[b]In this update, we have added side levels 2-a, 2-b, 2-c.[/b]
[h2]Main Game[/h2]
Added support for the supersampling model FSR2.
Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly.
Resolved an issue where the Renderer component was unable to access and modify data via the 'Opacity' and 'ShadowCastingMode' paths.
Increased the sound range of TNT explosions.
Fixed an issue with the path road generator failing to generate road correctly.
Resolved align issues in level 1-e section 3.
Significantly optimized the speed of level reloads.
Fixed crashes occurring when exiting the game.
Resolved an issue where 'cast' class functions were unable to detect all physical layers.
Fixed problems with certain areas in 1-c lacking death areas.
[h2]Map Editor[/h2]
Added the ability to customize the player ball.
Added landscaping tools.
Added tools for placing pillars and lights, accessible via 'Tools/Add Pillar' and 'Tools/Add Light' in the menu bar.
Renderer component now supports a near-distance dissolve feature.
Introduced a new function for auto-saving window layouts, with an option to reset to the default layout via 'Tools/Reset Layout' in the menu bar.
The Trigger component now includes physical layer options: 'Static' 'Stopper' 'NotPlayer' 'OnlyPlayer' and 'None'
New or adjusted methods for Executors in gameplay:
-levelManager.getCameraOffsetSmooth() => float
-levelManager.setCameraOffsetSmooth(value: float)
-levelManager.setCameraTarget(guid: string, displayName: string)
-scene.sphereCastAll(center: Float3, radius: float) => object
-scene.boxCastAll(center: Float3, size: Float3, rotation: Quaternion) => object
-scene.mouseRaycast(maxDistance: float) => RaycastHit
-scene.mouseRaycastAll(maxDistance: float) => RaycastHit[]
[h2]SR Time Adjustments[/h2]
1-c 3:35 4:10
1-d 5:30 6:50
1-e 4:20 5:05
1-f 5:20 6:15
[h2]Unlock Condition Adjustments[/h2]
1-a 25
1-d 28
1-f 30
2-a 32
2-d 35