Patch 3765

February 1, 2015 by urinal-cake


  • Added heavy and reverse taunts for Vanguard
  • Added heavy and reverse taunts for Pure
  • Male and female taunts are now of similar length
  • Updated Pure’s heavy attacks:
    • String 1, Tier 3
    • String 2, Tier 3
    • Left Tier 3
    • Right Tier 3
  • Added female flourishes for Reverse, Balanced, and Heavy stances
  • Updated Ryoku’s reverse stance idle
  • Added Vanguard’s missing Balanced String 3, Tier 2 attack


  • Improved the tutorial by altering and merging elements of it with Taz The Tanzanian Devil’s community made tutorial

Bug Fixes

  • Fixed a bug causing air canceled attacks that ended before you hit the ground to not let you change to the desired stance.
  • Fixed spawning issues on free_monastery
  • Fixed player clipping issue on cp_docks which allowed players access to 2d skybox
  • Fixed Pure’s skin 3 exponent color tinting issue
  • Fixed free_docks not being listed in the maplist.txt
  • Fixed an exploit with the script command



  • Reduced forwardAttackDamageX from 80 to 70
  • Reduced sideAttackDamageX from 90 to 80


  • Reduced damageX from 75 to 70


  • Increased damageX from 80 to 85
  • Reduced parryDamageX from 2.0 to 1.5
  • Increased chargerunX from 60 to 85


  • Reduced multihitscale from 1.0 to 0.75
  • Increased multihitRateForwardX from 0.12 to 0.15
  • Increased multihitRateSideX from 0.038 to 0.05
  • Reduced chargetime from 0.75 to 0.65
  • Increased chargerunX from 1.0 to 1.25


Are you ready for this? Take a deep breath!

