Update: 24 May 2023
Author: Nige,
published 1 year ago,
[h2]ADDITIONS[/h2]
[list]
[*] Added flare launcher - the first 'utility' module which the game considers to be distinct from weapons.
[*] This lays the groundwork for further utility modules, such as advanced radar and electronic warfare devices.
[*] Added 'Auto Tracking' switch, which will force all active weapons to track the current target.
[*] Useful for beams, missiles and high-velocity projectile weapons, but will not do bullet drop compensation for you.
[*] Cockpit window now blocks smoke and other external effects, allowing you to hide in smoke clouds without blinding yourself.
[/list]
[h2]CHANGES[/h2]
[list]
[*] Significantly improved HUD rendering performance, eliminating 200-300 draw calls in some circumstances.
[*] Scenery now blends between detail textures and distance textures when close to camera, improving visual quality.
[*] Increased resolution of terrain splatmaps, allowing for better ground texture detail.
[*] Improved all-round performance of terrain shader.
[*] Mid-game menu is now accessible in non-VR mode by pressing the Escape key.
[/list]
[h2]FIXES[/h2]
[list]
[*] Fixed NPC mechs sometimes spinning in place instead of fighting
[*] Fixed a bug where 'Projectile' class entities would often not detonate on beam strike
[*] Fixed visible lighting errors and 'seams' at the edges of terrain chunks caused by mismatched mesh normals
[*] Fixed a bug to do with registering the source of a projectile for kill information
[*] Fixed an error to do with a custom video folder not always existing
[*] Fixed a bug which was causing tiny buttons (like channel switching buttons) to be unresponsive
[*] Fixed a bug where monitor's would display incorrect channel numbers
[*] Fixed a bug with tree rendering performance
[*] Fixed a bug which would cause phantom weapons to appear in unoccupied hardpoints
[*] Fixed several issues with pacifist mode (entering a mission with no weapons equipped)
[/list]
[h2]KNOWN ISSUES (Working on it!)[/h2]
[list]
[*] Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
[*] Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
[*] Grouped weapons must all be aimed independently (this will change soon)
[*] Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
[*] If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
[*] Legibility of clipboard briefings may be poor on some systems.
[*] Guided missiles can sometimes take a more artistic interpretation of their homing instructions.
[*] Some subtitles may be absent or display incorrectly.
[/list]