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RepoWeaponLab

Starter weapon-balance mod for R.E.P.O.

CHANGELOG

0.1.14

  • Prevented all lightsabers, including Core, from passively damaging enemies or players while sitting in the truck or loading into a new round.
  • Gated Volatile, Null-G, and Rift special effects behind the vanilla melee swinging state so loose sabers no longer auto-trigger explosions, gravity effects, or teleports.
  • Kept normal active swings working by allowing saber hits only when the vanilla hurt collider is active.

0.1.13

  • Prevented Rift and Volatile saber effects from applying player-side knockback while keeping Rift player teleport.
  • Removed the stock explosion call from Volatile entirely so player ruckus/knockback cannot leak through.
  • Kept Volatile enemy-only area damage and knockback using RepoWeaponLab's own effect path.
  • Added a custom orange/yellow particle burst for Volatile so the explosion still reads clearly.
  • Guaranteed the directly hit enemy receives Volatile knockback before the area effect pass.
  • Made Rift hits deal noticeable bonus damage before teleporting enemies.
  • Added a larger purple particle poof at Rift teleport entry and exit points.

0.1.12

  • Guarded SemiFunc.DebugTester against repeated null-reference spam caused by incompatible debug-console patches.
  • Removed duplicate active-profile installation during local testing so BepInEx loads one RepoWeaponLab copy.

0.1.11

  • Replaced Rift teleport poofs with cosmetic purple flashes instead of explosion-script effects.
  • Forced lightsaber player damage back to zero on melee startup to reduce friendly-fire surprises.
  • Made the Volatile Lightsaber explosion much more visible with large orange/yellow flash VFX.
  • Prevented depleted lightsabers from swapping back to the stock sword broken mesh.

0.1.10

  • Replaced the Floppy Stun Lightsaber blade visual with a smoother spring-rendered energy curve.
  • Fixed the floppy blade root so it connects into the hilt/emitter instead of floating above it.
  • Reduced fast-swing edge tearing by rendering a denser smoothed curve.
  • Added lightweight runtime performance fixes for saber variant lookups and Rift/Null-G contact scans.

0.1.9

  • Removed the Floppy Stun Lightsaber's constant idle wiggle and made the blade react to movement, jumps, swings, and impacts instead.
  • Hid stray yellow joint-cap renderers that could appear as floating balls.

0.1.8

  • Reworked the Floppy Stun Lightsaber animation from in-place segment rotation to a connected sagging curve.
  • Reduced the lumpy stacked-cylinder look and made the blade tip hang, lag, and whip more naturally.

0.1.7

  • Fixed the Floppy Stun Lightsaber runtime animation so FBX blade segments are detected correctly.
  • Made the floppy blade sag, lag behind movement, wobble while held, and whip briefly on impact.

0.1.6

  • Added runtime floppy movement to the Floppy Stun Lightsaber so the yellow blade sags and wobbles while held.
  • Added a Thunderstore README note asking players to give the mod a thumbs up or consider buying me a coffee.

0.1.5

  • Added the Floppy Stun Lightsaber, a yellow drooping neon saber with stronger stun than the normal stun weapons.
  • Rebalanced shop prices into a gentler ladder starting at 15K.
  • Kept saber melee damage player-safe after the 0.1.4 explosive safety pass.

0.1.4

  • Prevented saber melee colliders from damaging players.
  • Replaced the package icon with crossed neon sabers.

0.1.3

  • Reduced saber damage from the first overpowered tuning pass.
  • Increased Volatile explosion size and enemy knockback while keeping player damage at zero.
  • Added Rift teleport poof effects.
  • Improved Null-G hit and held behavior.