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- Update v1.2 Changelog:
- ________________________________________
- Gameplay:
- • Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
- • Disabled attack “magnet” in anything but "casual" mode
- • Made AI roll away from jump kicks
- • Made it harder to hit large characters as the difficulty increases
- • Made shoulder throw require you to be closer at higher difficulty levels
- • Made cat offhand throwing more fair
- Performance:
- • Improved script performance of ragdolled NPCs
- • Added setting to disable Depth of Field
- Reliability:
- • Added better error messages for many game launch failures
- • Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
- • Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
- • Fixed error when showing nav mesh on OSX
- • Improved non-english language file system support
- • Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
- • Enabled stack trace error logging on OSX
- • Fixed many crash bugs, especially when working with mods
- Modding/editor:
- • Improved vignette and depth of field behavior in split screen mode
- • Improved error messages in Mods menu
- • Bumped up supported mod count to 256
- • Added "Species" character script param (just affects behavior, not other script params or appearance)
- • Added ability to specify character controller script per-character-instance or per-level
- • Many editor UI improvements
- • Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
- • Added angelscript debugger
- • Made "press any key to continue" pulse, so you know level load finished
- • Fixed problems setting sky texture
- • Fixed issues with character eye target in the dialogue editor
- • Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
- • Fixed several editor bugs with grouped objects
- Overgrowth story:
- • Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
- • Fixed a few small bugs in other levels
- Therium 2 story:
- • Fixed progress unlock and story completion icons
- • Made it impossible to bypass Jairo's dialogue on Begin
- • Made it impossible to slide up fences on Prologue
- • Improvements to collision/stairs
- • Made it so you can't pick up enemy weapon scabbards
- • Fixed infinite Prologue meeting dialogue loop
- • Replaced most static spikes with impaling spikes
- Update v1.1.3 Changelog:
- ________________________________________
- Bug fixes:
- • Fixed problem with "fragment shader" errors on level load
- • Fixed 0xc000007b error at launch on 64 bit build (or launch without error message)
- • Fixed crash when deleting groups in editor
- • Fixed error messages in some mod campaigns
- • Fixed hot reload file change detection on Windows
- • Fixed crash when hitting "enter" key while slider UI component selected
- • Made selected mods list save earlier, in case a crash wipes them out
- Modding:
- • Added ability to enable/disable items from editor (In object properties, "U" menu)
- Therium 2 improvements:
- • begin: Improved shadows and jump nodes
- • s1/b3: Improved explosion effects, stairs collision behavior
- • e/a4-a: Improved explosion effects, some graphics tweaks
- • e/a4-f: Some graphics tweaks
- • Tweaks to an easter egg
- Update v1.1 Changelog:
- ________________________________________
- Therium 2 story
- • Now comes with base game, no need to install a mod
- • New branching story progress menu (and progress saving!)
- • 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)
- • Prompts for reading lore notes, and added a few more lore tidbits
- • Improved level load times from mod version
- • New levels at beginning to give a little more back story
- • Add boundaries around levels to keep player from getting too lost
- • Updates to dialogues
- • Many smaller gameplay improvements
- Overgrowth story
- • Improvements to wall-run, platforming, collision issues in several levels
- • Added invisible level boundaries to many levels, so player less likely to get lost
- • Added more NPC jump nodes in a few levels
- • Made it so wolf dies if you kick them off cliff in Ice Cliffs level
- • Updated some loading images, now that rendering bug fixes have been made
- • Fixed several small asset misplacements (floating things, boarded up some windows, etc)
- • Made tables behave better, and weapon easier to grab in final fight
- Gameplay
- • Added ability to drop weapon by pressing grab and drop (right click + Q by default)
- • Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
- • Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)
- • Only automatically roll recover on easy, not hardcore
- • Removed the "block cheating progress" feature (for now, at least until we have a better UI for it, and have achievements in place)
- • Add support for debug unlocking individual levels in campaigns
- • 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
- Graphics/Settings
- • Moved "auto ledge grab" to Settings -> Game menu
- • Added "fullscreen borderless" resolution option to top-bar menu
- • Added "target monitor" setting
- • Improved custom resolution settings UI
- • Full screen mode is now "exclusive/true" fullscreen
- • Improvements to high DPI (UI scaling) in Windows
- • Darken background in mods and play menu, to increase contrast of floating text against light backgrounds
- • Fixes to menus while resizing the window
- • Reduced visual noise in blue_dusk.tga skybox
- • Fixed some glitches in rendering of a few level assets
- • Made wood assets a little less shiny
- Performance
- • 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)
- • 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)
- • Added simple fog setting to graphics settings (for better rendering performance)
- • Small optimizations to tree rendering, in Overgrowth story especially
- • Optimized rendering for some common assets on Mac (especially on Intel macs • "new level" now has much better FPS, for example)
- • Engine now pre-loads script functions to give slightly better performance when calling into script engine hook functions
- • Added a "generate cache" button to advanced mods menu (if you generate the cache for a mod, load times will be faster)
- • Added more items to item preload list, to reduce mid-game asset loads
- • 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)
- • Reduced some log spam/log duplication
- Reliability
- • Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce long-run out of memory issues)
- • Did some work on fixing memory allocation issues
- • Added handling of colliding music tracks
