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Nov 2nd, 2017
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  1. Update v1.2 Changelog:
  2. ________________________________________
  3.  
  4. Gameplay:
  5. • Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
  6. • Disabled attack “magnet” in anything but "casual" mode
  7. • Made AI roll away from jump kicks
  8. • Made it harder to hit large characters as the difficulty increases
  9. • Made shoulder throw require you to be closer at higher difficulty levels
  10. • Made cat offhand throwing more fair
  11.  
  12. Performance:
  13. • Improved script performance of ragdolled NPCs
  14. • Added setting to disable Depth of Field
  15.  
  16. Reliability:
  17. • Added better error messages for many game launch failures
  18. • Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
  19. • Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
  20. • Fixed error when showing nav mesh on OSX
  21. • Improved non-english language file system support
  22. • Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
  23. • Enabled stack trace error logging on OSX
  24. • Fixed many crash bugs, especially when working with mods
  25.  
  26. Modding/editor:
  27. • Improved vignette and depth of field behavior in split screen mode
  28. • Improved error messages in Mods menu
  29. • Bumped up supported mod count to 256
  30. • Added "Species" character script param (just affects behavior, not other script params or appearance)
  31. • Added ability to specify character controller script per-character-instance or per-level
  32. • Many editor UI improvements
  33. • Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
  34. • Added angelscript debugger
  35. • Made "press any key to continue" pulse, so you know level load finished
  36. • Fixed problems setting sky texture
  37. • Fixed issues with character eye target in the dialogue editor
  38. • Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
  39. • Fixed several editor bugs with grouped objects
  40.  
  41. Overgrowth story:
  42. • Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
  43. • Fixed a few small bugs in other levels
  44.  
  45. Therium 2 story:
  46. • Fixed progress unlock and story completion icons
  47. • Made it impossible to bypass Jairo's dialogue on Begin
  48. • Made it impossible to slide up fences on Prologue
  49. • Improvements to collision/stairs
  50. • Made it so you can't pick up enemy weapon scabbards
  51. • Fixed infinite Prologue meeting dialogue loop
  52. • Replaced most static spikes with impaling spikes
  53.  
  54.  
  55. Update v1.1.3 Changelog:
  56. ________________________________________
  57.  
  58. Bug fixes:
  59. • Fixed problem with "fragment shader" errors on level load
  60. • Fixed 0xc000007b error at launch on 64 bit build (or launch without error message)
  61. • Fixed crash when deleting groups in editor
  62. • Fixed error messages in some mod campaigns
  63. • Fixed hot reload file change detection on Windows
  64. • Fixed crash when hitting "enter" key while slider UI component selected
  65. • Made selected mods list save earlier, in case a crash wipes them out
  66.  
  67. Modding:
  68. • Added ability to enable/disable items from editor (In object properties, "U" menu)
  69.  
  70. Therium 2 improvements:
  71. • begin: Improved shadows and jump nodes
  72. • s1/b3: Improved explosion effects, stairs collision behavior
  73. • e/a4-a: Improved explosion effects, some graphics tweaks
  74. • e/a4-f: Some graphics tweaks
  75. • Tweaks to an easter egg
  76.  
  77.  
  78. Update v1.1 Changelog:
  79. ________________________________________
  80.  
  81. Therium 2 story
  82. • Now comes with base game, no need to install a mod
  83. • New branching story progress menu (and progress saving!)
  84. • Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
  85. • Prompts for reading lore notes, and added a few more lore tidbits
  86. • Improved level load times from mod version
  87. • New levels at beginning to give a little more back story
  88. • Add boundaries around levels to keep player from getting too lost
  89. • Updates to dialogues
  90. • Many smaller gameplay improvements
  91.  
  92. Overgrowth story
  93. • Improvements to wall-run, platforming, collision issues in several levels
  94. • Added invisible level boundaries to many levels, so player less likely to get lost
  95. • Added more NPC jump nodes in a few levels
  96. • Made it so wolf dies if you kick them off cliff in Ice Cliffs level
  97. • Updated some loading images, now that rendering bug fixes have been made
  98. • Fixed several small asset misplacements (floating things, boarded up some windows, etc)
  99. • Made tables behave better, and weapon easier to grab in final fight
  100.  
  101. Gameplay
  102. • Added ability to drop weapon by pressing grab and drop (right click + Q by default)
  103. • Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
  104. • Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)
  105. • Only automatically roll recover on easy, not hardcore
  106. • Removed the "block cheating progress" feature (for now, at least until we have a better UI for it, and have achievements in place)
  107. • Add support for debug unlocking individual levels in campaigns
  108. • Characters don't adopt combat pose for three seconds after a dialogue ends; intention is to avoid accidentally making a combat pose every time you end a dialogue with click
  109.  