  • Updated act_bb_a_c1_t1.bst tracer
  • AirString1 Tier1: Reduced Damage from 18 to 10
  • AirString1 Tier1: Reduced Knockbackscale from 1.5 to 1.0
  • AirString1 Tier2: Increased lock_duration from 1.0 to 1.5
  • AirString1 Tier2: Reduced damage from 20 to 12
  • AirString1 Tier3:Increased lock_duration from 1.0 to 2.0
  • AirString1 Tier3: Reduced damage from 25 to 14
  • AirLeft Tier2: Increased lock_duration from 1.0 to 1.5
  • AirLeft Tier2: Reduced damage from 16 to 14
  • AirLeft Tier3: Increased lock_duration from 1.0 to 2.0
  • AirLeft Tier3: Reduced damage from 20 to 16
  • AirRight Tier1: Reduced damage from 12 to 11
  • AirRight Tier2: Increased lock_duration from 1.0 to 1.5
  • AirRight Tier2: Reduced damage from 16 to 13
  • AirRight Tier3: Increased lock_duration from 1.0 to 2.0
  • AirRight Tier3: Reduced damage from 20 to 15
  • BalancedString1 Tier1: Increased lock_duration from 0.75 to 0.9
  • BalancedString1 Tier1: Reduced damage from 24 to 17
  • BalancedString1 Tier2: Increased lock_duration from 0.8 to 1.0
  • BalancedString1 Tier2: Reduced damage from 26 to 22
  • BalancedString1 Tier3: Increased lock_duration from 1.07 to 1.1
  • BalancedString1 Tier3: Reduced damage from 39 to 25
  • BalancedString2 Tier1: Increased lock_duration from 0.6 to 0.7
  • BalancedString2 Tier1: Reduced damage from 24 to 18
  • BalancedString2 Tier2: Increased lock_duration from 0.9 to 0.95
  • BalancedString2 Tier2: Reduced damage from 28 to 21
  • BalancedString2 Tier3: Reduced lock_duration from 1.5 to 1.125
  • BalancedString2 Tier3: Increased damage from 18 to 24
  • BalancedString3 Tier1: Increased lock_duration from 0.68 to 0.7
  • BalancedString3 Tier1: Reduced damage from 24 to 14
  • BalancedString3 Tier2: Reduced damage from 32 to 18
  • BalancedString3 Tier3: Reduced lock_duration from 1.8 to 1.3
  • BalancedString3 Tier3: Reduced damage from 36 to 23
  • BalancedString4 Tier1: Increased lock_duration from 1.0 to 1.1
  • BalancedString4 Tier1: Reduced damage from 20 to 16
  • BalancedString4 Tier2: Increased lock_duration from 1.0 to 1.3
  • BalancedString4 Tier2: Reduced damage from 30 to 20
  • BalancedString4 Tier3: Reduced lock_duration from 1.8 to 1.5
  • BalancedString4 Tier3: Reduced damage from 33 to 22
  • BalancedLeft Tier1: Increased lock_duration from 0.6 to 0.7
  • BalancedLeft Tier1: Reduced damage from 22 to 15
  • BalancedLeft Tier2: Increased lock_duration from 0.85 to 1.0
  • BalancedLeft Tier2: Reduced damage from 30 to 19
  • Balancedleft Tier3: Increased damage from 18 to 23
  • BalancedRight Tier1: Increased lock_duration from 0.7 to 0.8
  • BalancedRight Tier1: Reduced damage from 28 to 17
  • BalancedRight Tier1: Added knockback_scale 0.75
  • BalancedRight Tier2: Reduced lock_duration from 1.2 to 1.0
  • BalancedRight Tier2: Reduced damage from 30 to 20
  • BalancedRight Tier3: Reduced lock_duration from 1.7 to 1.2
  • BalancedRight Tier3: Reduced damage from 33 to 23
  • FastString1 Tier1: Increased lock_duration from 0.37 to 0.4
  • FastString1 Tier1: Reduced damage from 16 to 13
  • FastString1 Tier2: Increased lock_duration from 0.43 to 0.6
  • FastString1 Tier2: Reduced damage from 20 to 16
  • FastString1 Tier3: Increased lock_duration from 0.6 to 0.8
  • FastString1 Tier3: Reduced damage from 22 to 19
  • FastString2 Tier1: Reduced lock_duration from 0.5 to 0.4
  • FastString2 Tier1: Added knockback_scale 0.75
  • FastString2 Tier2: Increased lock_duration from 0.4 to 0.5
  • FastString2 Tier2: Reduced damage from 24 to 14
  • FastString2 Tier3: Reduced lock_duration from 0.7 to 0.6
  • FastString3 Tier1: Reduced damage from 18 to 15
  • FastString3 Tier2: Increased lock_duration from 0.7 to 1.0
  • FastString3 Tier2: Reduced damage from 24 to 17
  • FastString3 Tier3: Increased lock_duration from 0.8 to 1.2
  • FastString3 Tier3: Reduced damage from 28 to 19
  • FastLeft Tier1: Reduced lock_duration from 0.65 to 0.6
  • FastLeft Tier1: Increased damage from 14 to 15
  • Fastleft Tier2: Increased lock_duration from 0.3 to 0.7
  • FastLeft Tier2: Reduced damage from 20 to 17
  • FastLeft Tier3: Reduced damage from 24 to 19
  • FastRight Tier1: Increased lock_duration from 0.5 to 0.6
  • FastRight Tier2: Increased lock_duration from 0.6 to 0.7
  • FastRight Tier2: Reduced damage from 24 to 17
  • FastRight Tier3: Reduced damage from 24 to 19
  • HeavyString1 Tier1: Reduced lock_duration from 1.3 to 1.1
  • HeavyString1 Tier1: Reduced damage from 29 to 25
  • HeavyString1 Tier1: Reduced knockback_scale from 1.2 to 1.1
  • HeavyString1 Tier2: Reduced lock_duration from 1.52 to 1.4
  • HeavyString1 Tier2: Reduced damage from 32 to 30
  • HeavyString1 Tier3: Increased lock_duration from 1.5 to 1.7
  • HeavyString1 Tier3: Reduced damage from 46 to 35
  • HeavyLeft Tier1: Increased lock_duration from 0.76 to 1.0
  • HeavyLeft Tier1: Increased damage from 26 to 24
  • Heavyleft Tier2: Increased lock_duration from 0.8 to 1.2
  • HeavyLeft Tier2: Reduced damage from 36 to 29
  • Heavyleft Tier3: Increased lock_duration from 0.85 to 1.4
  • HeavyLeft Tier3: Reduced damage from 40 to 34
  • HeavyRight Tier1: Increased lock_duration from 0.9 to 1.0
  • HeavyRight Tier1: Reduced damage from 26 to 23
  • HeavyRight Tier2: Reduced lock_duration from 1.3 to 1.1
  • HeavyRight Tier2: Reduced damage from 30 to 26
  • HeavyRight Tier3: Increased lock_duration from 0.87 to 1.6
  • HeavyRight Tier3: Reduced damage from 40 to 29

And… breathe.


