Full notes
Full Oeuf update
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What changed
- Gameplay
- Workshop
- Performance
Oeuf changes
I was so excited by all the cool levels people have been making for Oeuf I got distracted from fixing bugs and instead added a whole bunch of new textures. We can now do industrial concrete Steam post image
A hi-viz cave ascent Steam post image
for a more 'classic' look: Steam post image
bitumeny highway realness featured:
and some snow as well!
and rusty metallic too!
Lots of sandstoney/deserty tiles:
We also included all the letters blocks you might ever need:
So, yeah - lots and lots of possibilities now! All the above and more await you in the level editor in V1.3 :) OTHER THINGS:
More levels in the steam workshop (by me and by others)! I'll do an update in another post.
Killboxes kill you the next time you touch on land. In the older version they don't kill you if you're already on land until you go into the air first. Now they kill you right away if you are on land when you enter them. This is to make it easy to have things like lava that kills you when you roll onto it (hint: you can make the killbox totally flush with the floor and it seems to work pretty well)
There's an 'unrandomize' shortcut in the editor, in addition to Ctrl+R to 'unrandomize' the rotation of all *cube-shaped blocks* (with the currently-selected texture in the currently-selected layer) to face single direction. (Cycles direction each time it's pressed.)
Some minor fixes in the level editor.
I had wanted V1.3 to be a stability update, but I got carried away with myself and before I knew it I had added a bunch of textures. I figured it was more fun to release these right away (it's a lot of content, but a very low-risk addition - it's unlikely to break the game for anyone), and to get busy on the stability update afterwards :) ROADMAP:
v1.4: stability update - get around to fixing all the small things that I know need improvement (lots of small things!)
v1.5: multiplayer editor! I have it prototyped and basically working, I just need to think really hard about how to preset it to players, and do a bunch of testing :)
Source
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