Full notes
Full Transliminal: Beyond The Backrooms update
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What changed
- Performance
- Gameplay
- Fixes
Transliminal Engine Update & Performance Patch
This patches the vulnerabilities that were announced by Unity. It also changes the way the game generates its world components to more optimized practices. This should reduce lag and stuttering across all system configurations.
Additions
Offices can have a new exterior during “Daytime”
More objects added to Level 3 Electrics
More Junglegym colors
Missing Persons Flyers
Added barriers around the bottom sections of some Level 0 floors
Tweaks & Fixes
Wide filing cabinets in Office Edge blocks no longer spawn duplicates
Changed colors of some LOD materials to better represent their main objects
Raised bounds of some walls where lens flares could be seen through
Skydiving intro ground has smoother transition to lower resolution segments
Restored wind animation to 2nd chute handle in Skydive intro
Fixed some textures that were assigned improperly
Added flares to some lights
Fixed some doors that were unable to be closed in Electrics
Fixed unassigned texture on Nightstands and bookshelves
Fixed level 0 world block that would sometimes spawn 2 ceiling over one another
More dynamic Depth Of Field
Step SFX has better surface tracking
Elevators open doors when pressing a floor it’s currently on
Refined level 0 stair validation
Created a new shader for transparent stains
Fixed some wall colliders that were disabled in a Level 0 block
Spore Clouds now stop growing when they hit walls
Weather systems and styles are dynamic in Offices.
Weather scripts no longer select the same weather twice resulting in more frequent weather changes.
Optimization Efforts
Game engine updated to patched version to eliminate announced vulnerabilities.
*Note: I attempted to upgrade and reimport to the latest engine version. There were massive issues with performance after the upgrade that I didn’t notice until I had already put a few days of development in. I was forced to revert to a previously backed up build of the game that was made before the engine upgrade attempt. I was still able to use the new assets I had created and the new scripts that I had written. But I had to reimplement them again. So some of these things I had to do twice. And the second time I think I did a better job. And found some new ways to better optimize the game in the process. Just FYI.
All error and warning messages have now been eliminated where viable
Root Objects such as world blocks and other objects with colliders no longer scale to negative transform numbers. This was causing massive amounts of error messages and overwhelming logs and causing performance stutter.
Reworked several scripts to have better null checking and validation
Changed some lights to use hard shadows where it made sense to do so
Reduced sampling of soft shadows
Reduced shadow distance on Quality graphic setting
Consolidated numerous active scripts responsible for random generation into a single manager script. This eliminated hundreds of active scripts that no longer have to be processed. This should reduce lag and stutter.
Converted all spawning scripts to use a frame buffer that limits the amount of object spawns per frame. This should help to reduce stutter and lag spikes.
Okay. So the game is rebuilt in the new engine. And the stability, performance, and features are better than ever. Now I can focus on adding bigger stuff, like new levels and characters. Thanks again to everyone who continues to support the development of Transliminal. As always, There's a lot more to come.
See you in there, Wanderer.
_-=[ ComAdore ]=-_
Source
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