  • Updated credits, also included community contributors.

Patch 3712

January 8, 2015 by urinal-cake

We released a small patch, fixing some issues caused by the last patch. We also fixed an issue with health bars that were around.

  • Fixed parries seldom occurring.
  • Stored FFA health bar visibility option in session.

Patch 3700

January 7, 2015 by urinal-cake

You guys are going to just have to figure out a way to deal with the fact that we just released a new patch. I hope you can live with that.



  • Switching stances in the air now properly applies the chosen stance upon landing
  • Bug fix for timer staying red when duel ends in timeout
  • Timeouts now award the round to the player with more health
  • Draws now count as a win (i.e. Lose/Draw and a Win/Draw now awards the match to the latter player)
  • Rolls and shuffles can now be canceled earlier.
  • Parry tracer bloat and extension removed
  • Jian intercept is harder to hit, but more effective
  • Increased speed/accuracy of throwable weapons
  • Vanguard heavy left t1 less spammable

Patch 3689

December 27, 2014 by KindredPhantom

First of all everybody here at Puny Human would like to wish you all a Merry Christmas and a Happy New year!

We recently released a new patch (3689) which added a fifth character to the roster, Vanguard. In this patch we also added new animations and fixed a few outstanding bugs.

This is the final patch of 2014. We would like to thank everyone who has bought and played Blade Symphony this past year, thank you guys and gals! We hope to see you all on the other side!




  • Added new wall climb and side animations
  • Added new female jump animation
  • Added new character, Vanguard with two alternative skins and masks
  • Added bb_hud_team_showhealthbars to disable health bars
  • Improved the sprint animations for all characters
  • Reduced the block knockback scale to 80%


  • Added map free_docks
  • Cleanup of various outstanding and minor issues on the following maps: cp_docks, free_winter, duel_winter, free_temple and duel_temple


  • Removed stun when hitting wall
  • Added missing Whistle sounds to Pure and Vanguards back sheathing animation.

Bug Fixes

  • Fixed a bug causing servers to not be added to favorites
  • Fixed a bug that was causing the low timer warning to play every second if the duel rounds were set to infinite
  • Fixed a bug that made it so you couldn’t jump during moves that allowed full character movement
  • Fixed a bug with air cancelling
  • Fixed a crash caused by typing anything other than character names after the console command vs_character

Patch 3540

November 25, 2014 by urinal-cake

It’s been a few weeks since we’ve patched, but we’ve hammered out a few small things that we want to get out immediately. Everything we’re working on now are pretty big, and it wouldn’t make sense for us to release it all until it’s done. So until that happens, have a small patch. Enjoy!


  • Disabled sheathed sprinting while dueling in FFA.
  • Added an option in the menus for turning your in game health bars on and off.
  • Added extra filters into the server browser, you can now hide/show empty and full servers.
  • Tickets no-longer show up when the round is starting.
  • Added a respawn timer to the HUD that counts down from 5.
  • Remade the wall related parkour animations.
  • Added a new action that plays in-between the wall run and wall slide action to transition between the two.


  • Added new alternate skin and mask for Pure


  • Changed the required percentage to vote kick console variable (bb_vote_kick_required_percentage) to 60% from 80%.
  • Added console variable for enabling or disabling vote kicking (bb_vote_kick_enable)
  • Added console variable for something else but Ryan couldn’t explain it to me well enough, and I really didn’t want to read the crazy forum post about it (bb_vote_gamemode_enable)

Bug Fixes

  • Fixed duels ending in a draw if a player dies from fall damage.
  • Fixed a number of sound-related console errors.
  • Fixed minor typo on a loading screen hint

Patch 3441

October 22, 2014 by urinal-cake

Another small patch, we’re still trying to address some larger issues!


  • Free For All: Players now move faster when they are sheathed.
  • Control Point: Players can now change who they view when dead.
  • Control Point: Music now changes depending on whether or not in combat.
  • Control Point: Spawn times scale based off of players currently playing.
  • Control Point: Players now spawn instantly during starting period and intermission.
  • Control Point: Added in-game health bars.
  • Throwables now require line of sight in order to lock on.

Merged in balance changes from community, see patch notes here.

