Full notes
Full Anamorphine update
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What changed
- Gameplay
- Performance
Anamorphine changes
VR Fixes:
Fixes throughout all levels for all locomotion modes
No longer possible to use "No Cursor" locomotion with "Step" step-style
Fixed credit scene crash in VR
Some QOL regression with Vive Wands were re-introduced for overall stability
Lowest VR Quality Setting will correctly show far-away assets
Other QOL adjustments and bug fixes
VR Known Issues:
Using "Cursor" locomotion has problems traveling through the door-threshold portals in two specific instances that are similar in setup. Bringing the cursor right at the edge of the portal will carry the player over
Bug that can occur during an act transition, if you take out the VR cursor just before the act transition begins, you won't be able to dismiss it until the transition is over but it will send you to the old location where the cursor was which will be an out of bound location
General Fixes:
Lighting fixes
Consolidated code to use asset bundles for better memory handling(unfortunately causes game size to increase substantially)
Players should no longer "spin" out of control when launching out Final Ramps in the desert levels (within reasonable framerates)
Other bug fixes, mostly rendering related
General Known Issues:
Trigger Warning text, if enabled, may render strangely in specific locations, but is otherwise legible
Source
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