Full notes
Full Planetoid Pioneers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Gameplay
- UI and audio
- Fixes
- Maps
- Events
It's been a while... the main reason for the slow updates this year: Data had a baby - turns out that is very distracting! However, we have pulled together a super cool thing: Being able to create or edit any planetoid, game mode, pioneer, tool, item, weapon, monster, vehicle, or robot in the world-class editors included here, and then publish them to the new, separate Workshop of Planetoid Pioneers ONLINE: https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/... and then immediately play with your mod in online multiplayer with whoever subscribes to it! Plus, they will get the latest version automatically when you update it. Yes, you'll be able to play the totally custom content (images, audio, scripts, etc) you or someone else from the community makes - no hassle, no sending files to anyone!
To illustrate this, here's a video of our own mkster working on a new game mode now available in the Workshop:
HIGHLIGHTS
PP now has tickbox to publish scenes to PP Online workshop
Tons of improvments, fixes and new content from PPO
Added chinese localization (by cyan64)
Fixed Primoid ending
NEW SCENES ADDED
Base Defense - Bunkers
Bomb Ball - Concrete Court
Bridge Builder - Deep Tunnels
Bridge Builder - Lava Caves
Grappling Race - Hookoid
Room Rush - Ammotoid
Rover Race - Planium
FULL CHANGELOG:
ADDITONS
Optimized pp_camera by 50%, added makeCalcOncePerFrameFunc()
Added url DRL Steam, commented out Write test in titleoid
Added discord buttons
Added chinese localization (by cyan64)
Added and bound c2d:SetMainWindowTitle()
Added and bound GetAimPointRel
Added effect to saw if thrown while activated
Polished all grenades and added to bridge battle
Titleoid gradient added, wip
Added font gradient functions, set PPORelease config by Release (PP) config
Menu selection stays even if menu lines get added
Added mp:getCurrentRealTimePassed() using real time for slowdown average calculation
Added shift menu hint
Added math.getMovingAverageCalculator(size)
Removed add mount joint warning
Added scene setup and resources to hookoid
Added Disable Friendly Collisions setting to reactor scene setup
Added gun_helper.hasShotGun()
Added table.subTables
Added to "to complete scene" before goal string in 2 places
Adjusted some scenes to work with player added
Added and bound scene:GetAutoMountToWorld()
Added and bound scene:GetAssembliesToRespawn()
Added and bound c2d:GetSteamUserName(rID)
Added and bound c2d:GetSteamFriends()
Added player IDs to discovered lobbies info
Added meta.getStandardPioneer(ctrl)
Added camera:setEnableAutoCam(set) to disable all lua side camera stuff for custom cameras
Added and bound scene:GetScenesWithTag
Added all scenes unlock cheat
Added discovery lights to ammotoid
Added discovery lights to ammotoid
Added camera:setEnableCoopCam(set)
Added and bound PS:GetChildPSs()
Closed off bridge builder map, added heat to holes
Added double click RMB for placing the same hologram as before
Added achievement DROPPED_SCENE
Added and bound audio effects to controller. SetReverbDecayTime and others
Added local coop cam
Added Lua files to game data SHA, also materials now comparing text
Added and bound ctrl:GetSteamAchievement()
Added and bound ctrl:SetSteamAchievement()
Added lots of achievement checks
Added more rich presence info and moved and cleaned code into pp_steam
Add pp_steam.lua for rich presence and achievements
Added frames behind info in dev rel
Added GetClientUserTagValue() bug repro in titleoid
Added c2d:ResetAllSteamStats(), calling StoreStats after SetAchievement or ResetAllSteamStats
Added return to lobby button when choosing scene for playing while waiting
Added steam rich presence info
Added and bound c2d:SteamSetRichPresence and SteamClearRichPresence
Added and bound c2d:SetSteamAchievement()
Added and bound c2d:GetGameDataSHA() to compare required local data is the same for connected clients
Added import Scenes (only) with drag and drop in PPO Release
Added util.getFirstScreenControllers()
Added and bound Scene:GetClientSceneSHA
Added and bound Controller:GetSceneSHA
Added util.cutLine(from, vec, ignoreAssembly)
Added client param to ActivateGameOverlayToUser
Added and bound c2d:HasSteamFriend
Added friendadd test
