{"id":24768,"date":"2026-01-17T11:29:16","date_gmt":"2026-01-17T19:29:16","guid":{"rendered":"https:\/\/www.lovattostudio.com\/en\/?p=24768"},"modified":"2026-01-17T11:29:27","modified_gmt":"2026-01-17T19:29:27","slug":"mfps-2-0-update-1-10-0","status":"publish","type":"post","link":"https:\/\/www.lovattostudio.com\/en\/mfps-2-0-update-1-10-0\/","title":{"rendered":"MFPS 2.0 UPDATE 1.10.0"},"content":{"rendered":"\n<p class=\"has-large-font-size wp-block-paragraph\"><strong>MFPS 2.0 UPDATE 1.10.0<\/strong><\/p>\n\n\n\n<div class=\"wp-block-group\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<p class=\"wp-block-paragraph\">After years of development and a long beta period, MFPS 2.0 Update 1.10.0 is officially here. This major update introduces numerous features and fixes following the 1.9.x cycle.<\/p>\n<\/div><\/div>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\"><strong>Important:<\/strong> This update includes breaking changes. Please note that auto-upgrading from older versions is not supported; a new project is recommended or a manual update if needed.<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video controls poster=\"https:\/\/www.lovattostudio.com\/en\/wp-content\/uploads\/2026\/01\/mfps110cover-1920.webp\" src=\"https:\/\/lovattostorage.com\/videos\/mfps110-showcase.webm\"><\/video><\/figure>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<div style=\"height:52px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p class=\"has-text-align-center reveal chromatic-fx has-large-font-size wp-block-paragraph\"><strong>Full Change Log<\/strong><\/p>\n\n\n\n<p class=\"reveal slide-fx has-medium-font-size wp-block-paragraph\"><strong>#ADDED<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list reveal slide-fx\">\n<li>-ADDED: New weapon prefab system. Weapons are now instantiated at runtime instead of being included in each player prefab, reducing the player prefab size by approximately 97% and requiring weapon integration only once for all players.<\/li>\n\n\n\n<li>-ADDED: Option to return to the waiting room after a match with the same players.<\/li>\n\n\n\n<li>-ADDED: Additive Room UI loading. The Room UI is now in a separate scene and is loaded additively, simplifying room UI customization and avoiding cases where the room UI is not synced in all maps due to unlinked prefabs.<\/li>\n\n\n\n<li>-ADDED: Bots can now use the same player models as real player prefabs, eliminating the need for separate integrations.<\/li>\n\n\n\n<li>-ADDED: Bots now use the same third-person weapon setups as player prefabs, removing the need for separate integrations.<\/li>\n\n\n\n<li>-ADDED: Kill Assist feature, which awards points to players who assist in a kill and tracks the number of assists.<\/li>\n\n\n\n<li>-ADDED: Option in GameData to allow reloading while running.<\/li>\n\n\n\n<li>-ADDED: Option in GameData to display muzzle flashes when firing while aiming.<\/li>\n\n\n\n<li>-ADDED: Flashbang grenades that can blind enemies within range facing the detonation.<\/li>\n\n\n\n<li>-ADDED: Profanity word filter that replaces common profanity words with asterisks. It includes a database of over 2,800 words and allows for adding more.<\/li>\n\n\n\n<li>-ADDED: Option in GameData to change default player class names.<\/li>\n\n\n\n<li>-ADDED: Two new weapon recoil modes: &#8216;Random2D&#8217; and &#8216;Pattern&#8217; recoil, in addition to the existing vertical recoil.<\/li>\n\n\n\n<li>-ADDED: Toggle or hold options for crouch and sprint inputs in the in-game settings menu.<\/li>\n\n\n\n<li>-ADDED: New Automatic Rifle example weapon.<\/li>\n\n\n\n<li>-ADDED: Optional double jump in the player movement system.