Full notes
Full Crashed Lander update
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What changed
- Compatibility
- Gameplay
- Fixes
Crashed Lander changes
I've posted another beta version of Crashed Lander for Windows that includes support for the Oculus runtime v0.7. I also went ahead and updated the game from Unity 4 to Unity 5, which turned out to be a *lot* of work. Big changes to the physics engine meant that I had to re-configure and re-jigger every active object in the game. Making the switch means that I get to use Unity's built-in support for the Rift which will make it much easier to keep up with changes to the Oculus SDK/runtime. Here's a run-down of what's changed in v2.6beta
Updated game engine from Unity4 to Unity5
Updated to Steamworks.net version 2.6
Convex mesh colliders on all game objects
Re-configured all active obejcts with Physics based joints and springs
Tri-planar shaders on all terrains - no more texture stretching
New version of the Outside In level.
Oculus Rift is now detected automatically. Use 'Play On Rift' launch option until the beta makes it to the main branch.
Fixed problems with cursor on pause menu
New fog effect on Jungle Fog levels
This update also includes changes from the previous Beta like: Smoother camera follow, new particle effects, FOV controls, and gamepad deadzone controls I did my best to duplicate the previous 'bouncy' feel of the ship, but it does feel slightly different than previous versions. Controls are just a bit snappier and the thrusters can take just a little more abuse before breaking. You can opt-in to the beta by right-clicking on Crashed Lander in your Steam client, choosing Properties, clicking on the Betas tab, and selecting 'beta" from the drop down menu.
Source
Changelog.gg summarizes and formats this update. How we read updates.