Added steam users ID sharing in lobby, added and bound c2d:ActivateGameOverlayToUser(dialog, clientID)
Added controller to Titleoid
Attaching game controllers again in SP mode, added controller to Titleoid
Added pp.isPPO()
Added param rIncludingNonMappable to scene:GetAllUserScenes and ctrl:GetAllUserScenes
Added and bound scene:GetClientUserTagValue and GetClientUserTagValueNumber
Added and bound c2d:GetGameName()
Added descriptions to most scenes
Added stomping rule to bridge battle
Added string.splitToLines, getReadTime
Added offline play setting
InterruptConstruct also sets Controller's construct being added to none
Added reactor set blueprint unobtainable, pioneer in base sky island unobtainable
Added Gastos to credits
Added missing particle System
Added offline play and connection errors
Added new team bridge battle scene: temple
Added new weapon sniper rifle
Added play tutorial button to settings
Added util.getHumanAssemblies()
Added table.randomize
Added tutorial
Disabled add player hint in online play
Added some sounds to menu
Added new blueprint bouncer to replace elevator
Added new bp: concrete pillar
Added more det. checks and separated joint pin solve to two steps
Added checks to solver, separated solver steps
Added reactor add resources
Added and bound Set/GetShareBlueprintsGroupID to control blueprint sharing between shuman controllers
Pioneer throws everything like tools with reliable velocity set instead of added
Readded missing resp stations from bridge battle
Added camouflage component
Added new pointer emoji particle System
Added pio.pointAtBG(pos, time)
Added respawn protection to resp station
Added new tier 1 weapon saw
Added five more places when all MOs velocity is checked for determinism
- Base waradded intruder alert, game over camera on core destroyed
Added quick vote to replay scene
Added camera:setAllowZooming(set), camera:setEnableAutoZooming(set)
Added new zoom level for things tagged 'ship', tagged coalition ship ship
Added reactor set hue
Disabled auto walking in coalition climber and added more death conditions and behaviour
Added fpu infos and mo area
Added enable trigger to respawn station
Added new scene: base war planium hills
Added reactor add resources
Added new base war scene prototype
Added wrangloid easy to hostable scenes
- Hookoidplayers indestructible, added hook blueprint
Players can vote to start, added admin, moved missmatch warning
Added multi screen support for clickable menu
Added set respawn to random station setting to scene setup reactor
Added create game settings
Added option to garage to set veh not obtainable, set that in bridge builder
Added chaseoid activity
Added on back target to resp station
Added new clickable game menu with all lobbies visible
Added and bound c2d:GetSteamWorkshopEnabled()
Made PP the default config, and added a PPORelease config for PPO to all projects and solution
Can join any scene thats hosted, added cheat to host more scenes
Added new race map: planium race
Added CameraWrap, wip
Added cooldown to tennis racket
Added start resources to defendoid
Copy player tools test in player adder
Bridge Builder - removed some assemblies, added fourth player
Added and bound scene:GetControllersByScreen
Added and bound PS:PlaySoundUI with pitch parameter
Added hud.getAnyBPMenuOpen(ctrls), floaty texts for single screens, set some hud things to only render for relevant screen
Added and bound scene:GetCameraByPoints
Added and bound scene:WriteToScreenByWorldPosFC and WriteToScreenRelFC
Added camera.shakeAllScreens()
Added and bound scene:GetControllersPerScreen
Added camera.setAllCameras(pos, zoom) and temporary camera.getControllersPerScreen()
Added ctrl:GetCamera():AddShaking() test to ammotoid too
Added and bound GetCameraByAssemblies(rAssembliesIDs, rController)
Cleaned Controller code, removed old stuff, added comments
Added emoji wheel
Added util.scheduleUpdate(func, time, ...)
Added util.getClosestAssembly(pos, tag, filter, maxRange), util.flash also takes tables as argument
Added screen ID to controller, bound it to lua, mixing cameras by screen id
Added and bound scene:ActivateZonesAtPoint(pnt)
Added math.noise(x,y)
Added color.gray
Temp: auto adding missing pioneers on build
Added pio.destroyIncludingTargetAssemblies()
Added and set SNNeoNoire font
Added force start
Added to bomb tennis: scoring, game win, effects, outs
Added util.schedule(func, time, ...)