<\/li>\n\n\n\n<li>-ADDED: Effective Firing Range property for weapons, defining maximum damage within a set range and decreasing to minimum damage beyond that range.<\/li>\n\n\n\n<li>-ADDED: Audio Mixer for improved in-game audio blending and greater control over audio settings.<\/li>\n\n\n\n<li>-ADDED: Generic first-person weapon animations, allowing integration of first-person weapons without the need for custom animations for each weapon.<\/li>\n\n\n\n<li>-ADDED: Support for first-person weapon empty reload animations, an optional animation that plays when reloading with zero ammo.<\/li>\n\n\n\n<li>-ADDED: AI Areas, an optional system that enables bots to play more tactically by calculating enemy hot zones and responding accordingly.<\/li>\n\n\n\n<li>-ADDED: MFPS Editor updater window for downloading and installing small MFPS patches directly from the editor.<\/li>\n\n\n\n<li>-ADDED: Two new spawn point selection modes: &#8216;Farthest&#8217; (spawns at the farthest point from all players) and &#8216;Freest&#8217; (spawns at the least crowded point).<\/li>\n\n\n\n<li>-ADDED: Option in GameData to define available Photon PUN server regions.<\/li>\n\n\n\n<li>-ADDED: Room creation option to create matches with only one type of weapon allowed (e.g., Sniper Only, Pistol Only).<\/li>\n\n\n\n<li>-ADDED: Editor overlay toolbar for easily previewing first-person\/third-person weapons, accessing the MFPS Manager window, and quickly opening an MFPS scene.<\/li>\n\n\n\n<li>-ADDED: Support for first-person weapons with multiple animators (e.g., one for the weapon and another for the arms).<\/li>\n\n\n\n<li>-ADDED: Option in GameData to allow the use of quick melee attacks without needing to equip a melee weapon in the loadout.<\/li>\n\n\n\n<li>-ADDED: PlayStation 4\/5 controller support.<\/li>\n\n\n\n<li>-ADDED: Stamina system, allowing players to sprint, jump, or slide for a limited time before needing to rest (optional).<\/li>\n\n\n\n<li>-ADDED: Support for weapon bash attacks, an optional melee attack that can be used as a quick attack, overriding the quick knife attack if the weapon has it.<\/li>\n\n\n\n<li>-ADDED: A new skin variant system that allows setting up modular character models with different skins in a single player prefab.<\/li>\n\n\n\n<li>-ADDED: A new camera shake option &#8216;Curve&#8217; which allows defining a custom curve for the roll shake effect.<\/li>\n\n\n\n<li>-ADDED: Unarmed hands animations, including walking, running, punching, and idle animations for unarmed players.<\/li>\n\n\n\n<li>-ADDED: Players can now manually drop equipped weapons by pressing the &#8216;L&#8217; key. If players drop all weapons, the unarmed hands will be used.<\/li>\n\n\n\n<li>-ADDED: Option in the GameModes settings to define how to assign teams for players and bots when auto team selection is enabled: split or all in a specific team.<\/li>\n\n\n\n<li>-ADDED: Map loader screen, a new screen that shows when a map is loading, allowing for custom loading screens.<\/li>\n\n\n\n<li>-ADDED: Two new first-person weapon sway effect modes: Roll and Counter Strike Style.<\/li>\n\n\n\n<li>-ADDED: New hook system, another way to add custom logic to the game without modifying the core scripts.<\/li>\n\n\n\n<li>-ADDED: Option in GameData to allow hearing enemies&#8217; proximity voice chat, not just teammates&#8217;.<\/li>\n<\/ul>\n\n\n\n<div style=\"height:100px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p class=\"reveal slide-fx wp-block-paragraph\"><strong>#IMPROVEMENTS<\/strong> <\/p>\n\n\n\n<ul class=\"wp-block-list reveal slide-fx\">\n<li>-IMPROVED: Replaced the <code>IGameMode<\/code> interface with the abstract class <code>bl_GameModeBase<\/code> to simplify the creation of new game modes and enable cleaner code in inherited scripts.