Greetings, Hard Chip players! Let's review the changes made from v0.0.6.31 to v0.0.6.49. The last post was about the release of the v0.1.x.x, and I didn't cover any updates made to the codebase. So way too many changes happened (150+ backlog items), and that would make this post quite long. Let's try to sum up a bit: [h2]1. NEW Steam Achievements & Screenshot[/h2] Introducing 8 new Steam Achievements and integrating Steam screenshot functionality directly into the game. These features provide new challenges to tackle and make capturing and sharing your in-game experiences easier. You can now use the in-game screenshot feature to take photos of your creations, high scores, or memorable scenes, and share them with the community or friends. [b]Notable linked changes:[/b] NEW 8 Steam Achievements; NEW Screenshot Steam integration; [img]https://clan.cloudflare.steamstatic.com/images//44903018/d7d97637f09906b354ca33953d229a081f15418a.png[/img] [h2]2. NEW Soundtrack by MEGAS[/h2] Adding a dreamier synth-wave atmosphere to the game. The music includes the entire Echoes album and unique tracks like "Comet" that play during chip maps, enhancing your overall experience with atmospheric sounds that complement the gameplay. I hope you enjoy the new audio as you explore and create within the game! [img]https://clan.cloudflare.steamstatic.com/images//44903018/181cff8bfd60e952b10b651d62502453c45a7fa8.png[/img] Available on [url=https://open.spotify.com/album/11hJIWKWT3baMbQwFoCID9?si=ohEFG3dvRh6U61kVq23A0g]Spotify[/url] and [url=https://on.soundcloud.com/2JqwtMzuvHCiqLqZA]Soundcloud[/url]! [h2]3. NEW HCDrives[/h2] HCDrives is a new image file format designed for sharing Blueprints, Chips, and Community Stages. With HCDrives, you can easily import and export your creations directly from the editors, making sharing your designs with others simpler. I've also added sound cues for successful or failed imports to enhance usability. I hope this feature encourages more collaboration and creativity within the community! [img]https://clan.cloudflare.steamstatic.com/images//44903018/19b5e67876eab7c9015ba6b42b665fdb72fbcaee.png[/img][img]https://clan.cloudflare.steamstatic.com/images//44903018/d0474817547802df9e010d0083f986ee86b0341e.png[/img][img]https://clan.cloudflare.steamstatic.com/images//44903018/aae46ee09e5c164c15b15b992df16008f84ddda0.png[/img] New save files of Hard Chip! (those are empty, just for the example) [h2]4. NEW Auto pick[/h2] Auto Input Picking feature aims to streamline your building process. It automatically selects input blocks based on the inputs required by challenges, saving you time. Now, you don't need to place and pick input blocks each time manually — less on setup, moar better! [h2]5. UPDATE Controls[/h2] Updating the game controls to make your experience smoother and more intuitive. HC is still not as smooth as it could be, but here are changes to help it to be a little bit better hopefully! [olist] [*]Visual hints on how to build upward with Shift. [*]Ctrl now acts as a modifier key to select or delete blocks vertically, making it easier to work on multiple layers. [*]Removed the need to hold Shift to move the camera faster in the editor—the camera should now respond more naturally. [*]For those who prefer inverted controls, there's a new option to flip the vertical mouse axis during FPS phases. [*]You can also use Ctrl+A to select all components quickly, [*]Q and E keys now offer continuous rotation for simpler object manipulation. [/olist] [b]Notable linked changes:[/b] [list] [*] NEW Ctrl+A to select all; [*] UX Ctrl is now a modifier key to select or delete up/down; [*] NEW Arrow indicating you have to move up to build upward; [*] NEW Flip vertical mouse options for FPS phase; [*] NEW Key bindings for Start/stop/step/reset the simulation with IOP [*] MI Smoother anti-gimbal lock [/list] [h2]6. NEW Online score validation[/h2] Online Score Validation system ensures that all submitted solutions are valid and reproducible. This feature aims to prevent code changes (or else) to alter the integrity of the leaderboards. It is creating a level playing field by validating each score submission. This should enhance the game's competitive aspect while ensuring fairness for all players. [img]https://clan.cloudflare.steamstatic.com/images//44903018/b8f15795144f15663b317d65a3217a329bbb41b4.png[/img] [i]A fully validated challenge![/i] [b]Notable linked changes:[/b] [list] [*] NEW Scores on v3; [*] MI Online scores idem potent function through version; [*] GRD Submission validation process end to end done once with admin tool and server; [/list] [h2]7. NEW In progress Pause Menu & Help section[/h2] To make the game more user-friendly! The Pause Menu includes options and help resources, which are accessible even during the campaign. The Help Section has all previously unlocked help modals. As well as some hints, and tips to assist you throughout the game. The work is still underway, but the first iteration is already useful. [img]https://clan.cloudflare.steamstatic.com/images//44903018/9549c8f618665853bfe59b9cad2747d8349ce392.png[/img] [i]New Options and Reference options![/i] [b]Notable linked changes:[/b] [list] [*] NEW Pause Menu with Options and Helps; [*] NEW Help section with past modal and some first draft hints and tips; [*] MI Updating help images; [*] MI Help blueprint/Saves sections; [*] MI Help get unlocked with the corresponding level; [/list] [h2]8. UPDATE Simulation Performance [/h2] Several performance improvements enhance the game's efficiency and responsiveness. These optimizations include caching valid MOS shapes only when changes occur instead of every frame, leveraging cache in the propagation algorithms, and improving resource management. The game should run more smoothly and consume fewer resources by reusing thread pools and adequately disposing of sounds. These enhancements aim to provide a better gaming experience with faster load times and more stable performance. You can expect almost 30% improvement in ticks/seconds! There is still room to improve the rendering frame time. Soon! [b]Notable linked changes:[/b] [list] [*] PERF Propagation algo leverages cache; [*] PERF Valid mos shapes on change instead of every frame; [*] PERF Pooling offscreen interface rendering; [*] PERF Ressource management ++; [*] PERF Resources management; [*] PERF Improved ressources management; [*] PERF Reusing thread pool and disposing sounds properly; [/list] [h2]Countless changes, fixes and improvements[/h2] From the experimental cmd switch, the headless mode prepping work to new Option settings, all the changelog from 6.31 to 6.49 can be found here: [url=https://steamcommunity.com/app/2884310/allnews/]playtest branch[/url]! [h2]Looking Ahead[/h2] HC is in closed beta for a week before the release of the 0.1 in early access, but its demo is already out! Your feedback, suggestions, and comments are not just important; they're the lifeblood of this game. We value your input and encourage you to join our Discord server to share your thoughts and ideas! Thank you for playing Hard Chip, and stay tuned for more updates and new features!