Today we have fixes for save file issues, stuck bugs, Doggo Quest issues, animation improvements and more. Full notes are below!
[b]Animation improvements and fixes[/b]
- Kitty's carry animation layer now has a bit more movement
- Improvements to Kitty's sneak animations and blends
- Improvements to Kitty's pickup and drop animations
- Updated Kitty's drag start animation to one that blends better
- Improved Kitty's pawing animations and transitions
- Improvements to eating animations
- Improvements to crouching animations and precision aiming animations
- Improvements to Kitty's pouncing animations
[b]Save/Load improvements[/b]
- Add try/catch for invalid saves
- Fix opening save confirm menu, pressing cancel, and getting stuck w/ controller
- Player settings now validated before loading
- Improved overall save logic which fixes players unable to load the game if their save got corrupted (loss of power, etc)
-- When reading save files:
* If the save fails to validate/load, a backup will be loaded if it exists
* If the backup fails to load, or doesn't exist, the problematic save will be deleted. this should prevent on-game-start issues with bad save files. this is the worst case scenario
-- When saving to disk:
* A backup is created (ie: SaveFile_0.es3.bac)
* The game is saved to file
* The file is validated, and if it fails to validate (ie: we read a value from it) then the backup is restored. backups are also validated before being restored
logging added to any failures of the above steps
[b]Misc fixes[/b]
- Fixed the player sometimes not teleporting to the Doggo yard (or in other cases, not at all) if their first teleport was at the dock manhole
- Added Open Inventory and Open Todo list actions to the button rebind menus
- Fixed getting completely stuck mid jump if you were jumping onto a ledge and you happened to press sprint at just the right moment mid jump