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced the &#8216;Match Over&#8217; UI design, making it more modular and easier to customize.<\/li>\n\n\n\n<li>-IMPROVED: Improved the custom inspector of <code>bl_Gun.cs<\/code> to facilitate easier modification of weapon properties.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced first-person motion and transitions, improving the overall game feel.<\/li>\n\n\n\n<li>-IMPROVED: In Kill Cam &#8216;Observe Death&#8217; mode, the camera placement now tracks the player&#8217;s ragdoll.<\/li>\n\n\n\n<li>-IMPROVED: In Kill Cam &#8216;Orbit&#8217; mode, players can now change the spectated player using the right mouse button.<\/li>\n\n\n\n<li>-IMPROVED: In Kill Cam &#8216;Orbit&#8217; mode, the camera will automatically switch to a new spectated player when the current one dies.<\/li>\n\n\n\n<li>-IMPROVED: Added more properties to the player nameplate drawer, allowing changes to the health bar width and position offset.<\/li>\n\n\n\n<li>-IMPROVED: Spawn points can now be set up for specific game modes directly from the inspector of the <code>bl_SpawnPoint<\/code> component.<\/li>\n\n\n\n<li>-IMPROVED: Eliminations are now verified and confirmed by the Master Client, preventing issues with unsynced eliminations.<\/li>\n\n\n\n<li>-IMPROVED: Improved the spawn point position calculation algorithm to reduce player spawn overlaps.<\/li>\n\n\n\n<li>-IMPROVED: The default spawn point selection mode can now be overridden per game mode.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced the local kill notification animation and adjusted the UI aspect ratio.<\/li>\n\n\n\n<li>-IMPROVED: Bots can now throw flash grenades.<\/li>\n\n\n\n<li>-IMPROVED: Bots can now hold positions and take tactical long-range shots at enemies.<\/li>\n\n\n\n<li>-IMPROVED: Overall bot behavior, including player detection and decision-making, has been enhanced.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced the bots&#8217; movement animation blending.<\/li>\n\n\n\n<li>-IMPROVED: Bots now support sniper rifles, with sniping bots exhibiting slightly different behaviors compared to those using other weapons.<\/li>\n\n\n\n<li>-IMPROVED: Significantly improved bot performance while introducing new features.<\/li>\n\n\n\n<li>-IMPROVED: Added support for spectator camera movement on mobile devices.<\/li>\n\n\n\n<li>-IMPROVED: The Friendly Fire option no longer appears in the room creator menu for Free-For-All (FFA) game modes.<\/li>\n\n\n\n<li>-IMPROVED: The text size setting in the tutorials editor window now uniformly applies to all text within the window.<\/li>\n\n\n\n<li>-IMPROVED: Made it easier to add custom item drop prefabs.<\/li>\n\n\n\n<li>-IMPROVED: The Player Scoreboard UI is now responsive across all screen aspect ratios.<\/li>\n\n\n\n<li>-IMPROVED: Achieved smoother leg animations during idle turns by improving the turn angle calculation.<\/li>\n\n\n\n<li>-IMPROVED: Third-person upper body and lower body turning are decoupled, allowing for more natural turn movement.<\/li>\n\n\n\n<li>-IMPROVED: Added a sniper reload animation to the player&#8217;s third-person sniper firing animation.<\/li>\n\n\n\n<li>-IMPROVED: Updated to the latest Photon PUN version (2.48).<\/li>\n\n\n\n<li>-IMPROVED: Cleaned core scripts and removed unused or redundant code.<\/li>\n\n\n\n<li>-IMPROVED: Gamepad pointer movement is now smoother and more accurate.<\/li>\n\n\n\n<li>-IMPROVED: The weapon fire mode is now more intuitive and easier to set up in the <code>bl_Gun<\/code> inspector.<\/li>\n\n\n\n<li>-IMPROVED: Procedural first-person weapon movement is now applied to a custom pivot, resulting in smoother and more realistic movement.