Every distinct hit now leaves a wound on the torso, arms or legs that moves onto the corpse, and arm wounds show on your first-person arms (#1301).
Body Decal Cap Per Player now defaults to 8 for new configs, and new settings cover gib deaths and bloody footprints (#1301).
Bloody footprints: a wound or a fresh death pool leaves a short, fading trail of prints that other players and late joiners see (#1301).
Gib deaths: a fatal death from a chosen cause, Blast by default, bursts the body into pieces and leaves only the head, only when every player runs a compatible BloodVFX (#1301).
A gibbed player's head can now be picked up; carried to the ship it counts as a recovered body (8% penalty instead of 20%). It shows as Head of <name> on the scanner, Hoarding bugs can carry it off like a body, and a Maneater baby can eat it like a body, after which that body cannot be recovered. Gibs also scatter torso, pelvis and more flesh pieces, throw a bigger blood cloud and can play burst and landing sounds; new settings Gib Survivor Pieces, Gib Chunk Pieces and Gib Audio Volume (#1301).
The blood bundle adds the gib kit and boot-print decals, and body wound decals use redder, more readable materials (#1301).
Gib pieces from a landmine or other explosion now fly outward from the blast in different directions instead of dropping where the player stood, and the death splatters blood over the floor and walls around it (#1301).
The last player's death no longer wipes its gore: gib pieces, blood decals and pools stay until the ship reaches orbit, and on a normal departure gore now clears at orbit rather than at lever pull (#1301).
More gibs: a blast death throws every survivor piece the config allows and most of its chunks; Gib Survivor Pieces now defaults to 6 and Gib Chunk Pieces to 14 (max 16), and existing configs keep their stored values (4 and 12) and say so once at load (#1301).
Explosive gib deaths splatter more blood on the walls around the blast, flying gib pieces smear the walls they hit, and each gib death's blood marks share half the World Decal Cap, keeping room for its wall marks ahead of chunk spots (#1301).
Gib deaths are louder: the burst layers two clips and plays through the same mixer as a landmine's explosion, flesh chunks make quieter landing sounds, the sounds stay at full volume out to 3 m, and a landing sound no longer cuts off the burst (#1301).
A gib burst now also throws a short plume of blood splats from the blast (new setting Gib Blood Plume, on by default), and the gib burst and landing sounds are slightly louder (#1301).
Gib deaths prewarm their pieces, plume, decals, head and sounds at round start, and log per-stage timings, to remove the first-gib hitch (#1301).
1.0.0
Initial release: HDRP decal-based blood and gore for Lethal Company, split out of Y4NGZCompany into its own plugin (#393).
Persistent wound decals, pooling and splatter, driven by a small public API so other mods can use it too.
The blood prefab bundle includes the chute and wound blood categories (#374).
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