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Steam News29 March 20215y ago

Open Hexagon 2.0.4 is now released!

Hello everyone – Open Hexagon 2.0.4 is now available! This is the third official update since the Steam release, and it focuses on engine and performance improvements, and empowering level creators with a new in-game Lu

In this update6

Full notes

Full Open Hexagon update

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

Repeated intro

Hello everyone – Open Hexagon 2.0.4 is now available!

What changed

3 fixes11 additions10 changes0 removals
  • Gameplay
  • Workshop
  • Performance
  • Fixes
addedHello everyone – Open Hexagon 2.0.4 is now available!
addedThis is the third official update since the Steam release, and it focuses on engine and performance improvements, and empowering level creators with a new in-game Lua console, pack dependencies, and many new Lua functions.
changedMajor ChangesChanged ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement
addedMajor ChangesLevel packs can now depend on other packs in order to promote code reuse and avoid repetition
changedMajor ChangesChange Lua runtime to LuaJIT, having 20x better performance on average Caveat: supports features only up to Lua 5.1
addedMajor ChangesAdded in-game debugging and experimentation tools in Debug Mode : (F1): toggle Lua console, allowing to run code on demand and track variables in real-time (F2): pause and un-pause the game -- Lua console is usable when the game is paused

Open Hexagon changes

addedHello everyone – Open Hexagon 2.0.4 is now available!
addedThis is the third official update since the Steam release, and it focuses on engine and performance improvements, and empowering level creators with a new in-game Lua console, pack dependencies, and many new Lua functions.
changedChanged ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement
addedLevel packs can now depend on other packs in order to promote code reuse and avoid repetition
changedChange Lua runtime to LuaJIT, having 20x better performance on average Caveat: supports features only up to Lua 5.1

This is the third official update since the Steam release, and it focuses on engine and performance improvements, and empowering level creators with a new in-game Lua console, pack dependencies, and many new Lua functions.

Enjoy!

(For any question or feedback, please get in touch with me on our official Discord .)

Major Changes

  • Changed ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement

  • Level packs can now depend on other packs in order to promote code reuse and avoid repetition

  • Change Lua runtime to LuaJIT, having 20x better performance on average

    • Caveat: supports features only up to Lua 5.1

  • Added in-game debugging and experimentation tools in Debug Mode:

    • (F1): toggle Lua console, allowing to run code on demand and track variables in real-time

    • (F2): pause and un-pause the game -- Lua console is usable when the game is paused

New Levels

  • Added a new work-in-progress official level pack, Orthoplex, containing:

    • Arcadia: an unusual level with wavy patterns made out of custom walls

    • Bipolarity: fast-paced barrages and forced 180° player swaps

Level Improvements

  • Perfectly synchronized pulse and beatpulse with the music for all built-in levels

    • ExceptionsGolden Ratio and Acceleradiant , as they will be reworked in the future
  • Moved Baby Steps to a new pack, Tutorial, making its role more clear to new players

  • Added a graphical transition effect to the player's triangle when focusing/unfocusing

Minor Improvements

  • Added a few milliseconds of ignoring input after death to avoid accidental restarts

  • Added new Show Level Info option that displays information about the current level in the bottom-left corner of the screen, useful for streaming/recording

  • Added options to hide the timer and status text, useful for cinematic recordings

  • Added -printLuaDocs command line argument to print out Lua documentation

Bug Fixes

  • Fixed crash when attempting to change keyboard bindings

  • Fixed broken antialiasing menu setting, now supports up to 16x

  • Fixed t_eval crashing the game on Lua error

New Lua Functions

(Please refer to the Lua reference on the official wiki for a more detailed explanation.)

  • u_execDependencyScript: to load a script from one of the pack's dependencies

    • As opposed to u_execScript, which loads a script from the current pack

  • l_[set/get]ManualPulseControl: when set to true allows Lua scripts to manually control pulse values

    • l_[set/get]Pulse

    • l_[set/get]PulseDirection

    • l_[set/get]PulseDelay

  • l_[set/get]ManualBeatPulseControl: when set to true allows Lua scripts to manually control beatpulse values

    • l_[set/get]BeatPulse

    • l_[set/get]BeatPulseDelay

  • l_[get/set]pulseInitialDelay: control initial delay before any pulse effect starts, useful to sync up a level with the song's beat or to wait until the music reaches a certain point

  • Custom wall optimized functions

    • cw_createDeadly: more optimized way of creating a deadly custom wall and getting back an handle

    • cw_createNoCollision: more optimized way of creating a no-collision custom wall and getting back an handle

    • cw_moveVertexPos: more optimized way of moving a custom wall's vertex by a specified offset

    • cw_moveVertexPos4Same: very optimized way of moving all vertices of a custom wall with the same offset

    • cw_[set/get]VertexPos4: more optimized way of controlling all vertex positions of a custom wall

    • cw_[set/get]VertexColor4: more optimized way of controlling all vertex colors of a custom wall

    • cw_setVertexColor4Same: very optimized way of setting all vertex colors of a custom wall to the same color

  • u_inMenu(): returns true if a Lua script is being executed from the menu screen,

Source

Steam News / 29 March 2021

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