**MOVEMENT ADDITIONS + DYNAMIC FIRING RANGE** For the beta testers, you may know how the old run/walk system worked and it was very linear. **Hold left shift --> run --> let go --> walk**. We didn't like this because of the very rigid feel and appearance when running so we decided to add *interpolation*. Simply put, it allows the running and walking animations and speeds to be manipulated and morph almost as if it were one fluid animation. In the video, you can see that as your stamina depletes (the white bar shows a visual of how much stamina you have left) the animation becomes closer and closer to the walking animation. More information is listed below if you'd like a good read. *How does the new stamina work?* Along with interpolation for the animations, it eases the run speed into the walk speed as your stamina decreases. With the stamina addition, we have also decided to make all weapons and utilities have identical walk/crouch/run speed. This means running is now purely based on how *long* you can run, not how *fast* you can. *How does this affect gameplay?* Other than the visuals being significantly more appealing, it will allow for faster paced and more consistent gameplay which can allow for a more competitive scene. ||the mosin genuinely feels amazing now|| **Updated Firing Range** Although unpolished and unfinished, the video shows the concept for the firing range to help you guys visualize what we have planned. Signs you can shoot that dynamically change the scenery and objects in front of you. We have ambitious plans for it, so stay tuned!