<\/li>\n\n\n\n<li>-IMPROVED: The player controller now navigates stairs more smoothly without getting stuck.<\/li>\n\n\n\n<li>-IMPROVED: Added more random decision-making to bots for less predictable behavior.<\/li>\n\n\n\n<li>-IMPROVED: Bots&#8217; arms are now controlled by IK to aim at targets with their weapons, rather than using a default animation arm position.<\/li>\n\n\n\n<li>-IMPROVED: The bots&#8217; target in-sight detection algorithm now displays the vision area in the editor when a bot is selected.<\/li>\n\n\n\n<li>-IMPROVED: The player&#8217;s third-person upper body sprint animation now better synchronizes with lower body movement.<\/li>\n\n\n\n<li>-IMPROVED: Added an option to define a custom third-person aim position for specific weapons.<\/li>\n\n\n\n<li>-IMPROVED: Implemented auto-generated first-person weapon animator controller transitions.<\/li>\n\n\n\n<li>-IMPROVED: Added foley sounds for crouch and aim player movements.<\/li>\n\n\n\n<li>-IMPROVED: Made room UI more modular and customizable.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced the Kill Zone UI design.<\/li>\n\n\n\n<li>-IMPROVED: Added an option to hide teammates&#8217; position icons above their heads after they exceed a defined distance from the local player.<\/li>\n\n\n\n<li>-IMPROVED: In Free-For-All (FFA) modes, players now spawn at the farthest spawn point from all other players to avoid spawn killing.<\/li>\n\n\n\n<li>-IMPROVED: Added an option to stop breathing movements when a player aims with a sniper by pressing the default Left Ctrl key.<\/li>\n\n\n\n<li>-IMPROVED: Made the waiting room player list modular for easier customization or replacement.<\/li>\n\n\n\n<li>-IMPROVED: Added team icons, allowing custom icons to be assigned for each team in the GameData.<\/li>\n\n\n\n<li>-IMPROVED: Made the game player data save system abstractable, allowing easy replacement with a custom save system.<\/li>\n\n\n\n<li>-IMPROVED: Enhanced Molotov splash explosions: flames now follow moving objects, and visuals and fade in\/out effects have been improved.<\/li>\n\n\n\n<li>-IMPROVED: Made it easier to add new bullet hit particle effects defined by tags.<\/li>\n\n\n\n<li>-IMPROVED: Added an option in game mode settings to set unlimited match time; matches will end when the score limit is reached or as defined by the game mode.<\/li>\n\n\n\n<li>-IMPROVED: Added an option in game mode settings to unlist the room from the room list when the match starts.<\/li>\n\n\n\n<li>-IMPROVED: Made the GameData property settings modular to facilitate having multiple profiles for quick prototyping and testing.<\/li>\n\n\n\n<li>-IMPROVED: Added a &#8216;power score&#8217; value for each weapon in the MFPS Manager window under the Weapons tab. This value calculates the weapon&#8217;s power score based on its properties and can be used to balance weapons.<\/li>\n\n\n\n<li>-IMPROVED: Added an option in game mode settings to override the kill cam view mode per game mode.<\/li>\n\n\n\n<li>-IMPROVED: Jump Pads now allow defining the jump force and direction.<\/li>\n\n\n\n<li>-IMPROVED: When a match or round ends, players will now fall to the ground if they are not already on it, instead of remaining suspended in mid-air.<\/li>\n\n\n\n<li>-IMPROVED: Decimal values can now be set in the body part damage multiplier in the <code>bl_HitBoxManager<\/code> inspector, allowing definition of parts where players receive less damage.<\/li>\n\n\n\n<li>-IMPROVED: Xbox and PlayStation controllers are now automatically detected, and the game will switch to gamepad input mode when connected.<\/li>\n\n\n\n<li>-IMPROVED: The input rebinding menu now displays device button names instead of Unity input names.<\/li>\n\n\n\n<li>-IMPROVED: Added scroll support for gamepads, allowing UI scrolling with the left joystick for improved UX with gamepads.