- Changed lots of systems to allow multiple vehicles at once
- Vehicles: Place start points in map editor to allow more than 1 vehicle
- Vehicles: Select from vehicle starts in build mode in top left
- Vehicles: Player 1: Always uses keyboard, uses 1st gamepad by default (unless disabled in options)
- Vehicles: Player 2: Always controlled by gamepad (1st or 2nd used, depending on options)
- Vehicles: NONE: Can be taken over by nearby players by pressing [V] on keyboard or [Y] on gamepad
- Sped up large explosions, collapses, deactivating accumulator, etc
- Created a large number of new more-realistic structures to replace previous ones (more to come soon)
- Improved explosion damage vs. large blocks
- Tweaked some camera controls, particularly when using the gamepad
- Removed XP system
- Removed build mode requirements/goals (they are deleted from a map if they exist)
- Editor: Added some new selection buttons for structures
- Editor: Added new vehicle start entity, which replaced the rock entity
- Changed grass visuals a bit to have better scale
- Fixed most water particles that appeared under the terrain
If you use the Island/Map Editor to place start points, the relevant things to edit are on the right side. By default, vehicle starts are set to "NONE" for the vehicle to spawn. You can set the Showcase vehicle to spawn instead.
When editing multiple vehicles, the various vehicles you've edited/loaded will be saved until you close the game. Restarting the game will load the *last* vehicle you edited, regardless of the starting vehicle slot it was in. The other vehicles are not saved, so make sure to manually save them if necessary.
[b]OTHER STUFF[/b]
Build mode requirements and the XP system are both gone from the game, and neither is coming back. In an upcoming update, the Star system will receive some significant revisions. The destruction system got a significant speed up in certain cases (particularly large-scale destruction), and you should see a lot fewer water effects from impacts beneath the ground. There are some new structures that have a more realistic sense of scale, and I'll be creating a lot more new ones to use in the campaign. They generally use fewer blocks than previous structures, relative to their size.
That's all for now. Definitely let me know if you find any issues with the new build (reminder: Debug branch only for now), and I'll try to fix them ASAP.