Added new scene: bomb tennis
Added new tool racket
Added util.boomPSAssembly(psName, target) and util.addTrail(target, time)
Added respawn.setRespawnAsStandardPio(set) to make all players respawn as standard pioneer in respawn station
Added util.flash(asm, time, lightness)
Added vehicle building phase in racetoid
Added little feedback to construction elevator
Added hud.add/stop_floaty_PS(name, target)
Added gun_helper.setAllowGiveBPOnExplosion(set)
Filled all ammotoid arenas, added sounds
- Gun_helperadded addGunModifier(func) and removeGunModifier(id) to apply and remove modifier to/from all current and future guns
- Ammotoidprepared all arenas, added shape to planet, set mappable
Added cleanup to ammotoid for better performance
Added missing pp_ai function
- Ammotoidadded crowns for winners, more AIs in loot bubbles, loot bubbles dont spawn items players have in hands, nicer effect and random delay for loot bubble respawn
Ice bug checks all broken off pieces to explode, added particle System trail effect when falling down dead
Loot bubble spawns helper AIs, floats around randomly, added particle Systems
Added start tips to ammotoid
Added trail white particle System
Added tiny tool activation delay after pickup to avoid firing first shots out of control
Ammotoid added temporary winning
Added AI player to ammotoid
Added effects to booster
Pop plant doenst add trail to tiny stuff
- Ammotoidadded some juice
Added tool booster prototype
Pop plant adds trail to target shot up
Added loot bubble
Added feedback to shield metal when blocking a shot
Added respawn.setAllowRespawning(bool)
Added ammotoid prototype
Added state indicators to both knuckles
UPDATES
4x faster performance of UI, optimizations in pioneer
Optimized gun_helper in with many guns, mostly primoid
More optimizations
Set 'Whole program optim' and 'FPU model Fast' on PPO DevRelease and Release
In regular PP now preloading all blueprints to also solve blueprint Preview pictures in particle Systems
Disabled pp.AI auto assigning teams, which breaks things like respawning sometimes
Prepared primoid achivement
Changed so MO can be charged with aurium while it is being consumed
Tweaked rocket aurium consumption and breaking
Rocket using aurium
Enabled whole program optimization for PP Release config
Optimized GetMOsInRange and similar functions
Made GetAssembliesInRange with optional param include hidden, same for other functions GetAssembliesInRangeByTag, GetMOsInRange, GetExplosiveMOsInRange, GetJointsInRange
Showing all IO warnings in dev release
Made GetHumanControllerTC local test
Changed PP DevRelease config to FPU:fast and whole program optimization
Floaty texts use new write function
Fixed new Write update pos and background glitch
Joint updates for crazy physics fix, wip. not affecting current physics
Updated menu write() test
Detecting steam overlay activated and pausing game if single-player
Chat string max 100 chars
Mad Enter key activate chat too, unbound form EnterExit during game but not in menu
Another small update to blank planetoid
Updated blank planetoid
Can host workshop scene after sub without restarting game test
Flashing game window if new player joined lobby
Showing scene info when selecting lobby scene
Hosting workshop scenes test
Changed bubble font for more readability in chinese locale
Updates for chinese font to be more readable
Showing other lobbies count wehn in lobby
Using aimPointRel() in pioneer
Set outline color in old write to screen functions back to black
Finished new scene:Write and WriteUpdate functions
Trap death effect
Stricter clean up including old tools and other assembled stuff, tweaked some blueprints to die for clean up
Removed out announcements from bomb ball since they dont count as typical outs anyways
Respawn protection effect also in pioneers tools
New font Write functions, including textured, wip
Moved titleoid script to lua file, showing ping of all lobbies
Updated gradients
Race: handling disconnected player on start, showing button to enter vehicle
Removed weird exe in shaders dir
Implemented newest SDL 2.09
Merged two messages about kick into one
Team left checker off by default
Removed two potentially IP infringing textures
"Saving Failed" error only in dev release
Disabled saving in tutorial
20 sec delay on game start before auto kicking
FPU try to setup to standard on game start
Updated memory req. and recomm. check for PPO / PP
Updated the version text
Testing ending game when complete enemy team left in bb temple
Not winning bridge battle if all other leave
