HomeGamesUpdatesPricingMethodology
Steam News1 September 201510y ago

Working on update for Oculus runtime 0.7

Hello Crashers. Work continues on the next update, currently available in the Beta channel here on Steam. I've decided to go ahead and update the game to the Unity 5 engine (from Unity 4).

Full notes

Full Crashed Lander update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Crashers. Work continues on the next update, currently available in the Beta channel here on Steam. I've decided to go ahead and update the game to the Unity 5 engine (from Unity 4). This will help me keep current with the Oculus Rift integration as the actual commercial release of the Rift draws near. A lot of grunt work involved but so far the conversion is going well. There have been some big changes to the physics engine which require that I re-jigger some of the more complex physics setups. My dev time is limited these days since I have a new day job, but I still plan on supporting and improving Crashed Lander to the best of my abilities. I should be able to post a new beta update that works with the 0.7 Oculus runtime soon. The next beta should also include fixes for the pause menu that were introduced in the last version. I'm also tinkering with a new tri-planar terrain shader that will eliminate the texture stretching that happens on steeper sections of the terrain. I might even have time to spruce up a couple of levels with the new physically based rendering and fancy lighting that's available in Untiy 5.

What changed

0 fixes1 addition0 changes0 removals
  • Compatibility
addedHello Crashers. Work continues on the next update, currently available in the Beta channel here on Steam. I've decided to go ahead and update the game to the Unity 5 engine (from Unity 4). This will help me keep current with the Oculus Rift integration as the actual commercial release of the Rift draws near. A lot of grunt work involved but so far the conversion is going well. There have been some big changes to the physics engine which require that I re-jigger some of the more complex physics setups. My dev time is limited these days since I have a new day job, but I still plan on supporting and improving Crashed Lander to the best of my abilities. I should be able to post a new beta update that works with the 0.7 Oculus runtime soon. The next beta should also include fixes for the pause menu that were introduced in the last version. I'm also tinkering with a new tri-planar terrain shader that will eliminate the texture stretching that happens on steeper sections of the terrain. I might even have time to spruce up a couple of levels with the new physically based rendering and fancy lighting that's available in Untiy 5.

Crashed Lander changes

addedHello Crashers. Work continues on the next update, currently available in the Beta channel here on Steam. I've decided to go ahead and update the game to the Unity 5 engine (from Unity 4). This will help me keep current with the Oculus Rift integration as the actual commercial release of the Rift draws near. A lot of grunt work involved but so far the conversion is going well. There have been some big changes to the physics engine which require that I re-jigger some of the more complex physics setups. My dev time is limited these days since I have a new day job, but I still plan on supporting and improving Crashed Lander to the best of my abilities. I should be able to post a new beta update that works with the 0.7 Oculus runtime soon. The next beta should also include fixes for the pause menu that were introduced in the last version. I'm also tinkering with a new tri-planar terrain shader that will eliminate the texture stretching that happens on steeper sections of the terrain. I might even have time to spruce up a couple of levels with the new physically based rendering and fancy lighting that's available in Untiy 5.

Source

Steam News / 1 September 2015

Open original post

Changelog.gg summarizes and formats this update. How we read updates.