What changed
1 fix1 addition3 changes0 removals
fixedFixes:Fixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed an issue where most of the stats would not be reset upon a new playthrough. Fixed an issue where extras would not properly save and be able to be used. Fixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed performance spikes caused by vsync. Fixed an issue with some doors not being able to be opened. Fixed an issue with the rocky grounds exit teleporting the player to the wrong exit.
changedChanges:Updated credits. Mansion room models split up more to improve performance Most prop models were optimized. Tri count decreased, unseen faces deleted to improve performance and baking time, and a few topology improvements. Most props had their tri counts reduced by 15-30%.
changedChanges:Small performance improvements across multiple scripts that saved a bit of performance in the form of reduced calls and less garbage generated. Made slight post processing changes. Updated the wood door model and textures, courtesy of Eugene Lychany. Updated the foyer, the main door, and made a few other small tweaks to the model of the Mansion thanks to advice given by Eugene Lynchany. Made changes to how I use lighting in the game. The Mansion model’s tri count was reduced by about 20-25%. Lab and final sunny scene are now not as jarringly bright.
changedChanges:Overall, average fps should be a lot higher, especially for medium quality and even more so for low quality.
addedChanges:Additions: Created a new destroyed bookcase model. Added a skip to the opening cutscene. Added more props and things to fill the space and add to the atmosphere of the Mansion. Added Particle light rays to the dining room.
Biodacity The Mansion changes
fixedFixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed an issue where most of the stats would not be reset upon a new playthrough. Fixed an issue where extras would not properly save and be able to be used. Fixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed performance spikes caused by vsync. Fixed an issue with some doors not being able to be opened. Fixed an issue with the rocky grounds exit teleporting the player to the wrong exit.
changedUpdated credits. Mansion room models split up more to improve performance Most prop models were optimized. Tri count decreased, unseen faces deleted to improve performance and baking time, and a few topology improvements. Most props had their tri counts reduced by 15-30%.
changedSmall performance improvements across multiple scripts that saved a bit of performance in the form of reduced calls and less garbage generated. Made slight post processing changes. Updated the wood door model and textures, courtesy of Eugene Lychany. Updated the foyer, the main door, and made a few other small tweaks to the model of the Mansion thanks to advice given by Eugene Lynchany. Made changes to how I use lighting in the game. The Mansion model’s tri count was reduced by about 20-25%. Lab and final sunny scene are now not as jarringly bright.
changedOverall, average fps should be a lot higher, especially for medium quality and even more so for low quality.
addedAdditions: Created a new destroyed bookcase model. Added a skip to the opening cutscene. Added more props and things to fill the space and add to the atmosphere of the Mansion. Added Particle light rays to the dining room.
April 28th-May 30th: Version 1.4
Fixes:
Fixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed an issue where most of the stats would not be reset upon a new playthrough. Fixed an issue where extras would not properly save and be able to be used. Fixed an issue with the gated door swinging out the opposite way. Fixed an issue with the gated door in the exterior house being unlocked when it should have been locked. Fixed other miscellaneous bugs. Fixed performance spikes caused by vsync. Fixed an issue with some doors not being able to be opened. Fixed an issue with the rocky grounds exit teleporting the player to the wrong exit.
Changes:
Updated credits. Mansion room models split up more to improve performance Most prop models were optimized. Tri count decreased, unseen faces deleted to improve performance and baking time, and a few topology improvements. Most props had their tri counts reduced by 15-30%.
Small performance improvements across multiple scripts that saved a bit of performance in the form of reduced calls and less garbage generated. Made slight post processing changes. Updated the wood door model and textures, courtesy of Eugene Lychany. Updated the foyer, the main door, and made a few other small tweaks to the model of the Mansion thanks to advice given by Eugene Lynchany. Made changes to how I use lighting in the game. The Mansion model’s tri count was reduced by about 20-25%. Lab and final sunny scene are now not as jarringly bright.
High Fidelity shadows 512 >>> 256 Shadow Atlas resolution (High): 4096>>>1024 Shadow Sun resolution (High): 2048>>>512 Shadow Atlas resolution (Medium): 2048>>>1024 Shadow Sun resolution (Medium): 2048>>>256
Overall, average fps should be a lot higher, especially for medium quality and even more so for low quality.
Additions: Created a new destroyed bookcase model. Added a skip to the opening cutscene. Added more props and things to fill the space and add to the atmosphere of the Mansion. Added Particle light rays to the dining room.
(P.S. I hope there’s no major bugs in this one so I can relax… lmk)