Update: 1.6

We are very happy to announce that the 1.6 update is now live on Steam! This update contains a lot of new features as well as numerous bug fixes. [h1]01. New features[/h1] [h2]Engine[/h2] [h3]Steam Deck compatibility[/h3] Stand-alone games are working on Steam Deck! You may have to enable Proton for your game (Properties > Compatibility > Force the use of a specific Steam Play compatibility tool). (Known issue: shadows are not working for 3D objects yet) [previewyoutube=JVipo8OeX0w;full]https://youtu.be/JVipo8OeX0w[/previewyoutube] [h3] DirectX11 and Graphic engine update[/h3] The SHMUP Creator engine now uses DirectX 11. We are not supporting DirectX9 anymore. Users don't have to install DirectX9c to play with stand-alone games anymore and as a result, games should work on any PC from the start. We also updated the Ogre3D graphic engine. [h2]Editor[/h2] [h3]Duplicate Explosion element[/h3] There is a new Duplicate explosion element button to help you quickly duplicate explosion elements to create big explosions composed of several small explosions. [h3]Triggers connections optimisation[/h3] Some users love Triggers and are using a lot of them! We optimized a lot the Triggers connections rendering to improve the editor navigation speed. [h2]Gameplay[/h2] [h3]Particle locator in front or behind of sprites[/h3] It's easier to choose the rendering order of a particle locator regarding its parent sprite. For example, if you add a particle locator to the player, you can choose to display the particles behind the player, or on top. [previewyoutube=3pjHJySeLq4;full][/previewyoutube] [h3]Invisible enemy[/h3] You can attach enemies to an invisible enemy and create complex enemy behaviors and animations. For example, you can attach a boss using a looping waypoint path to an invisible enemy that will move it from out of the screen to its start position. Or attach several enemies to a rotating invisible enemy to recreate the R-type circle enemies from the 1st level. [previewyoutube=Q0GL8lfsQu0;full][/previewyoutube] [h3]Bomb cooldown property[/h3] This will add a cooldown duration during which it's not possible to launch a bomb. [h3]Bomb trigger Override bullets cancellable[/h3] If checked, all bullets will be canceled by the bomb, even if they are not individually cancelable. [h3]Misc.[/h3] You can now connect WeaponSet and Kill triggers to the player. For example, you can use Button triggers connected to Weapon set triggers to change the current weapon set: when the player presses the pad left trigger or right trigger the in-game player will use a different weapon. [img]{STEAM_CLAN_IMAGE}/40606287/3002391fb42b217702d5d14f1da4627c346ff0e3.jpg[/img] The maximum weapon set number is also increased to 64: so go crazy :) [h2]Controls[/h2] [h3]Button triggers allow directions as input[/h3] You can do a lot of things with this feature. You can create a custom menu, spawn different particles depending on the pressed direction button, change the player's weapons, etc. [previewyoutube=n9W9Au0GpoI;full][/previewyoutube] [h3]Analog triggers support[/h3] You can assign those analog triggers to weapons or use them with the Button trigger. [h3]Misc.[/h3] There are now 8 possible buttons instead of 4. You can choose how many buttons are displayed in the start menu: for example, if your game uses only 2 buttons, no need to allow button remapping for other buttons. [h2]Polish[/h2] We removed the Optimize background rendering feature as it caused too many issues. More pictures are preloaded to avoid hitches during the game [h1]02. Bug fixes[/h1] [list] [*] Fixed a crash occurring during the Blade of Death tutorial (regression) [*] Item attraction radius was wrong in Perspective camera [*] Particle locators rendering order wasn't stable [*] With a laser, left, right, or gravity only worked when there was an enemy on-screen [*] Player enemy collision damage was framerate-dependent [*] Whenever the Player Control trigger is activated, FX effects attached to the Player would restart [*] Weapon set trigger editor: only allows switching weapons up to set 20, despite the current weapon set limit being higher [*] Setting the player's hitbox position via "point position x / y" didn't update the preview as well as the player's gamebox [*] If an item spawner item type was set to none the spawner would spawn a 'not found' item [*] Player's gravity wasn't saved [*] Damage should not be tied to the visual explosion with Smart bomb trigger [*] If the player simultaneously fires both laser and bullets, then damage output is greatly reduced: now the hits are separately handled [*] Alt-tab with a stand-alone using Old T.V. post-processing loses the HUD and texts [*] Waypoint weaponSet was limited to the 10th weapon after reloading the level [*] A bullet with 0 damage was still damaging the player's shield [*] The last enemy waypoint aim speed was using the 1st waypoint aim speed value [*] Trigger player "hide player" doesn't freeze the player anymore [*] Some player physics settings were used even if Use physics was unchecked [*] When switching a bullet to additive blending while the engine is open doesn't render correctly until saving and reloading the level [*] Score screen score animation wasn't frame rate independent [*] Grid was visually offset (regression) [*] With a charge shot weapon, the warm-up duration wasn't reset when the player stopped pressing the button (regression) [*] Tutorials music was not playing or stopping (regression) [*] Hitting keeps the chain alive 1st hit on an enemy wasn't registered [/list]