Full notes
Full Crabmeat update
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Repeated intro
Hello Fellow Penal Colony Workers,
What changed
- Gameplay
- UI and audio
- Performance
- Fixes
- Maps
Crabmeat changes
I'm heading to Korea in August to exhibit Crabmeat at BIC so I wanted to get another round of improvements in before that and continue to improve whats already there.
More Localisation Improvements
Journal entries now have fully integrated localisation, so instead of a baked texture in english i'm rendering it all in engine with localised text. This was hard to get looking good for all languages, especially those that aren't mutually intelligible with English so please notify me if anything looks odd or is hard to read.
The Patriotic/Not Patriotic text on the crab hopper is now localised
NOTE: This is using google translated copy as I wanted to turn this around quickly. Please notify me if it seems like it did a poor job. Don't blame my awesome localisers if it's bad, that's on me.
CPU Rendering Improvements (Minor)
The game is CPU bound on most machines due to the high physics overhead which is hard to optimise any further. There was still some blood to squeeze out of the rendering stone however so I fixed that where I could.
Fixed some materials not batching together on the deck
Reduced map rendering polycount by 3/4 of the prior total
Optimised rendering for wiring around ship
Bug Fixes
Fixed contract not updating after signing during opening cutscene (I think this got broken in the last update)
Source
Changelog.gg summarizes and formats this update. How we read updates.
