Earlier I fixed some issues with the blend meshes that caused the lighting to not match up too well.
Just now I added a knock back effect to getting hit by a weapon. Normally if a sentient entity is on the ground, his velocity just gets set to his desiredvelocity. Once you take damage, however, this ability goes away for a bit ( 300 msecs right now ), and you get the velocity of the impact instead. If you then hit a wall at a high rate of speed, you may take damage from that as well.
It really gives a nice sense of damage when you are hit with the hand cannon, and are knocked back ~2 meters by a direct hit.
Also, the temporary loss of character control is a surprisingly strong disincentive to getting hit. If you are trying to aim, especially while moving, it throws off your aim. Definitely makes the game significantly harder. Time to reduce the enemy->player damage again... :)
Here is a shot of me falling to my death into the now sandy pool in the Dreaming Chasm.
Oh, we also have a working menu system, including splash screens as well as per-level intro screens.