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The Slime Gun

A futuristic Slime Gun for R.E.P.O. - coats enemies in toxic goo that slows and damages them, while healing friendly players (who are still slowed).

CHANGELOG

Changelog

0.2.15

  • Added host-authoritative slime hit requests for multiplayer so enemy damage, enemy slow, and friendly healing are applied by the room host instead of each client guessing locally.
  • Added synced target coat RPCs so non-shooting players receive the same lasting slime coat on slimed enemies and players.
  • Kept spray droplets cosmetic-only over the network while syncing compact target-hit events to reduce multiplayer spam and lag.
  • Preserved local visual feedback for the shooter while the host confirms and broadcasts the real slime effect.
  • Throttled repeated hit refresh RPCs per target so sustained spraying refreshes slime without flooding a multiplayer lobby.

0.2.14

  • Added a Photon RPC spray proxy so other players can see visual slime droplets while the local player fires the Slime Gun.
  • Keeps remote spray visuals cosmetic-only to avoid duplicate hit, damage, heal, or coating application on non-owning clients.

0.2.13

  • Fixed friendly healing by routing slime heal ticks through the game's real PlayerHealth.HealOther path used by health packs.

0.2.12

  • Removed aggregate target body wraps that could create giant slime piles away from the shot target.
  • Added size-gated per-renderer goo bands so coating stays attached to enemy body parts instead of unrelated level/truck objects.
  • Tightened visual root selection to reject roots whose renderer bounds are too large to be a normal enemy body.
  • Replaced the remaining band-only coat with duplicate mesh shells that reuse each enemy renderer's existing mesh without reading mesh vertices.
  • Added world-space shell following so the translucent slime coat moves with animated enemies instead of freezing as a one-frame clone.
  • Tuned the coat to use two larger, softer transparent green layers for a thicker gelatin look.
  • Kept smaller slime splats on top of the body shell for chunky goo texture.

0.2.11

  • Reworked enemy goo visuals from sparse random blobs into denser body-wrap sheets plus smaller splats, so targets read as coated instead of dotted.
  • Tightened splat placement closer to renderer bounds to reduce floating leaf-like patches.

0.2.10

  • Replaced unreadable runtime mesh cloning with cheap attached goo patches so coating no longer spams mesh access errors or freezes the game.
  • Refreshes an existing slime effect on repeated hits instead of rebuilding visuals and stacking slow modifiers every glob.
  • Removed the temporary HurtCollider damage tick path that caused null-reference errors.

0.2.9

  • Uses renderer property blocks in addition to material edits, setting both _Color and URP _BaseColor for slime coating.
  • Re-applies slime visuals in LateUpdate so enemy scripts cannot overwrite the coat later in the frame.
  • Walks up the enemy hierarchy to find the nearest visual root when the hit Enemy component is not on the rendered body object.
  • Logs the number of renderers/materials selected for goo tinting to help diagnose any remaining enemy-specific shader issues.

0.2.8

  • Split persistent body tinting from the stricter mesh-overlay renderer filter so a rejected overlay cannot remove all visible coating.
  • Re-applies the green emissive slime tint every frame while coated, preventing enemy damage flashes/material controllers from wiping it out.
  • Keeps the original material colors cached and restores them when the slime dissolves.

0.2.7

  • Restored body coating on enemies by allowing real mesh/skinned renderers through while still rejecting obvious helper geometry.
  • Routed slime DOT through the game's HurtCollider.EnemyHurt path first so normal hit feedback can fire on each tick.
  • Set the Thunderstore package ID to The_Slime_Gun and README display name to "The Slime Gun!!".

0.2.6

  • Filtered helper, hitbox, trigger, range, debug, and invisible renderers out of slime tint/coating so utility spheres do not become giant green balls.
  • Removed the fallback target sphere when no valid body renderer is found.
  • Increased enemy slime damage to 3x base damage and capped enemy damage ticks at 0.25 seconds for much faster DOT.

0.2.5

  • Removed persistent free-floating coat blobs from slimed targets.
  • Inflated cloned target meshes slightly along their normals so the goo overlay sits outside the body instead of hiding inside or z-fighting.
  • Kept a tiny fallback shell only for targets with no usable renderers.

0.2.4

  • Replaced active goo coating shells with mesh-shaped renderer overlays so slime follows enemy bodies instead of appearing as a sphere.
  • Extended slime effect duration by 2.5x at runtime, including existing config installs.
  • Increased enemy damage ticks by 1.5x while a target remains coated.

