Creative Mode & Toolbelt
Author: Laireon Games,
published 2 weeks ago,
I've not had any issues reported with Creative Mode for a while and the testing sessions I run seem to be going smoothly so this update moves it into the main branch ready for everyone to play.
I have added a few updates along the way but rather than spam everyone, those notes have been added to the bottom of the previous release notes.
[h3]New Unity Version[/h3]
This update is on the latest Unity LTS version which fixes some horrible lag spikes we had been seeing but only on certain CPUs. Hopefully now things should be much smoother for those that did have issues.
[h3]Swords/Toolbelt[/h3]
When scoping the next updates, and re-reading the feedback, I realised that removing the sword from the toolbelt is the easiest way to address some of the pain points raised with it.
This means swords will no longer appear automatically and instead need to be assigned to a quickbar slot.
There is more information about this here:
[url=https://steamcommunity.com/app/1182860/discussions/0/6364229920739444178/]Toolbelt Discussion[/url]
[h3]Controller Support[/h3]
This is another task that I took a brief look at so I can get a sense of how much work its going to be to complete. Its still going to be a significant amount of work to get UI updated to support controllers but in the meantime I have added a Very basic implementation of a controller mapping.
You should now be able to move around and open some menus, cast spells etc on a controller but support for UI and rebindings will come later in a bigger update.
[h3]Changes[/h3]
[list]
[*] Optimised the time it takes to render tree leaves
[*] Added round wood tables and included them in the benches milestone
[*] Updated the scroll speed of crafting UI to change depending on the category selected
[*] Updated the Tech UI so you can view a little more info about each tech before unlocking them
[*] Slightly reduced the minimum tooltip size to prevent word wrapping
[*] Frog has its final swim and swim idle animations added
[*] Updated how removing fuels and auto fill works to make things a little smoother/clearer for held torch
[/list]
[h3]Bugs[/h3]
[list]
[*] Fixed safety crouching not fully restoring the cameras position and letting you see through the world
[*] Fixed torch fuels not always be consumed when using auto refill mode
[*] Fixed gathering a death urn not spawning pickups for any new items you can no longer carry
[*] Death urns will now remember if you had the torch in hand or not when you pick it up (previously it would always show the torch on pickup)
[*] Fixed gathering a death urn not spawning pickups for any new items you can no longer carry
[*] Fixed an error that could prevent worlds from launching if you died
[*] Disabled being able to place protection totems in creative mode
[*] Fixed the jump tutorial getting stuck on screen in creative mode
[*] Fixed some quirks with the held torch after a death
[*] Fixed torch data not loading properly from death urns
[*] Fixed magical talisman data not saving/loading properly from death urns
[*] Fixed the flowers in the starting area being pretty small after a reload
[*] Fixed alchemy benches and compost bins not showing their icons when first placed as part of a structure
[*] Fixed various issues with blocks facing the wrong direction in the Lost Civ
[*] Fixed chunks with grass generating meshes very ineffeciently (an issue introduced in 0.2.0.0)
[*] Fixed safety crouching not fully restoring the cameras position and letting you see through the world
[*] Fixed chunks not reading their neighbour chunks light data properly in loaded worlds
[/list]