Update log
Full Crabmeat update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey Everyone, This is just another small patch, focused on recently polish work and bringng the demo build into alignment with the full game. Speaking of the full game release is very soon, check the store page to see the time in your timezone.
Extracted changes
- Store
- Gameplay
- Maps
- Fixes
- UI and audio
- Performance
Improvements
Updated inventory icons to better match games style, and more accurately reflect the 3d model
Some art polish around the ship
Made map boundaries blend into the actual level geo and applied a gradient style so it's not dead flat, design goal is to increase ambiguity and improve aesthetic appearance
Move marker now scales it's clipping so it's more visible on far glancing angles
Fixes
Pause is now blocked by the Fader, this does introduce a little clunkyness as it's fading out/in but also prevents the pause screen from being visibly full black.
More optimised culling zone detector 30% reduction in traces required on average
Fixed issues with nav around bulkhead doors
Fixed an AI pathing bug if they started a path on top of a nav link joint ie. bottom or top of the ladder
Reduced player X axis tilt inherited from camera from 50% to 25%, this greatly improves the camera clipping through walls issue since the player will no longer lean as far forward (this doesn't affect actual camera rotation, just the procedural animation on the player body)
Fixed the position of some audio occlusion nodes in the bridge that were inside the walls (might have caused some subtle bugs on the few sounds that use the occlusion system)
Fixed cursed UI mouse over text appearing without a BG bug (very subtle but you would have seen the text appear 1 frame before the bg)
Made limbs or joints (crabs included) that get triggered by the toss gate increase mass significantly so they pull their attached bits down with them more easily, this should further prevent things getting stuck after triggering on hopper toss gate
Some minor physics and rendering performance optimisations
Happy Crabbing
Source