Not respawning disconnected players
Bridge battle: handling disconnected players
Base def: sounds, after completing all waves spawns waves with double enemy count, then triple etc
Resp station chooses randomly between multiple in hands and on back targets
Timing out faster on error
Disabled "tell max this happened"
Bomb ball adjustments
- Bb templeupdated light map
Made respawn protection more visible last 5 secs instead of 7
Using "singleplayer" tag for offline recommendation, tagged hookoid
Commit so files match
Enabled friendly collisions in race levels
Physics solver optimizations and old code cleanup
Made Grappling Race players collide
Removed a print
Fly out test
Temporary disabled fly out copy of pioneer to mounted stuff
A bit of optimization on physics solver and old code cleanup
BB temple: platfrom is shifted and slippery to avoid too many items
Tower Builder - made some objects unobtainable
Set loot chest tesselation higher for better breaking perf
Bb lava caves resp station starts activated
Chnaged all pioneers head mats from flesh to bone dense
Reactor scene setup has enable friendly collisions trigger instead of disable since they are disabled by default (soon)
Set default zoom a little bit more unzoomed for PPO
Commented out pioneers collisons disabling code
Can not obtain start pioneer blueprint
Shortcut for hiding user interface enabled in release
Disabled team player collisions by default
Testing FF off via reator in base def bunkers
Put CheckAssembliesFlyOutColliding before blueprints scripts run
Disabled play while waiting feature
Scene cleanup also cleans guns when ammo is off
Made reset user's config to load tutorial instead of old vote scene
Overhauled names of ALL the PPO scenes, their descriptions, and organization in the game menu They are now named: [Game mode name] - [Location name].png
Added colon to the complete scene string that shows up at beginning of PPO battles
Base def not sharing BPs, using standard pioneer
Assembly lock assembly is hologram style
Allowed '-' char in names
Smoother bomb tennis cam
Menu scenes by tags: "Online Multiplayer" and "Singleplayer", tagged all scenes
Renamed bridge builder to bridge builder lava caves
New wip scene: bridge builder deep tunnels
Updated todo miros
Disabled auto download workshop items in PPO for determinism reasons
Commented out RDRandom overloads, replaced NDRandom in Ammotoid and disabled steam workshop
Test: NDRand funcs return rand
Disabled cam in ammotoid
Setting ready done via engine again
Ammotoid 4 player support
Updated Base Defense
Removed send error on discovery
Removed checks
Error checks
SwithcToMenu catch
Base def: more wait time, inf ammo test
File match commit
First player is host
Fixed tool Booster making Pio's legs freeze for a second after jump
Updated mini ship to break when any jet broken, added and bound MOSet:BreakMOAtRandomPoint()
Unbound Scene sound effect functions, since they're moved to Controller. (SetReverbDecayTime,...)
Sniper reloads faster
Updated bridge builder, lava fall equal to gravity, less harming, pit shapes
Can restart game alone
Enabled achievements
Less loud snoring
Reverb calculated per screen
Updated hidden state of assembly by all linked objects
Completed steam achievements
Removed c2d:SetSteamAchievement
Updated Chaseoid, made terrain easier to walk and jump to places
Made omni lights smaller in PPO for more performance
Updated active zones in bridge builder
Updated Tower Builder
Updated bridge builder
Implemented Coherent 2.8.2.0
Updates on PP and PPO workshops
Correct coherent js files
Polished bomb tennis
More achievements and some other polish
Removed Binding folder
Removed two old unused .c2d files
Renamed bridge battle to bridge battle islands
More achievments
Removed stomping from bridge battle, shoots up pioneer when stomping
Changed http request fail (due to connection loss) to warnings instead of general error
Removed the wrong is friend when holding shift
Res filler polish
Updated c2d:GetGameDataSHA()
Drone takes 2x longer to explode
Res filler doesnt fill dead and detached pioneers
Experimental: showing pointy finger for everyone
Forgotten file
Ammotoid can be completed offline, polished ending
Got back 'inline' to math functions
Can not host locked scenes
Disabled zooming in carnageoid
Set button repeating a bit faster
Pp.leaveScene completes scene unless called with false
Resetting menu selection when jumping between menus
Made scene start with random random seed in SP too
Prepared scene unlocking and showing in menu
Showing if scene completed in menu
