Movement And Optimizations

[h2][b]New Movement System[/b][/h2] [list] [*]Players can now choose between teleport and smooth locomotion in the "main menu" map. [*]Using smooth locomotion you walk with the left pad. [*]There's now also a rotate button. Using the right pad players can rotate. [*]In the "main menu" map players can choose rotation amounts between, 15, 30, 45, and 90 degrees. Or they can turn off snap turn for smooth turning. [/list] [h2][b]New Shooter Gun Model[/b][/h2] [h2][b]Better Lighting Builds[/b][/h2] [list] [*]Apartments has gotten increased lighting fidelity. [*]Carnival has also received this lighting improvement and has also been changed to night. [*]The vending machine has also gotten lighting improvements. [/list] [h2][b]Other Changes[/b][/h2] [list] [*]Made a lot of optimizations, in general the game should run a bit better. [*]Fixed some player collisions in Apartments. [*]Made the vending machine a tad bit smaller. I didn't realize how big I made the area until I played in a smaller playspace. I may even work on making the components of the vending machine moveable. [*]Added some new little easter egg props. [*]Made the mini games more consistently track high scores. [*]The bottle knock mini game now has one less ball. [*]Added a framerate limit. Before the GPU would be working very hard to get even more frames despite having more than enough. This will reduce your GPU usage without impacting gameplay. [*]Removed the settings board. I'll have to rework it a lot before I re add it. [/list] I can't stress enough at how poorly my code has aged ːsteamsadː I've spent A LOT of time just cleaning up old code and scratching my head at my past self. Once everything is properly optimized and I get that last minigame in there I will likely stop development for Coffee VendoR. I've been spreading myself a little too thin lately. If you include my "real job" at the studio I've been trying to work on 4 projects at once and it's just not sustainable. Thanks for everyones support. -Leland <3