Full notes
Full Fly Dangerous update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Maps
- Gameplay
- UI and audio
- Fixes
- Server
Greetings pilots! This update brings some much-requested fixes and quality-of-life updates to Fly Dangerous - most notable, native libs for both Linux (and therefore Steam Deck) and Apple Silicon which brings these builds in-line with the Windows version in terms of terrain generation and load times.
Additionally, this build contains a feisty new Sprint map (Twists and Turns), a new flight vector indicator (which has been asked for a LOT) and a heap of bug-fixes and other QoL tweaks.
Have a great weekend!
Patch notes
0.6.1
New
Added support for threaded terrain generation on Linux / Steam Deck (#108)
Added new sprint map "Twists and Turns"
Added global texture quality setting to Options panel - use this for low video memory systems to squeeze the most out of them on terrain worlds! Note this does not affect UI textures / sprites - you will need to be in-game to visually identify this change.
Added flight vector indicators and associated options toggle (#18)
Added animated loading spinner to level loader canvas
Changed
Moved level order around a little to compensate for brick-wall difficulty
Removed fade to black on level restarts in terrain maps with checkpoints (all necessary terrain is always in memory to prevent stutters for time-sensitive game modes so this was never necessary in anything but free roam) (#166)
Moved some options into new Gameplay options tab
Updated HUD elements to be white with new font
Updated Mirror Networking to v78.3.0
Updated Steamworks SDK to v1.53 via updated Steamworks.NET
Updated to Unity 2022.2.13f1
Fixed
Support for Apple Silicon should now actually work... (#108)
No longer possible to get the leaderboard into a weird state by restarting just before collision with final checkpoint (#166)
Modifying dev settings and resetting to default no longer permanently invalidates runs (#216)
Mouse return to center (both input bind and on level restart) now applies to relative mouse mode (#215)
Quitting to Lobby in Multiplayer now ... uhm, quits to the lobby (#217)
Target indicators in HUD are no longer fixed to head rotation in VR (fixed to ship rotation instead)
3d target indicators no longer jitter with floating origin
Source
Changelog.gg summarizes and formats this update. How we read updates.
