0.61 Patch Notes!

Hey everyone, As I mentioned with the 0.6 patch notes, I've changed the tenor of updates on the game. This was the first technical upgrade minor patch I've done. It was great to add some really exciting features and upgrades to the game and the engine and not feel like I was taking focus away from story content. The plan is to do another dedicated minor update after this before shifting into the chapter 3 content. Thanks for following along and for all the support, John [h1]Redeemart 0.61 Patch Notes:[/h1] [list] [*]Upgrading libraries to new versions - still ongoing [*]Brick rendering optimizations -There's still much more testing and potential cleanup for this one. But with this release the game will now try to determine if a brick is covered and if so stop drawing it, thus saving on render calls. [*]Variable size buffers depending on GPU -I've wanted to implement this for a while now. With this change, the game will now try to optimize shader buffers to maximize their size for your individual graphics card. This will happen during the start-up the first time you update, or after any hardware changes. I've also included a menu option to force reoptimizing. It's really hard to know how much of an improvement this will be on individual machines but it's nice to know I'm not leaving that free performance on the table anymore [*]The ability to buy Redeemost after dying -Not a technical upgrade but a very nice quality of life improvement. With this change, if you get stuck on a tough level you'll be able to go buy more cards in hopes of levelling the playing field [*]Text Batching -This change is still ongoing as now that I've started I'd like to refactor the whole UI system (sprites can be improved) but with it text rendering is significantly improved. When paired with the shader optimization you should notice a large difference, especially on text-heavy screens. [/list]