  110. Graphics/Settings
  111. • Moved "auto ledge grab" to Settings -> Game menu
  112. • Added "fullscreen borderless" resolution option to top-bar menu
  113. • Added "target monitor" setting
  114. • Improved custom resolution settings UI
  115. • Full screen mode is now "exclusive/true" fullscreen
  116. • Improvements to high DPI (UI scaling) in Windows
  117. • Darken background in mods and play menu, to increase contrast of floating text against light backgrounds
  118. • Fixes to menus while resizing the window
  119. • Reduced visual noise in blue_dusk.tga skybox
  120. • Fixed some glitches in rendering of a few level assets
  121. • Made wood assets a little less shiny
  122.  
  123. Performance
  124. • Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
  125. • Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
  126. • Added simple fog setting to graphics settings (for better rendering performance)
  127. • Small optimizations to tree rendering, in Overgrowth story especially
  128. • Optimized rendering for some common assets on Mac (especially on Intel macs • "new level" now has much better FPS, for example)
  129. • Engine now pre-loads script functions to give slightly better performance when calling into script engine hook functions
  130. • Added a "generate cache" button to advanced mods menu (if you generate the cache for a mod, load times will be faster)
  131. • Added more items to item preload list, to reduce mid-game asset loads
  132. • Added warning when shader loaded mid-level, so we can catch them and eliminate them (only when not in editor mode, since dynamically loading assets is expected in the editor)
  133. • Reduced some log spam/log duplication
  134.  
  135. Reliability
  136. • Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce long-run out of memory issues)
  137. • Did some work on fixing memory allocation issues
  138. • Added handling of colliding music tracks
  139. • Fixed several small crashes, especially those related to poorly formatted XML assets or missing files
  140. • Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
  141. • Truncate error dialogues on linux (so you don't get window management problems with too large a window)
  142. • Make OpenGL context creation a little more tolerant/allow newer context than we specified
  143. • Bumped up max log file size to 40MB with 10MB truncation
  144. • Fix problems with crashes when invalid character animation applied, or animation file was invalid in character asset definition
  145. • Made level colormap fall back on DDS file if TGA is missing
  146. • Added some placeholder object (character connector) error logging to dialogue hotspot
  147. • Added some better error handling for file path handling
  148. • Made angelscript and scene graph dump info to files on a crash
  149.  
  150. Modding/Editor
  151. • Added more information to "Unsupported version" error message, when a mod's required version does not match the game version
  152. • Make mods menu "deactivate all mods" button more reliable (actually deactivates all mods even if there's file collisions), and a little prettier
  153. • Made mod version selection more picky, so script mods for 1.0 require updates to be compatible with 1.1 (which they would anyway, now gives correct “unsupported version” error)
  154. • Improved where write cache files end up for mods, so they can be more easily packaged with a mod to speed up mod level loads
  155. • Added color history to color picker in editor
  156. • New in-game, filterable, dockable log window
  157. • Fixed (and improved) Display Image hotspot
  158. • Fix some problems with dialogue external text file support (might be working well now, but not heavily tested)
  159. • Made dialogue editor camera preview also now correctly apply current Depth Of Field camera setting in editor
  160. • Made unchecking editor's Top bar -> Edit -> Gameplay Objects option hide navmesh objects in scenegraph
  161. • Fixed crash while manually typing in first characters in Custom Shader level parameters instead of copy/pasting
  162. • Always show bounding boxes in editor for groups/prefabs, so they're more easily distinguished from other objects, and you're less likely to accidentally click on a group's bounding box when you don't mean to
  163. • Fixed copy/pasting prefabs that have connections
  164. • Now properly removes external connections when saving a prefab
  165. • Fixes for prefabs with characters with externally attached items
  166. • Add more sanity checks (and warning/error logging) for prefabs
  167. • Made conflicting object IDs in level XMLs log more warning data, so you know which items are dupes and can manually correct it (useful for copy/pasting data)
  168. • Added support for multiple campaigns in same mod (by request)
  169. • Fixed an issue with asset hot-reloading for mod assets
  170. • Added additional error text when skeleton is asymmetrical
  171. • Fixed glitches with rotations in object properties in editor
