop talking (their recorded voice is muted; scrub back and they talk again).

1.7.4

  • Timeline Clones: guns and mags held by clones no longer float in front of them. Recorded objects (guns, mags, props) now pass through the clones' hitboxes instead of being pushed by them (bullets still hit clones).
  • Ragdolled clones no longer shake/glitch: their own body parts don't push each other, and the animation is switched off while they're a physics ragdoll. They drop what's in their hands reliably.

1.7.3

  • Timeline Clones: a clone's later recorded gunshots no longer happen once it's ragdolled for ANY reason (killed in this take, grabbed while standing, or a ragdoll replaying from an earlier take). Scrub back and it shoots again.
  • AC-130: leave the gunner seat with Y on the left controller (B on the right still works).
  • Helicopter: in the pilot seat you're kept crouched (seated); moving the right stick to fly can't stand you up.

1.7.2

  • The Fusion and Timeline parts now ship as two normal files in UserLibs (WigglesBW.Fusion.dll, WigglesBW.Timeline.dll) instead of being packed inside WigglesBW.dll, and the custom loading code is gone: MelonLoader finds them itself. Easier to review, same Quest/PC fix.
  • If the UserLibs files are missing or from another version, Wiggles BW stays off and tells you what to copy. If they were put in Mods by mistake, they're moved to UserLibs.

1.7.1

  • Duplicate cleanup only touches Wiggles BW's own files now (its old copies and the old separate Wiggles mods). Other mods installed twice are only reported on the problem panel, never moved.

1.7.0

  • Same as 1.6.9 (Quest + PC startup fixes), re-released as a new version.

1.6.9

  • PC: same startup fix as Quest, plus the packed Fusion/Timeline parts now also find LabFusion/Timeline/BoneLib when PC MelonLoader keeps mods separated. One DLL for Quest and PC (MelonLoader 0.6.5 or newer).

1.6.8

  • Quest crash on startup fixed (players without LabFusion or Timeline). When MelonLoader starts, it reads through every part of each mod. On Quest that crashes the game if part of a mod is built on a mod that isn't installed, and Wiggles BW had 38 such parts (Fusion multiplayer messages and Timeline recorders). Those now live in two small separate libraries packed inside WigglesBW.dll and only loaded when used, so the startup scan never touches them. LabFusion and Timeline are optional again.

1.6.7

  • Quest: nothing is registered with the game while it starts anymore (the Timeline clone hitbox type is now set up the first time a clone needs it, and turns itself off if it ever crashes).
  • The MelonLoader log now shows each Wiggles BW startup step ([startup] ...), so a crash log shows exactly where it stopped.

1.6.6

  • Quest crash / missing menu fixed: earlier builds were made against the PC MelonLoader (0.7.3) and required its newer libraries, which Quest's MelonLoader 0.6.5 doesn't have, so the mod couldn't run there. It's now built against MelonLoader 0.6.5, and it runs on Quest and PC.

1.6.5

  • Fixes the crash on load and the missing menu button caused by duplicate installs: Wiggles BW now starts first, keeps only the newest copy of itself, and moves extra copies, the old separate Wiggles mods and exact duplicate DLLs out of Mods (into Mods_Disabled_By_WigglesBW). Restart once after it tells you.
  • Old and new copies can no longer block each other from loading (the new version always loads, so updates actually take effect), and only one copy ever runs.

1.6.4

  • Startup crash fix: the pack no longer hooks the game's code while the game is starting. Hooks go in one at a time once you're in a level, and methods that several features hooked separately (walking: helicopter, AC-130, C-RAM, drones; gun firing: Gun Jamming, Timeline Clones) are now hooked once and shared.
  • If something still crashes while starting, only that part turns itself off (named on the problem panel) instead of crashing every launch. Updating clears old Safe Mode / turned-off parts, so nobody stays stuck with nothing.
  • Clearer install and "no button" troubleshooting in this README.

1.6.3

  • C-RAM: aiming follows your controller while using the gun camera. Proximity-fuzed rounds: helicopters, AC-130s and drones now go down (crash and explode) much faster, with an airburst flash and HIT marker.
  • Lights: the AC-130 now has big nav lights, beacon and strobe; drone lights are smaller.

1.6.2

  • C-RAM: gun camera on the barrel with a realistic fire-control sight (A toggles it). New muzzle flash and tracers made from real photos.
  • Sling: can be set much shorter (Sling Length and Max Stretch Length now go down to 30 cm).

1.6.1

  • Sling: new look like a real two-point sling (thick webbing, swivel loops at both ends, slider buckle with the strap doubled back). New Max Stretch Length setting: the strap never gets longer than that. The strap stops at walls instead of going through them, and stays out of your face and line of sight when you aim.

1.6.0

  • New: C-RAM air defence gun (your model): place it in front of you, walk onto its ring to operate it, aim with the right controller, right trigger to fire glowing tracers. Shoots down helicopters, AC-130s and drones. Fusion and Timeline synced.
  • Helicopters and drones now have night lights (nav lights, flashing beacon and strobe).

1.5.3

  • Helicopter: you're locked in the pilot seat while flying (hold Y or the menu to get out); no collision on the cockpit seats/dashboard (no more arms glitching); fast-ropes are climbable even with the grapple switched off, and much lighter (no lag).

1.5.2

  • Helicopter: fixed it not being detected (couldn't fly, get in or despawn it). If any part of it fails to build, the rest still works and the Problems page says what failed. Despawn also clears leftover helicopters.

1.5.1

  • Helicopter: easier to fly (bigger pilot area, Get In Pilot Seat, right joystick works, menu controls, sturdier buttons, door steps). Despawn fixed.
  • Lock-On RPG now locks onto helicopters (one hit brings one down).

1.5.0

  • New: flyable MH-X Silent Hawk helicopter (pilot seat, stick + collective, start/hover/ropes/crash buttons, fast-ropes using the grapple, passengers, can be shot down, Fusion + Timeline).
  • AC-130: hold B + X to bail out; parachutes can be turned on/off.

1.4.0

  • Fixed the game closing while loading in for many players: Quest Graphics+ no longer changes your graphics unless you turn it on (it forced full-resolution textures and 4x anti-aliasing, which can run Quests out of memory).
  • Crash protection: after a crash while loading, the next launch turns the risky part off; after two, Safe Mode.
  • Sounds load the first time they're needed instead of at startup.

1.3.0

  • Fixed getting kicked from Fusion servers while loading in.
  • In-game problem report: a panel + notification + "Problems" page tell you what's breaking the mod (conflicting/old mods, duplicate install, BoneLib/LabFusion/Timeline versions, startup errors).
  • The Wiggles BW menu button is restored automatically if another mod removes it.

1.2.0

  • Dead clones drop their weapons, and their guns stop shooting.
  • Clones shot dead drop in place instead of flying back.
  • Fist & Melee Combat setting: choose how many punches / melee hits ragdoll a clone.
  • Safer startup: old separate mod DLLs are detected (no clashes), and the menu always shows up.

1.1.0

  • One Wiggles BW button on the BoneMenu holds all the mods.
  • Custom sounds (drone, AC-130 engines, alert) now play.

1.0.0

  • All mods merged into one pack.
  • AC-130: lock-on RPG, plane crash and explosion, textured thermal view.
  • Timeline clones: health, deaths and ragdolls; damage from explosions, drones and the AC-130.
  • Menu Manager: hidden mods all on one screen.