Release Raptor:Pre-Early-Access Release Notes
Pre-EA Demo 6
(This isn't done yet, we're still working on it.)
- The level editor now has a little dropdown on the right-hand side of the screen that lets you choose skins for specific selected objects.
- Objects must share the same type of skin for you to be able to multi-edit them, but the objects don't have to be the same type. Aka you can set wall styles on a bunch of different types of walls, but it's highly unlikely you can select a wall and a light and have them share the same skin. ;)
- Tip: when choosing a skin, the easiest way to tell what the result looks like without selecting and deselecting objects over and over again is to hit Q to go into look mode, which hides all selection highlights. HUGE timesaver!
- Windows now have proper backgrounds rather than being hollow, and act as a light source.
Pre-EA Demo 5
(Released July 13th, 2016)
- Fixed a rather horrendous bug in an interim windows build that went live last night. The spiders were self-colliding with their own guns and jittering up out of the level and so forth. In the process of fixing this, their physics were made more efficient, so it's not all bad at least!
- In the third person, swiping the enemy shots now sends them on a reflected arc again, rather than doing the first-person-style aiming. That was causing a LOT of problems for players in the third person who were zoomed back and playing in certain angles.
- Taking multiple hits within 0.9 seconds no longer counts as more than one hit. This way things like the red spiderbot are more likely to make you take a hit, but don't make you take like 12 hits when they get you at close range.
- Fixed an oversight where the GPU-heavy Cinematic Temporal Antialiasing was not properly being turned all the way off when it was disabled. This should help a bit with lower-performance graphics cards.
- Fixed an issue in some recent version (maybe just the last one?) where in the third person view the raptor being in front of the camera too close was triggering the depth of field effect. Yikes!
- Made a number of substantial performance optimizations in various scripts.
- Improved the accuracy of the occlusion system at long distances (doubles the number of raycasts, but in profiling these were a tiny tiny fraction of the performance of each frame anyhow.