The raw Change log is still here at the bottom, but there are a few things I want to highlight.[/p][p][/p][p]Please help test these features. The reason I'm putting stuff on EXPERIMENTAL is to have curious players like you try and test the new upcoming stuff. This way, I can fix crucial bugs etc. based on test feedback from you guys, so that once this version goes out to all, it's a solid as possible.
Please provide feedback in Discord in the bugs channel - Thanks you ????[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/140bb080fa1143427c11cd21357f83797c668891.png"][/img][/p][p][/p]
Firing System NOT INCLUDED (for now)
[p]Let me first get this out of the way, as it actually annoys me that I have to do this.Even though the Firing System have been the main focus for a long time, I still have not gotten it to work good enough so I want to release it. Its more complicated than I thought, to make it good, simple and flexible and my plan was to release it here leading up to New Years. However, I'm not going to make it for New Years with this one :(
Fear not, its not like we will not get a Firing System, I just cannot get it ready for New Years. Work on the system will continue next year, no worries.
For now, all Firing System related is disabled in the game so you won't see any of it, for now.[/p][p][/p]
Rebindable keys
[p]Even though the Firing System have been the main focus, I have also managed to add some other features to the game. Most of them because it made sense to create together with the Firing System, but some were also to just get something to work, instead of keep banging my head against the Firing System wall.So, in this version I bring you the first version of rebindable keys.
[img src="https://clan.akamai.steamstatic.com/images/36145520/d3ce43a694e2d2a2f2d4758aac83c197c6045ea5.png"][/img][/p]
Dynamic Depth of field
[p]An effect I wanted to add for a long time and I think it adds a lot of "feel" and "depth" (pun intended) to the game. If you don't like the effect you can disable it in Settings.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/399e1ddbc993e320a2b4ed7c8876f972e3eabb86.png"][/img][/p]Inventory Search
[p]Its a very requested feature that have been possible via mods so far. Now I have added a first draft of an Inventory Search to make it a bit easier to find things.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/e8c2d7f36eee519e6e6611a0eca966ced09e2c47.png"][/img][/p]Flashlight intensity
[p]In some cases the flashlight can be a bit too bright or too vague. Therefore I have added an setting so you can control the brightness of the flashlight. Its a local setting, so how you set it does not affect how other sees the flashlight in multiplayer.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/d79d55ba964ee4f49138a0934a057955fb626856.png"][/img][/p][p][/p]Start on controller support
[p]I have started a on controller support. As you can see, if you have a controller connected, its not working that well so far. Only a few parts of the UI are navigable with controller, it can loose focus etc. In general early on. Its mainly focused on playing the game once you are in a map. Thats currently where it works best, but still long way to go. However, wanted to include it now, so people who want to try it out can.The tools menu for instance works with a controller as a radial menu.
[img src="https://clan.akamai.steamstatic.com/images/36145520/ea69e23a001772cbff27bd9565d6bf6555adb1a4.png"][/img][/p]
City becoming destructible
[p]Town and Ranch have been destructible have been destructible for some time now. City have not. It has/is mainly due to the way the City is structured and that it have a lot of different kind of buildings. Further more the buildings are here very difference in size too, also making it harder to do as it requires more custom work per building.Anyway, I have restructured all buildings in the map, so it should now be a bit easier.[/p][p]A few of the buildings are now destructible, the once in the block that have the bowling balls on the building. However, they need a bit of explosion force, so you have to be dedicated if you want them to go ground level.[/p][p]I'll add more buildings in the coming days/weeks.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/6be5afd834a220405b38ca11acce20a369cc322b.png"][/img][/p][p][/p]
Change log
[p]### Added[/p][p]- Added new "Depth of Field" effect which works dynamically getting objects to look at into focus and blur the background. Tiny little effect, that adds a lot to the feel of the game. Can be disabled in Settings[/p][p]- Added simple search to Inventory[/p][p]- Added flashlight intensity in Settings[/p][p]- Work in progress on making buildings in City destructible. Only 4-5 of them so far, but I have restructured a lot of the map internally, to be able to make the buildings destructible at all. Hopefully, the whole City will be able to be taken to more or less ground level[/p][p]- Added first draft of controller support. It is still not working very well, so the game does not have controller support yet, however, I am working on it. As you can see/feel its not working super great yet, but its a start[/p][p]- Added rebindable controls in Settings[/p][p][/p][p]### Changed[/p][p]- Upgraded to latest DOTween (should get rid of some of these DOTween warnings we see all the time hopefully)[/p][p]- Renamed "fm-network-debug-ui" to "fm-debug-network-ui" to match the rest of the "fm-debug" commands[/p][p]- Upgraded EnviroSky to 3.2.2[/p][p]- Tweaked snow and rain particle system to be more visible and always render to avoid not always starting[/p][p]- All spawning objects now snap to mortar tops to make it easier to put things into a mortar[/p][p]- General performance improvements[/p][p]- Upgraded to NGO 2.7.0[/p][p]- Upgraded to Unity 6000.2.10[/p][p]- Changed MainMenu background video to a Christmas themed one - so cozy :)[/p][p]
[/p][p]### Fixed[/p][p]- Fixed issue where ignitable objects shot out of an mortar wasn't ignited properly[/p][p]- Fixed a long standing bug where debris where not affected by the explosion force that destroyed the original object. Now things are a bit more violent when things explode[/p][p]- Fixed some oddly aligned tiles in Flat map[/p][p] [/p][p]YouTube Twitter | Discord[/p][p]- Happy testing, enjoy! ????????[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"][/dynamiclink][/p]