Updated meta save funcs to save to ctrl
Scene hint disabled in edit mode
Scene not recommended for offline play turn gray
Removed double scene tip from base war
Bridge builder: replaced rope with thether
Disabled auto cam shaking
Cant start game if scenes are different
Removed desc, goal from vote scene
Optimized SetSceneTagValue
Updated LuaManDocs
Tweaked ammotoid throwing rule again
GetClientSceneUserTagValue changed to GetClientUserTagValue
Plank stability nerf
Updated friend add test
Working playing while waiting
Merge commit
Titleoid gets all user scenes
Updated user interface Enter to select and joypad hat to work for choosing too
Updated tutorial desc
Meta.save/loadValue funcs per ctrl
Players start with even less in base defense
User tag values shared over network in game, bound related lua functions to controller
Ui:getMenuTopY()
Updated showing scene info in menu
Showing scene info on start
Playing while waiting prep
Made game load tutorial on start
Nerfed booster
Updated comment on interrupt construct
More code polish and old stuff removal
Tweaked bouncer
Loot chest stays active when dropping, better target finding
Loot chest crumbles after drop
Using sin and cos from engine
Removed more test stuff, got back collisions and joints solver into one step
Removed more det. checks, using piles of MOs again
Bound C2DMath_Sin and C2DMath_Cos to Lua
Temporary math functions replacement test
Base defense improvents, enemies coming from both sides
Fading out menu when settings are open
Forgotten file
Experimental: showing pinged at assembly
Base defense updates
Grenade launcher is tier 3 now
Not showing left click hint when already assembling
New wip mode: base defense
Tutorial scene
Updated determinism checks
Change to save terrain if TOs count is > 20k
Showing scene desc and goal in menu test
Updated determinism checks, updated Maths fmod functions
Removed deep det. tests
Getting exact values in joint solver desync
Removed front turret in base war planium hills
Base war: weapon blueprints can not be obtained, nerfed coalition turret
Removed determinism checks from regular PP
Added bouncer to sky island, updated map
Updated joint solver, checking more values
Disabled zooming while blueprint menu is open
Removed key shortcut that is for internal test only
Flame trap lighter
Scheduled updates stop when returning true
Trap flamethrower attacks enemies
Another new determinism checks
New determinism checks
Merge comitt
Updated base war scenes with add blueprints reactor
Blueprints are shared by teams
Many more det. checks in solver
Showing plr game slow down instead of ping
New determinism checks
Saw can be thrown on + other tweaks
Thruster component is colder
Bridge battle map tweaks and active zones
Removed the biggest boulder from bridge battle
Space teleporter doesnt count players that left
Polished pointing at stuff
Pio.pointAtBG() not doing anything when carrying something
Updated det. checks, switched off MO sleeping
MiroMode tweaks
Det. logs backup
Updated determinism checks
Updated determinism checks
Made Pioneer Imperatus a little less massy, as per Filipex' req
Light reset - also unlink old render meshes
Removed doors in Colliseumoid
Aslo removed plank buff in tower builder
Removed plank buff in bridge builder
Moved map ping to emoji menu, pioneer points at what he pings
Emoji wheel appears at middle of screen again
Bridge battle respawning automatically when falling down
On start of game showing you as you
Minor tweaks in tether
Bridge battle map tweaks
Resp station doesnt do actiate effect if set to respawn to random stations
Planks 30% more stable
- Bridge builderremoved roly poly from inside wall
Bridge builder made rest of lanet not accessible
Bridge battle: players get res when someone dies, blueprints can not be obtained by atomizing
Coalition turret: cannon destructible, dies when deattached fully from wall
Line endings merge
Removed mIndexBufferQuadsSet from render data, using index buffer directly
Disabld corutines again
Removed trap claw from bridge battle
Enabled corutines
Forgotten code
Replay with LoadSceneMP insetad of c2d:Reset()
More MOs velocity checks inside identified desync zone of code
Titleoid user interface doesnt react when settings open
Wep containers have bigger tessellation for less lag and noise
New scene: bridge battle
Moved all MO velocity det. checks to physics solver
Det logs backup
Disabled lua side zooming in titleoid
Made zoom rubberband values adjustable, set higher in base war
Coalition turret smaller clip size
Shield metal now has mount joints!