<\/li>\n\n\n\n<li>-IMPROVED: Players now gain score for supplying ammo or health kits to teammates.<\/li>\n\n\n\n<li>-IMPROVED: Added a bullet drag coefficient property to weapons, allowing definition of how much bullets slow down over distance.<\/li>\n\n\n\n<li>-IMPROVED: First-person weapons and camera idle bob movements now have smoother motion.<\/li>\n\n\n\n<li>-IMPROVED: Added procedural random noise movement to first-person weapons, featuring random subtle movements at intervals inspired by Call of Duty Modern Warfare animations, but procedurally generated.<\/li>\n\n\n\n<li>-IMPROVED: Improved some of the default weapon models and animations.<\/li>\n\n\n\n<li>-IMPROVED: Added an option in GameData to allow or disallow opening the game menu after the match ends.<\/li>\n\n\n\n<li>-IMPROVED: The ladder first-person and third-person climbing animations have been improved.<\/li>\n\n\n\n<li>-IMPROVED: Completely reworked the ladder system, making it easier to set up, robust, and modular.<\/li>\n\n\n\n<li>-IMPROVED: The ladder system now requires pressing the interact key to start climbing instead of automatically starting when the player touches the trigger.<\/li>\n\n\n\n<li>-IMPROVED: The nameplate now uses the player head transform as the position reference instead of a static transform.<\/li>\n\n\n\n<li>-IMPROVED: Added an option in GameData to define how the bullet will be instantiated in third-person view in certain scenarios (like when the player is very close to a wall).<\/li>\n\n\n\n<li>-IMPROVED: Camera Mouse Look is and feels more accurate by improved the mouse smoothing algorithm.<\/li>\n<\/ul>\n\n\n\n<div style=\"height:100px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>#FIXES<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list reveal slide-fx\">\n<li>-FIX: Players can now join private rooms using auto-matchmaking.<\/li>\n\n\n\n<li>-FIX: Knife swoosh sound range is now the same as other weapon fire sound ranges.<\/li>\n\n\n\n<li>-FIX: Fixed small camera zoom-out jump when aiming and starting to reload the weapon.<\/li>\n\n\n\n<li>-FIX: Fixed uncaught exception that happens randomly in the waiting room.<\/li>\n\n\n\n<li>-FIX: Fixed unsync issue that happens rarely, which causes the eliminated player to turn invisible (but still alive) for some players.<\/li>\n\n\n\n<li>-FIX: Fixed weird weapon movement when aiming in and out quickly.<\/li>\n\n\n\n<li>-FIX: Fixed room chat only showing the 4 oldest messages.<\/li>\n\n\n\n<li>-FIX: Fixed score not increasing when eliminating a real player or bot in FFA game mode.<\/li>\n\n\n\n<li>-FIX: Fixed rooms in the room list not showing after returning from the Customizer or Class Customization scene to the MainMenu scene.<\/li>\n\n\n\n<li>-FIX: Fixed camera rotation jump that happens when the player finishes sliding and the camera is moving.<\/li>\n\n\n\n<li>-FIX: Fixed player ground detection issue that happens in the editor when unfocusing the game and focusing on another editor window.<\/li>\n\n\n\n<li>-FIX: Fixed multiple fire sounds played for local rifles and pistols.<\/li>\n\n\n\n<li>-FIX: Fixed room password window keeping showing after joining a room with a password.<\/li>\n\n\n\n<li>-FIX: Fixed gamepad pointer not showing when the match finishes.<\/li>\n\n\n\n<li>-FIX: Fixed items locked by level not unlocking when the player levels up to the required level but a level after that.<\/li>\n\n\n\n<li>-FIX: Fixed bots targeting themselves after inflicting self-damage with a grenade.<\/li>\n\n\n\n<li>-FIX: Fixed killfeed showing the first weapon icon instead of the Molotov icon when eliminating a player with a Molotov.