What changed
1 fix0 additions0 changes0 removals
fixedFixed pickups failing to initialise correctly and prevented items disappearing when inventory is full. Hardened inventory stacking, merging, removal, equipment, and corrupted-save handling. Fixed child-collider interactions, stale prompts, pause-lock states, invalid choices, and scene transitions. Made pooling, spawned objects, character switching, save databases, and UI queues resilient to missing references. Fixed the thrown-lamp event, Nightgaunt flag logic, disabled demo-ending scene fallback, timers during pauses, and several audio/component null crashes. Reduced repeated scene searches, rotations, allocations, preview work, and other runtime overhead. Improved Xbox/UWP-specific graphics, save, platform detection, and dependency behavior. Added safer handling for disabled/missing scenes and malformed legacy save data.
The Mansion of The Macabre changes
fixedFixed pickups failing to initialise correctly and prevented items disappearing when inventory is full. Hardened inventory stacking, merging, removal, equipment, and corrupted-save handling. Fixed child-collider interactions, stale prompts, pause-lock states, invalid choices, and scene transitions. Made pooling, spawned objects, character switching, save databases, and UI queues resilient to missing references. Fixed the thrown-lamp event, Nightgaunt flag logic, disabled demo-ending scene fallback, timers during pauses, and several audio/component null crashes. Reduced repeated scene searches, rotations, allocations, preview work, and other runtime overhead. Improved Xbox/UWP-specific graphics, save, platform detection, and dependency behavior. Added safer handling for disabled/missing scenes and malformed legacy save data.
Fixed pickups failing to initialise correctly and prevented items disappearing when inventory is full. Hardened inventory stacking, merging, removal, equipment, and corrupted-save handling. Fixed child-collider interactions, stale prompts, pause-lock states, invalid choices, and scene transitions. Made pooling, spawned objects, character switching, save databases, and UI queues resilient to missing references. Fixed the thrown-lamp event, Nightgaunt flag logic, disabled demo-ending scene fallback, timers during pauses, and several audio/component null crashes. Reduced repeated scene searches, rotations, allocations, preview work, and other runtime overhead. Improved Xbox/UWP-specific graphics, save, platform detection, and dependency behavior. Added safer handling for disabled/missing scenes and malformed legacy save data.