  172. • Added shift-click selection to scenegraph window in editor (to make it easier to select a set of objects in the scenegraph, wherever you are in the level)
  173. • Added "Replace mesh..." to "select" top menu bar, can now replace one object with a different object, and maintain all transform properties (position, rotation, scale)
  174. • Made it possible to search and display children in scenegraph window in editor (now searches inside groups/prefabs)
  175. • Added custom level shader #SHADOW_POINT_LIGHTS option, to make environment shadow decals affect lights made by dynamic point lights
  176. • Add UI for mod and level "parameters" to advanced mods menu (top bar -> Windows -> Mods -> Advanced -> select a mod)
  177. • Added spawner thumbnail for interactive spike object, and removed poorly-working spike tower spawn menu entry
  178. • Add several configuration options to #TEST_CLOUDS_2 custom shader effect (#MORECLOUDS, #CLOUDS_BELOW_HORIZON, #CLOUDS_VORTEX, #CLOUDS_DO_NOT_CAST_SHADOWS, #CLOUDS_DO_NOT_TINT_SKY)
  179. • Added support for target branch parameter in the levelwin hotspot (for branching campaign support)
  180. • Added more details to error message when failing to parse mod.xml file
  181. • Added ability to specify empty path for items/campaign/levels in mod.xml (implying a fallback image should be displayed by the menu script)
  182. • Added "debug" info for selected objects in editor (has parent id, if it is marked as "selectable")
  183. • Fix incorrect syntax for xml declaration in Overgrowth's built in mod.xml files, and example mod.xml files
  184.  
  185. Scripting
  186. • Added Top Bar -> Debug -> Events window to send custom events into scripts (global message, level message, campaign message, scriptable UI callback message)
  187. • Added documentation dump for editor camera script (cam.as) and hotspot, duping to Documents/Wolfire/Overgrowth folder like other script types
  188. • Added documentation dumps for script engine hook function functions (required/optional functions in scripts) to script docs
  189. • Engine now give better error message when scripts are missing required functions
  190. • Level scripts now have more consistent engine hook function signatures, and list of exernally accessible functions, across all 3 types of level script (level.as "global" script, per-level script, per-mod script)
  191. • Add more common external functions to editor camera script (cam.as)
  192. • Exposed more functions for Dear ImGui to angelscript (enabled/disabled, styles, images/image buttons, image loading)
  193. • Add spawner item query functions to angelscript [ModGetSpawnerItems(ModID&), ModGetAllSpawnerItems(bool only_include_active = true)]
  194. • Added several utility scripts (for strings, arrays, sets, etc), in Data/Scripts/utility folder
  195. • Add arbitrary "parameters" support to mod level definitions, so modders can more easily make data-driven menus/non-linear menus (Parameter object, Campaign.GetParameter() and ModLevel.GetParameter() in angelscript)
  196. • Added SavedLevel.GetArray(string& key) function to angelscript
  197. • Added Campaign.GetLevel(string& id) function to angelscript
  198. • Add assignment/copy constructor for ModLevel object in angelscript
  199. • Added Object.SetTranslationRotationFast(const vec3 &in, const quaternion &in) function to angelscript, to speed up moving group/prefab objects
  200. • Add DirectoryExists function to angelscript, and tighten up angelscript FileExists function to exclude directories
  201. • Fix // comments not being able to remove #include directives in angelscript
  202. • Reduce frequency of calls to live update, delay so it doesn't get run multiple times
  203. • Fixed some UI script hot-reloading problems
  204. • Added F5 key to manually refresh custom campaign UI menus
  205.  
  206.  
  207. Update v1.0.5 Changelog:
  208. ________________________________________
  209.  
  210. Main game fixes:
  211. • Checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels (fixes static characters bug in those levels)
  212. • Made it much harder to get lost in Thick Fog level
  213. • Fixed bright white fog when "no reflection capture" enabled
  214. • Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
  215. • Fixed crash on mod activation on linux (regarding "ModID" error message)
  216. • Fixed crash on linux if case is wrong on thumbnail in mod
  217. • Added ability to invert the X axis on mouse and gamepad input (by player request)
  218. • Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching
  219.  
  220. Modding fixes:
  221. • Fixed bug where cubemaps were saved with wrong filename
  222. • Allow mouse ignore on imgui, prevent stolen input with overlays
  223. • Fixed crash when animation file doesn't match skeleton
  224. • Removed some sources of log spam
  225.  
  226. Update v1.0.2:
  227. • Add preload.xml back to deploy
  228.  
  229. Update v1.0.1:
  230. • Fixes for crash when launching arena mode, some sandbox levels, and levels in some user created mods (regarding "DialogueCameraControl()" error message)
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