<\/li>\n\n\n\n<li>-FIX: Fixed Molotov not applying the damage defined in the Weapon Info in GameData but the default damage of the projectile prefab.<\/li>\n\n\n\n<li>-FIX: Fixed wrong localization text in the leave room confirmation window in the Waiting Room.<\/li>\n\n\n\n<li>-FIX: Fixed replaced bot data being deleted when a real player joins the room instead of when they get eliminated, causing some issues with some game modes.<\/li>\n\n\n\n<li>-FIX: Fixed &#8216;Respawn In\u2026&#8217; text showing in the kill cam UI for game modes where the player doesn&#8217;t spawn after the interval of time.<\/li>\n\n\n\n<li>-FIX: Fixed bl_Gun > Lag Between Burst not working properly.<\/li>\n\n\n\n<li>-FIX: Fixed quick-fire grenade and knife third-person animations not working.<\/li>\n\n\n\n<li>-FIX: Fixed the gamepad pointer appearing outside of the screen view.<\/li>\n\n\n\n<li>-FIX: Fixed eliminating a bot with an explosive sometimes being incorrectly registered as a headshot.<\/li>\n\n\n\n<li>-FIX: Fixed first-person sniper and shotgun weapon animations being broken when using Animator and custom movement animations.<\/li>\n\n\n\n<li>-FIX: Fixed error when opening the MFPS tutorial editor window on Unity 2022.1++ using URP or HDRP.<\/li>\n\n\n\n<li>-FIX: Fixed when a bot kills the local player, the bot color in the killfeed text appearing with the local player team color.<\/li>\n\n\n\n<li>-FIX: Fixed throwing and picking up more than two med kits or ammo kits causing a missing reference exception.<\/li>\n\n\n\n<li>-FIX: Fixed exception thrown when remote players reload snipers or shotguns in some instances.<\/li>\n\n\n\n<li>-FIX: Fixed issue that causes all bots at the same time to stop abruptly when they are moving and start moving again.<\/li>\n\n\n\n<li>-FIX: Fixed bots looking at the target through the ceiling when the target is above them in multi-floor maps.<\/li>\n\n\n\n<li>-FIX: Fixed grenades and Molotovs being thrown from the first-person fire point instead of the third-person fire point in Third Person mode.<\/li>\n\n\n\n<li>-FIX: Grenades now do not require reloading after being picked up.<\/li>\n\n\n\n<li>-FIX: The local player&#8217;s first-person weapon no longer continues the walking\/running animation after the match ends.<\/li>\n\n\n\n<li>-FIX: The cursor is now automatically unlocked when the player dies with the game menu open, eliminating the need to close and reopen the menu.<\/li>\n\n\n\n<li>-FIX: The &#8216;Add Player&#8217; tutorial now correctly sets up a hitbox for the hips, ensuring new players can detect hits in the hip area.<\/li>\n\n\n\n<li>-FIX: Fixed Kill Camera Orbit Zoom flickering issue when the camera collides with something.<\/li>\n\n\n\n<li>-FIX: Fixed thrown weapons syncing the wrong amount of ammo when picked up.<\/li>\n\n\n\n<li>-FIX: Fixed in some cases when in third-person mode, the bullet origin point being the first-person fire point or the center of the screen.<\/li>\n\n\n\n<li>-FIX: Fixed Damage Indicator Arrow UI rotation jump when pointing straight down.<\/li>\n\n\n\n<li>-FIX: Fixed explosions sometimes not applying damage to players or bots even when they are inside the explosion radius and no obstacles are blocking the damage.<\/li>\n\n\n\n<li>-FIX: Fixed Unity serialization issue that sometimes causes Photon views to lose their observable references, causing the player to not be able to see other players.<\/li>\n\n\n\n<li>-FIX: Fixed inconsistencies with the Photon Voice settings that cause issues when enabling\/disabling the voice chat in runtime.<\/li>\n\n\n\n<li>-FIX: Fixed serialization attribute compilation errors in Unity 6.3+<\/li>\n<\/ul>\n\n\n\n<div style=\"height:100px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>#NEW ADDONS<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list reveal glitch-fx\">\n<li>Battle Pass: A system to reward players with exclusive items and rewards by gaining experience and leveling up the Battle Pass.