- • Fixed several small crashes, especially those related to poorly formatted XML assets or missing files
- • Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
- • Truncate error dialogues on linux (so you don't get window management problems with too large a window)
- • Make OpenGL context creation a little more tolerant/allow newer context than we specified
- • Bumped up max log file size to 40MB with 10MB truncation
- • Fix problems with crashes when invalid character animation applied, or animation file was invalid in character asset definition
- • Made level colormap fall back on DDS file if TGA is missing
- • Added some placeholder object (character connector) error logging to dialogue hotspot
- • Added some better error handling for file path handling
- • Made angelscript and scene graph dump info to files on a crash
- Modding/Editor
- • Added more information to "Unsupported version" error message, when a mod's required version does not match the game version
- • Make mods menu "deactivate all mods" button more reliable (actually deactivates all mods even if there's file collisions), and a little prettier
- • 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)
- • 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
- • Added color history to color picker in editor
- • New in-game, filterable, dockable log window
- • Fixed (and improved) Display Image hotspot
- • Fix some problems with dialogue external text file support (might be working well now, but not heavily tested)
- • Made dialogue editor camera preview also now correctly apply current Depth Of Field camera setting in editor
- • Made unchecking editor's Top bar -> Edit -> Gameplay Objects option hide navmesh objects in scenegraph
- • Fixed crash while manually typing in first characters in Custom Shader level parameters instead of copy/pasting
- • 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
- • Fixed copy/pasting prefabs that have connections
- • Now properly removes external connections when saving a prefab
- • Fixes for prefabs with characters with externally attached items
- • Add more sanity checks (and warning/error logging) for prefabs
- • 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)
- • Added support for multiple campaigns in same mod (by request)
- • Fixed an issue with asset hot-reloading for mod assets
- • Added additional error text when skeleton is asymmetrical
- • Fixed glitches with rotations in object properties in editor
- • 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)
- • 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)
- • Made it possible to search and display children in scenegraph window in editor (now searches inside groups/prefabs)
- • Added custom level shader #SHADOW_POINT_LIGHTS option, to make environment shadow decals affect lights made by dynamic point lights
- • Add UI for mod and level "parameters" to advanced mods menu (top bar -> Windows -> Mods -> Advanced -> select a mod)
- • Added spawner thumbnail for interactive spike object, and removed poorly-working spike tower spawn menu entry
- • 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)
- • Added support for target branch parameter in the levelwin hotspot (for branching campaign support)
- • Added more details to error message when failing to parse mod.xml file
- • Added ability to specify empty path for items/campaign/levels in mod.xml (implying a fallback image should be displayed by the menu script)
- • Added "debug" info for selected objects in editor (has parent id, if it is marked as "selectable")
- • Fix incorrect syntax for xml declaration in Overgrowth's built in mod.xml files, and example mod.xml files
- Scripting
- • Added Top Bar -> Debug -> Events window to send custom events into scripts (global message, level message, campaign message, scriptable UI callback message)
- • Added documentation dump for editor camera script (cam.as) and hotspot, duping to Documents/Wolfire/Overgrowth folder like other script types
- • Added documentation dumps for script engine hook function functions (required/optional functions in scripts) to script docs
- • Engine now give better error message when scripts are missing required functions
- • 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)
- • Add more common external functions to editor camera script (cam.as)
- • Exposed more functions for Dear ImGui to angelscript (enabled/disabled, styles, images/image buttons, image loading)
- • Add spawner item query functions to angelscript [ModGetSpawnerItems(ModID&), ModGetAllSpawnerItems(bool only_include_active = true)]
- • Added several utility scripts (for strings, arrays, sets, etc), in Data/Scripts/utility folder
- • 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)
- • Added SavedLevel.GetArray(string& key) function to angelscript
- • Added Campaign.GetLevel(string& id) function to angelscript
- • Add assignment/copy constructor for ModLevel object in angelscript
- • Added Object.SetTranslationRotationFast(const vec3 &in, const quaternion &in) function to angelscript, to speed up moving group/prefab objects
- • Add DirectoryExists function to angelscript, and tighten up angelscript FileExists function to exclude directories
- • Fix // comments not being able to remove #include directives in angelscript
- • Reduce frequency of calls to live update, delay so it doesn't get run multiple times
- • Fixed some UI script hot-reloading problems
- • Added F5 key to manually refresh custom campaign UI menus
- Update v1.0.5 Changelog:
- ________________________________________
- Main game fixes:
- • Checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels (fixes static characters bug in those levels)
- • Made it much harder to get lost in Thick Fog level
- • Fixed bright white fog when "no reflection capture" enabled
- • Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
- • Fixed crash on mod activation on linux (regarding "ModID" error message)
- • Fixed crash on linux if case is wrong on thumbnail in mod
- • Added ability to invert the X axis on mouse and gamepad input (by player request)
- • Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching
- Modding fixes:
- • Fixed bug where cubemaps were saved with wrong filename
- • Allow mouse ignore on imgui, prevent stolen input with overlays
- • Fixed crash when animation file doesn't match skeleton
- • Removed some sources of log spam
- Update v1.0.2:
- • Add preload.xml back to deploy
- Update v1.0.1:
- • 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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