Set component joints voluntary
Pioneer doesnt turn when placing BP, doenst collide with things not colliding with his tools like components
Components dont react when selecting or placing blueprint
Coalition turret is weaker
Coalition ship dies a little easier
Base war planium: different color themed BPs, closed of sides a little
Coalition ship hides seats when flying
Garage supports teams, has hue shift setting
Disabled math.random() right away on lua state init just in case, then overwritten in c2d_math.lua
Disabled lua coroutines
Removed accidental commit
More FPU checks, DetLogs backup, new version
Prepared another FPU checks
Pioneer restores friction of thing on back on death
Can not get pioneer blueprints from respawn station bodies
Coalition turret range way lower
Coalition ship can die, stops jets when all pilots leave
Power core flashes when loosing area
- Sky islandresp stations enabled from start, removed first chest with nail gun
Resp stations assigns team immediatley
Coalition turret slightly lighter to use < 1000 metals
Tool booster doesnt activate when driving vehicle
Panning back cam when zoomed out far and opening blueprint menu
Bomb tennis camera not affected by players on other screens
Lots of base war tweaks
Disabled stealing tools from other pioneers
Lootchest gives blueprint to everyone in team instead of near players
Showing ms ping in shift menu again
Base war: wep drops and blueprint drops x2 slower
Respawn stations support teams
In menu showing ping as word and ms
Cant open emojis in vote scene
Handling disabled steam workshop in some blueprints
Clickable vote scene, with multi votes now, also showing names and randomizing if multiple scenes have the same amount of votes
Getting steam app ID and using it for game network version
Moved clickable menu funcs to c2d_ui
Forcing different standard pioneers for now until defualt pioneers work
- Chasoidrandom respawn station, eliminated players are red in list, new blueprints every 20 secs insted of 10
Gun helper also can set atomizable again
Loot container guns turn atomizable after 20 secs
Showing abandon body tip only for that client
Defendoid: players start with jetpack instead of grappling hook
Thruster less heavy and less big
Drone takes a bit longer to explode
Nicer clean up with fade out and better cleaning rules
Set chaseoid to delete garbage MOs
Removed blueprints from titleoid, they made a lot of sounds
Updated Tower Builder with active zones and a bit longer caves between areas to separate them for objects activity
Updated buildconfig.lua, removed steam_appid.txt, because it's not supposed to be shipped with build
Properly handling disabled workshop in planium race
Chaseoid - updated script, set four players
Updated Chaseoid, easier to move around, camera focus, background terrain holes fixes,
New planetoid Chaseoid prototype
Merge commit
Added new loading screen, lil updates on steam matchmaking
Prepared steam matchmaking callbacks
Steam matchmaking wip
Implemented newest Steam API 1.44
Steam_appid.txt now contains right app ID (PP or PPO), deleted in release mode before steam is init
Temporary workaround for speech bubbles user interface with new camera
Trigger on zoomed to limit only checks first controller
Updated sky texture in Minotaurus with new one
All players fade out when finishing gmae with space teleporter
Bird has light and less breakable when player controlled
Lua-wrapped another class: ConstructWrap
Finished CameraWrap
Set fading back to black instead of red (which was for a test)
Changed old background stars texture to new in 7 scenes
Made net games start with different random seed each time
Defendoid: players gain resources on each completed wave, more loot, steam altar in steam shop behind steam door
Defendoid skip wave button no 5 sec wait
Made gui hints compatible with new camera and enabled again
Emoji wheel shows just with abandon vote when no spark or assembly there
Not leaving scene when in edit mode
Better bird controls
Welder pull force buff
Made tower builder map more interesting and longer
Not entering selected veh in racetoid
Made bridge indestructible in racetoid
Made floaty_text FC rendering work with remote controllers
Disabled max packet size measure
Set emojis always active
Max packet size measuring enabled
Showing player names longer on game start
Short emoji wheel cooldown after world ping
Testing emoji wheel opens at mouse pos
Made Titleoid work with joypad, and any device currently used, updated buttons, bound ctrl:GetGameControllerType() to lua
Hand also blue when placing blueprint and assembling
Disabled assembling and atomizing in menu
Updated Hookoid
Updates on oversized packets
Measuring max packet size disabled in the end, seems useless
Updated Titleoid
Updates on max packet size measuring
Init work on max packet size measure, comments, red fade test
Not disconnecting from sever if game desynced
Made Bridge Builder a bit nicer
Missing space in desync warning
Scene fragment night sky for easy apply to other scenes
Made Vote Scene a bit nicer
Showing which players are still loading in loading screen
Esc while waiting others to load disconnects player and switches to menu scene
Cleaned up pp_camera
Testing effect to indicate player is in blueprint menu
Not going to vote scene on death if all players left
Using getControllersByScreen in hud.writeToScreen
Removed remaining old cam code from pp_respawn
Removed cam from wrangle and vote scene
Removed scene:GetShowMinimap from pp_bpmenu
Made zoom_map stuff work with new camera
Bound c2d:FlashAppWindowIconInTaskbar, safe to even every frame, it does this only once a three seconds
App icon flashes in taskbar when window in unfocused
Not showing resources bar in menu scene
Made emojis work with sparks too
"no backup" too
Press again to abandon body only showing on relevant screen
Updated attaching joypad also when Esc, Enter or Space is pressed
Game proj settings changed
Bound more Btn_.._Repeat functions
.....
See comeplete changelog here
Source
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