<\/li>\n\n\n\n<li>Crosshair Pro: An improved crosshair system that replaces the default MFPS one and allows players to customize the crosshair in-game.<\/li>\n\n\n\n<li>Weapon Pack #3: Integrating the high-quality weapon models and animations from the Asset Store package &#8216;HQ Weapons&#8217;, with 10 new weapons.<\/li>\n\n\n\n<li>VIP Pass: Allows players to purchase or subscribe to the VIP Pass to get exclusive rewards and benefits in the game.<\/li>\n\n\n\n<li>Error Logger: A system to log errors and exceptions in the game from players and send them to the server for later analysis and debugging.<\/li>\n\n\n\n<li>Bug &amp; Feedback Reporter: A system to allow players to report bugs and provide feedback directly from the game.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/vehicle-helicopter\/\" target=\"_blank\" rel=\"noreferrer noopener\">Vehicle: Helicopter:<\/a> A multiplayer helicopter controller, with passenger support.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/vehicle-amv\/\" target=\"_blank\" rel=\"noreferrer noopener\">Vehicle: AMV<\/a> (Armored Military Vehicle): A multiplayer armored vehicle controller, with passenger and turret gunner support.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/vehicle-hoverbike\/\" target=\"_blank\" rel=\"noreferrer noopener\">Vehicle: Hoverbike<\/a>: A multiplayer hoverbike controller, a futuristic vehicle with high speed and agility, with shooting support.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/emote-system\/\" target=\"_blank\" rel=\"noreferrer noopener\">Emote System<\/a>: A system to allow players to use player emote animations in the game, with a customizable emote wheel and support for custom emotes.<\/li>\n\n\n\n<li>Kill Streaks <a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/kill-streaks-2\/\" target=\"_blank\" rel=\"noreferrer noopener\">#2<\/a> and <a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/addons\/kill-streaks-3\/\" target=\"_blank\" rel=\"noreferrer noopener\">#3<\/a>: Two new kill streak addons, with 3 new kill streak abilities each.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.lovattostudio.com\/en\/shop\/gui\/ping-system\/\" target=\"_blank\" rel=\"noreferrer noopener\">Ping System<\/a>: A system to allow players to ping locations and items in the game, with a customizable ping wheel and support for custom pings.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>MFPS 2.0 UPDATE 1.10.0 After years of development and a long beta period, MFPS 2.0 Update 1.10.0 is officially here. This major update introduces numerous features and fixes following the 1.9.x cycle. Important: This update includes breaking changes. Please note that auto-upgrading from older versions is not supported; a new project is recommended or a manual update if needed. Full [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[3],"tags":[],"class_list":["post-24768","post","type-post","status-publish","format-standard","hentry","category-announces"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.9 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>MFPS 2.0 UPDATE 1.10.0 - Lovatto Studio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.lovattostudio.com\/en\/mfps-2-0-update-1-10-0\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"MFPS 2.0 UPDATE 1.10.0 - Lovatto Studio\" \/>\n<meta property=\"og:description\" content=\"MFPS 2.0 UPDATE 1.10.0 After years of development and a long beta period, MFPS 2.0 Update 1.10.0 is officially here. 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