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Steam News10 January 20215y ago

Build 27 MAJOR Updates

build 27 - The lag protection now triggers if frames are under 4 fps for a prolonged period of time, instead of 5 fps as the physics engine has been improved a lot.

Full notes

Full Physics Cake update

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What changed

0 fixes0 additions1 change0 removals
  • Performance
changedbuild 27 - The lag protection now triggers if frames are under 4 fps for a prolonged period of time, instead of 5 fps as the physics engine has been improved a lot. Lag protection code has been slightly improved as well. - The jello objects for states 2 and 3 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 5 and 6 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 10 and 12 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - Saving and loading have been further improved. - Sticky object now freaks out less when jello size is increased with water while attached to the sticky objects. - Added the little stick figure dude (try not to torture the poor guy). - The diluted oil object (oil and water mixture is now one object, instead of using two objects with separate collision groups, the water object just changes sprites). This reduces a ton of lag and also responds faster. Users will not notice any changes in behavior other than the mixed oil and water being more responsive. This also makes the transition from oil-water mixed back to water when the oil is burned off, then from water to steam when colliding with fire more noticeable. - Steam now no longer dies if it hits the floor or the sides of the room. - Grass that has not grown will now suck the water out of diluted oil. - Grass parent object has been merged with the grass grow object reducing the number of collision groups needed. - Grass, grass seed, both now swap sprites to dead grass instead of transforming into another object. This greatly reduces collision lag. - The dead and burned and 99 dead grass achievements now trigger automatically in the debug room as they cannot be obtained normally now. - Added the sand object. - Made the help text always be in front of objects now. This way you can actually see it when the room is full. - The limit on void is now removed. You can now have more than one void. The code for voids has been improved. Objects will focus on the nearest void. - In portal object added. - Out portal object added.

Physics Cake changes

changedbuild 27 - The lag protection now triggers if frames are under 4 fps for a prolonged period of time, instead of 5 fps as the physics engine has been improved a lot. Lag protection code has been slightly improved as well. - The jello objects for states 2 and 3 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 5 and 6 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 10 and 12 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - Saving and loading have been further improved. - Sticky object now freaks out less when jello size is increased with water while attached to the sticky objects. - Added the little stick figure dude (try not to torture the poor guy). - The diluted oil object (oil and water mixture is now one object, instead of using two objects with separate collision groups, the water object just changes sprites). This reduces a ton of lag and also responds faster. Users will not notice any changes in behavior other than the mixed oil and water being more responsive. This also makes the transition from oil-water mixed back to water when the oil is burned off, then from water to steam when colliding with fire more noticeable. - Steam now no longer dies if it hits the floor or the sides of the room. - Grass that has not grown will now suck the water out of diluted oil. - Grass parent object has been merged with the grass grow object reducing the number of collision groups needed. - Grass, grass seed, both now swap sprites to dead grass instead of transforming into another object. This greatly reduces collision lag. - The dead and burned and 99 dead grass achievements now trigger automatically in the debug room as they cannot be obtained normally now. - Added the sand object. - Made the help text always be in front of objects now. This way you can actually see it when the room is full. - The limit on void is now removed. You can now have more than one void. The code for voids has been improved. Objects will focus on the nearest void. - In portal object added. - Out portal object added.

build 27 - The lag protection now triggers if frames are under 4 fps for a prolonged period of time, instead of 5 fps as the physics engine has been improved a lot. Lag protection code has been slightly improved as well. - The jello objects for states 2 and 3 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 5 and 6 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - The jello objects for states 10 and 12 have been merged into one object. They just swap different sprites but use the same collision group and collision box now as they were very close in size, to begin with. This maintains the same expansion effects but reduces the amount of overhead and collision checking needed. - Saving and loading have been further improved. - Sticky object now freaks out less when jello size is increased with water while attached to the sticky objects. - Added the little stick figure dude (try not to torture the poor guy). - The diluted oil object (oil and water mixture is now one object, instead of using two objects with separate collision groups, the water object just changes sprites). This reduces a ton of lag and also responds faster. Users will not notice any changes in behavior other than the mixed oil and water being more responsive. This also makes the transition from oil-water mixed back to water when the oil is burned off, then from water to steam when colliding with fire more noticeable. - Steam now no longer dies if it hits the floor or the sides of the room. - Grass that has not grown will now suck the water out of diluted oil. - Grass parent object has been merged with the grass grow object reducing the number of collision groups needed. - Grass, grass seed, both now swap sprites to dead grass instead of transforming into another object. This greatly reduces collision lag. - The dead and burned and 99 dead grass achievements now trigger automatically in the debug room as they cannot be obtained normally now. - Added the sand object. - Made the help text always be in front of objects now. This way you can actually see it when the room is full. - The limit on void is now removed. You can now have more than one void. The code for voids has been improved. Objects will focus on the nearest void. - In portal object added. - Out portal object added.

Source

Steam News / 10 January 2021

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