Damage Numbers now take twice as long to fade out
Use new build script created in the menurewrite branch
Fiees to the build file for the master branch
Flag items in the shop to auto-sell automatically when you pick them up
Popoff/Damage Number fadeout time is now customizable via a CVAR
Added Toxicity mechanic; using Stims will add to your Toxicity depending on how complex they are, Berserk packs will add 25% to your Toxicity, if it goes over 100%, you will die
Regeneration stat now effects the rate at which Toxicity reduction occurs
Small inconsistency with the timer and bonus
Toxicity penalties; > 25% you begin losing EP, > 50% your HP/EP regeneration is halted, > 75% your movement/jump height is halved
Make Toxicity Penalties optional via a CVAR
Fixed Base Damage not showing up properly via redundancy
Merge remote-tracking branch 'remotes/origin/master' into menurewrite