News
As mentioned previously the patches are going to be a bit light while we're focused on the prison level update. Unfortunately we missed last weeks patch after we updated to the latest version of the engine and eventually realised it had a few bugs that required us to roll back after a couple of days. Instead of spending more time working on non-Prison level things we decided to just roll the changes for the week 6 update into week 7. Hopefully the engine bugs will be fixed so we can update to the latest version before the prison level is released as it does provide some performance improvements.
Because we're close to being finished with the prison level and we're making a number of changes that can affect previous levels, we might not release a patch update in week 8 and instead wait until the prison level update so we don't have to do 2 testing cycles. Early December was the target before we decided to add the Sandbox level which pushed it back a bit, but still we're very close and will be finishing it up this week for an expected release in week 9.
Patch Info
The only significant change in this update is that nearby visible weapons will highlight when the pickup button is being pressed. This is a change we've added to assist with certain elements of the prison level where we wanted some objects to be weapons that might not be obvious otherwise. This will also help in making other objects be weapons that might otherwise be ambiguous. How this effect looks and works will likely evolve and improve.
Version 0.2.4
- Added nearby weapon highlight when holding pickup button
- Changed jumping action to prevent unwanted jumps when pressing button while in the air
- Improved chair voxel collision
- Fixed hovering for jump duration if head hits something
- Fixed biker bar faucet particles going through floor
- Fixed typo in gif upload fail text
- Fixed arm glow masking weapon highlights when not in use