0.2.3

  • Removed runtime mass/drag stabilization so the Slime Gun handles like normal held weapons again.
  • Reworked the goo coat to wrap each visible target renderer instead of centering one coat around the target root.
  • Increased goo coat opacity slightly so full-body coverage is easier to read while it dissolves.

0.2.2

  • Retuned the muzzle spray from sparse piddling droplets into a dense, narrow, fast pressurized stream.
  • Reduced effective battery drain to make sustained spraying viable.
  • Kept target contact coverage separate from visible droplet size so the stream stays readable while still coating targets.

0.2.1

  • Bumped package version so r2modman local installs pick up the new DLL instead of reusing 0.2.0.
  • Made the fired slime stream narrow and tiny at the muzzle while preserving a larger invisible hit/coating radius.
  • Mirrored the custom slime tank into the item battery at runtime so the HUD charge can drain while spraying.
  • Strengthened enemy slow coverage through projectile overlap checks and broader enemy speed/cooldown suppression.

0.1.9

  • Fixed the Slime Gun firing path to follow the item's toggle/trigger state instead of only a held interact check.
  • Cleared inherited handgun impact callbacks so dropping or bumping the Slime Gun no longer calls ItemGun.Misfire.
  • Lowered the visual model against the pickup collider so the gun rests on the ground instead of floating.

0.1.8

  • Swapped the visual source to the newer textured Meshy foam blaster FBX and its texture maps.
  • Removed the cleanup-added duplicate rear grip so the imported gun keeps one main hand grip.
  • Fitted the slime barrel marker to the actual orange nozzle-tip mesh instead of a guessed item-space offset.
  • Removed the camera-forward spawn offset so slime globs originate from the muzzle marker, not above the held gun.

0.1.7

  • Changed Slime Gun firing to use the held item's Interact input path instead of an emote key.
  • Moved firing logic onto the Slime Gun's own PhysGrabObject update so the gun itself owns the spray.
  • Auto-fitted the imported cleaned FBX to explicit weapon-length bounds to prevent microscopic model scale.

0.1.6

  • Fixed slime firing so it only triggers while holding the Slime Gun, not while using the interact beam.
  • Moved slime glob spawning to the Slime Gun barrel marker so goo comes from the weapon instead of the player's hands.
  • Mounted the cleaned FBX at root item scale and enlarged the pickup bounds to match normal weapon sizing.
  • Strengthened the translucent glowing goo coating on slimed enemies and friendlies for visible slow feedback.

0.1.5

  • Scaled up the cleaned FBX in the held item prefab so it is no longer tiny.
  • Added left mouse button as a direct spray input fallback now that inherited ItemGun firing is disabled.
  • Enlarged slime spray blobs so the custom goo effect is visible without the old laser/tracer.

0.1.4

  • Added procedural color textures for the cleaned FBX.
  • Preserved the cleaned base mesh's colored material regions instead of flattening it to one material.
  • Added molded-plastic variation, grip/nozzle ribbing, pressure-tube banding, and swirly translucent goo canister texture.

0.1.3

  • Replaced the primitive placeholder with a cleaned Blender pass of the supplied Meshy FBX.
  • Smoothed and reduced the rough single-mesh source asset, then added cleaner modeled details.
  • Added two fat rounded translucent goo canisters, straps, nozzle, grip, and foregrip as named mesh parts.
  • Normalized Unity materials for clean toy-like color, low bloom, and translucent canister glow.

0.1.2

  • Disabled inherited handgun shooting, line/tracer, particle, and light effects.
  • Rebuilt the visible Slime Gun as a chunky supersoaker-style rifle with two fat top goo canisters.
  • Reduced canister glow to tiny pulses so it no longer acts like a flashlight.
  • Reworked slime spray into bigger, slower, wider translucent goo blobs.

0.1.1

  • Tightened Slime Gun pickup colliders now that the held angle is corrected.
  • Recentered the force grab point for easier pickup.
  • Rotated the Slime Gun visual 180 degrees so it points outward while held.
  • Reworked firing from a laser-like shot into a slower translucent goo spray.
  • Added stronger slow suppression and brighter gelatinous coating visuals on hit targets.
  • Reworked the gun visual with twin top goo canisters and softer canister glow instead of a bright muzzle light.

0.1.0

  • Initial prototype release.
  • Slime Gun controller attaches to the local player on game start.
  • Fires green slime globs that slow enemies (+ DOT) and heal friendly players (+ slow).
  • Full config support for all damage, healing, and tank parameters.
  • Slime visual tint applied to coated targets.
  • NavMeshAgent and Rigidbody slow restored cleanly when the effect expires.