Rocket parkour your way through dizzying obstacles and lethal robot hazards, in this 3rd person action platformer with over 40 levels, and even more community levels.
I have been doing some hot fixes and minor patches over the last two weeks, so this is just a small summary of these for anyone curious to stay up to date.
Here is the rundown:
[list]
[*] Fixed a crash that happened after clearing some of the defiance levels for the first time due to a miss in how the cut scenes animates their lights.
[*] Fixed a miss where where the "ghost" form of Demi would speak during the intro level like if it was a normal level. Ruining the mood. This was due to how the sound updates were multi threaded with this previous update.
[*] Fixed an issue with the VSync settings would not save and load properly when restarting the game, as it could not read the "off" setting correctly.
[*] Adjusted some texture settings to fix an issue where Japanese fonts disappearing when using the low texture quality setting.
[*]Fixed a crash that could happen when running in to mine lobbers and running the game at higher than 60 fps. There were an issue with how the physics command buffering was handled in those instances. This system also sometimes lead to the mines not spawning, but that is also fixed.
[*]Fixed a miss in the sound update optimization, causing very noticeable pops in audio for one off sounds that were triggered on a far distance. The update cost of sound has increased with this slightly, but as it is on a separate thread, in most cases this is unnoticeable. But in a few rare frames here and there, where the sound processing already was slow, and if you run at very high frame rates, it might have a minor impact.
[*]Improved sound resource management and overlap checks for some effects. Including bullet bounce sounds on enemy shields, pulse fields and gates. Lobbers firing sound, and the lobber impact sounds. These sounds also now does a simple distance check to not even attempt to trigger when well outside hearing range. The overlap checks both improves the sound clarity, and processing, as especially lobbers and bullet bounces could be very very frequent at times, causing the sounds to clip or almost distort.
Some of the scripts used to trigger these sound effects were also retired, and integrated directly in the source code. Making it a bit faster and saving a bit of memory.
[*]Drone hive shields now also has a sound effect when bouncing bullets.
[*]Sound pitch distortion fix. Some sound effects used a randomized or shifted pitch, and due to how sound resources were reused with this update, and how this pitch value was sampled, it could distort over time and cause very strange sounds or even make some sounds disappear. Most notably on Arachtoids foot step sounds.
[*]Minor text rendering optimization and stability fix.
[*] Level editor crash fix when adding assets.
[*]Fixed a potential hang in the localization manager/the loading of localized text.
[/list]
I think that should be about it. At the very least all issues introduced in the performance patch should be addressed, and think pretty much all know issues should be fixed with this.