Bug Fixes

  • Control Point: Fixed a crash that happened if someone was spectating at the end of a round.
  • Control Point: Fixed a bug causing tickets to never stop flashing if points were all capped.
  • Control Point: Fixed a bug causing blue HUD points to replay particle effect after pausing.
  • Fixed a collision problem with the catwalks on free_district

Known Issues

  • Users occasionally receive a “Steam Validation Rejected” issue when connecting to a server using Pure workshop items.
    • Users can work around this by disabling/detaching the Pure workshop items before joining a server from the main menu.

Patch 3419

October 19, 2014 by urinal-cake

We’ve put a small polish and bugfix patch, this should help with some of the most popular issues occurring right now.


  • Control Point mode: Added some awesomeness for winners during the intermission.
  • Control Point mode: Map never changes if bb_scorelimit is set to 0.
  • Control Point mode: Added text for team change and when waiting on more players to join.
  • Control Point mode: Updated all “capture point” localization text to say “control point”.
  • Control Point mode: Number of tickets flash when your tickets are low or all control points have been captured by the opposing team.
  • Timer flashes and produces sound when time is low in any mode.

Bug Fixes

  • Fixed HUD not updating properly during intermission.
  • Fixed Control Point bug related to opposing teams capping two points at the same time.
  • Fixed new attachments becoming invisible when a workshop skin has been selected.
  • Fixed attachments sometimes appearing even when not selected.
  • Fixed wins and losses sometimes showing incorrectly for spectators.
  • Fixed a crash when specific sounds are stopped.
  • Minor adjustments to ragdoll physics.


  • Material updates for Phalanx, Pure, Ryoku and Knight.
  • Charge textures for all the new character attachments.
  • cp_docks
    • Added more spawn points.
    • Moved blue spawn to better match balance timing and point visibility.
    • Made small changes to various materials.
    • Implemented water solution for players using medium or below settings.
  • cp_terrace
    • Added more spawn points that prioritize center points over non-center points.
  • cp_sequence
    • Added more spawn points.
    • Made small changes to various materials.
    • Implemented water solution for players using medium or below settings.
  • free_temple
    • Added more spawn points.
    • Fixed roof bug, allowing players to climb through. (Sorry guys, had to be done.)
  • free_district
    • Added more spawn points.
    • Fixed various nodraw issues.

Known Issues

  • User’s often receive a ‘Steam Validation Rejected’ error.
  • We’re too damn awesome.

Control Points Patch 3363

October 15, 2014 by urinal-cake

Since the last patch, there have been 580 commits to Blade Symphony from our developers. We’ve been busy.


Control Points

This new game mode splits players into two teams vying to hold multiple control points. Players will parkour over shipping containers, fighting over sky towers and arenas to hold these control points from the other team.
3 new maps have been made specially for this game mode: terrace, a map that plays with vertigo; sequence, where chokepoints become important; and docks, an open map with both indoors and outdoors combat.

Improved Character Customization

Each character in the game now have separate attachments that you can install. These cosmetic attachments are integrated with Steam Workshop so players can create their own skins, armor, and anything you can imagine.
To date, players have created 589 pieces of content, including swords, masks, maps, and graphics modifications.




  • Added capture point game mode.

  • Players can now further customize their characters by adding or removing Workshop skins and attachments.

  • Added ability to team chat (if you have a pre-existing config, you’ll need to bind it manually via the console).
  • If a player is on blue team, their dash cancel will glow blue instead of red.
  • Added kill notifications into the chat window.
  • Fall damage is now applied if a player is falling fast enough after being hit with a shuriken or thrown.
  • Added Control Point game mode to host menu.
  • Added scoreboard header for server name/time left
  • Added server browser details screen.
  • Added chase cam spectator mode for 2on2 and 2on1.
  • Wall flip now uses keyboard directional input to determine direction/velocity.
  • Players can now climb ledges while just holding forward.
  • Added ‘diminishing return’ mechanic to wallruns, being unable to continue after 5 wall runs.
  • Added wall sliding mechanic. If a player’s wallrun ends, they will then begin sliding down the wall.


  • Updated models and materials for all characters.
  • Characters now have individual attachments across 4 slots.
  • Pure now has death animations.
  • Pure’s idles now working.
  • Wall jump animations have been updated.
  • Added new mask for Phalanx, “Agent-A.”
  • Made dropped sword entity play sheathed idle animation by default.
  • Added Deploy and Retract sounds to Stacatto Black Sword.
  • Added attachments on customization screen.
  • Corrected an error with Riot Knight skin self-illumination.
  • If a player is glow in FFA or teamplay, the dash cancel proxy will be twice as strong.
  • Shorter male death animations to prevent ragdolls from flipping.
  • Removing all client tracers in interrupt (except tracer parry) to reduce glitchy looking tracers.


  • Merged in balance changes from community at
  • Changed  block knockback from 1.0 to 1.3 seconds
  • Reduced tracer extension for parries from 0.3 to 0.15 seconds
  • Wall flips are now influenced by gravity
  • Wall runs now inherit velocity from initial run
  • Vault lock duration now set to 0.75

See the rest of game balance patch notes here:


  • Added three new Control Point maps: cp_docks, cp_terrace and cp_sequence
  • Added two new FFA maps: free_temple and free_district are both free-for-all versions of their duel counterparts.
  • Added berimbau_capture_point entity, for use in cp_ maps.
  • Added filter_activator_team entity.
  • func_instance is fixed and now works with Blade Symphony.
  • New 2d skybox ‘360clouds’.
  • Added Enable/Disable functionality to berimbau_spawns, so now you can define different spawn zones (i.e. after a control point switches teams).
  • Can no longer wallrun on sky brushes.


  • Added ability to choose training map.
  • Added Bot Training menu, allowing the user to select the desired arena, player vs. player mode,
  • Minor visual and skybox improvements to Tutorial map.


  • Added subscribed state for workshop visibility.
  • Added workshop jiggle bone warning, removed LOD warning.
  • Put all new workshop constraints or constraint changes behind a workshop ID check, so all existing times will not be validated against any new rules when they are loaded by the client (current ID is 304077814).


  • Fixed custom skins sometimes not being applied when switching between characters.
  • Removed stance speed modifier (it was basically unused, except that it broke move params).
  • Fixed sword not returning to idle anim when attacking from sheathed state.
  • Fixed controlled animation move not reaching 100% on move_x when going backwards.
  • Fixed dash cooldown effect not animating on remote players.
  • Removed cheat flag from kill cmd.
  • Fixed a memory leak issue in the SDK.
  • Added temporary IP ban to vote kick to prevent ban avoidance.
  • Attempted to fix a bug that causes the player to be locked in the air stance.

First non-Valve content pack for 4th Annual Saxxy Awards!

July 25, 2014 by urinal-cake

Blade Symphony Source Filmmaker

Sitting around enjoying a delicious cup of tea, steeping in our favorite tea-pot, we had an idea. Community created content for Blade Symphony has been a magnificent, and honestly hilarious, result from our great fans. Why not let the WORLD make cool stuff using Blade Symphony? Well, we had no shiny trophies to offer.. BUT THEN!

Cooperative Saxxy Initiative

Valve approached us for providing Blade Symphony’s content for use in the Fourth Annual Saxxy Awards! How awesome is that? We know that with Source Filmmaker and Blade Symphony, you can create some pretty rad stuff; but now we’re taking it one step further.

This year, hopefuls can download the Blade Symphony Content Pack DLC for Source Filmmaker, putting Judgement and Pure alongside P-Body and Atlas. Let’s hope they get along. The submission deadline for entries is September 24th, be sure to read all the guidelines and stare at the pretty trophies! Just for this sort of occasion, we have a Media Monetization policy that is a quick read.

Since we’re so excited about the use of Blade Symphony in this year’s awards, we’re going to offer a prize of our own. An in-game cape and copy of Blade Symphony will go to the author of the entry with the “Best Overall use of Blade Symphony assets.” We’ll announce our favorite after the Saxxy Award nominees are announced, and hook them up so they can flaunt their swag in-game!

Everyone at Puny Human are big fans of the Saxxy Awards, and think every year has we’ve seen action-packed thrillers or emotional dramas. We wish everyone the best, and can’t wait to see some great results from the universes of Team Fortress 2, Portal and especially Blade Symphony. Happy filming!

Patch 2777

June 28, 2014 by urinal-cake

Charge Dash

We’ve added a charged version of dash. You can perform this by charging to Tier 2 and holding Roll to dash. During the dash cooldown you take 50% extra damage and can’t block stars.

  • charge to Tier 2 and roll to execute a charged dash
  • gave dash a 0.4 locktime so players can use it to cancel into attacks
  • players take 50% more damage during the charge dash cooldown (2.5s) and can’t autoblock throwing weapons
  • charge dash also triggers roll cooldown so rolls (and therefore wallruns) cannot follow charge dash

(charge dash cancelled into a jump)




Tracers now extend for 0.35 seconds past the designed period that can be used for parrying.

  • 0.35s tracer extension
  • parries now maintain momentum of the attack
  • reduced overall knockback for parries
  • increased recovery time from equal tier parries from 0.5 to 0.6
  • increased max allowed tracers from 12 to 20 vertices



  • upped the speed of Phalanx heavy Tier 1 slightly, Tier 2 a bit more, and Tier 3
  • lock times changed from Tier1 from 1.35 to 1.0, Tier 2 1.2 to 0.9, Tier 3 1.9 to 1.6
  • slight animation fixes for Phalanx heavy t3 and re-recorded tracers



  • making Pure F2T1 move further and stab further (roughly 1 square more range total) to match Fast 3 Tier 1
  • swapping Pure F3T1 with F3T2, including lock times, knockback, but not damage
  • the new F3T2 now does 20 damage instead of 19
  • sped up Pure heavy left Tier 1 by moving its attack earlier in the animation
  • Pure heavy left damage Tier 1 is now 20, Tier 2 24, Tier 3 28 (used to be 34, 36, 38 respectively)
  • reduced Pure’s balanced Tier 1 tracer amount (from ending at 0.8 to 0.7)



Overhauled scimitar damage output and special ability

  • Stance Cancel now replaces side cancelling, you can switch stances and attack to cancel the current attack
  • The rules for Stance cancel are identical to side cancelling (can’t cancel the last attack in a string, cancel timing is the same per stance as side cancelling)
  • changed forward multihit scale to 1.0 (now same damage per multihit)
  • increased forward multihit-rate from 0.2 to 0.12 (more multihits, same as Jian)
  • changed damage from 20% global to 50% for forward and 40% for side



Changed Rapier’s forward attacks to multihit which causes them to combo and work better with balanced stance.

  • forward attack multihits rate now same as scimitar side attacks
  • forward attack multihit scales at -60% per attack
  • forward attack damage is now at 50% (and still modified by attack angle)
  • increased heavy damage from 60% to 70%
  • gave Rapier min tier damage, 4 for Tier 1, 6 for Tier 2, 8 for Tier 3
  • slightly increased movespeed for Rapier Guard



  • +30% faster recovery for side attack parries
  • Katana no longer has its fast attack debuff (80%) and now hit at full damage with fast



  • making Jian recovery bonus on hit activate vs block


Blocking (Longsword and Scimitar)

  • added post-attack block cooldown (0.15s)


Recovery Attack

  •  sped up recovery attack by 3 frames



  • Allow changing loadout during duel warmup
  • Added scrollbars to scoreboard



  • updated libcurl and openssl to latest version
  • fixed prediction errors after attacking
  • added a workaround for a particles related shutdown crash
  • fixed russian parsing in fonts to always be set to true
  • changed rendered tracer fade out to scale the geometry instead of
  • shifting uvs past 1.0 because basically all workshop tracer textures do not
  • clamp uvs and therefore look terrible while fading out
  • improved networking performance of various stance type vars
  • fixed a stability issue with keyvalue scripts
  • hidden training games in server browser
  • fixed 2v2 spawn on District RoofTop
  • fixed 2v2 spawns for duel_monastery so that they aren’t floating over the ground. 4 spawns fixed in the Courtyard, and 1 in the Antechamber
  • fixed parsing multiple urls in richtext control
  • fixed sword anims not playing
  • fixed a potential workshop item update issue for subscribers



  • Stacatto Black now uses animations for deployment and retracting.


Community Map

  • added player clip to elevator to stop players accessing no-drawn area.
  • added camera clip to elevator to also stop camera getting jammed up there.
  • added wallrun clip to shutters on ground floor main mall area
  • removed floating glass from art gallery.
  • removed door and retina scan models found inside wall brushes.
  • Reduced light_spot brightness in circular welcome room to 100 from 150
  • Reduced rope thickness of ropes in elevator to 0.5 from 1
  • Reduced rope thickness of monitor ropes from to 1 from 2
  • removed traffic cone prop (wasn’t rendering) from shop window.
  • added go-board plus cushions to shop window.
  • Some other minor bits and pieces.