英文原文:
Hello Everyone!
Today we’ve got another update for you as well as a sneak peak at what we’re working on for the next one!
Today’s update primarily consists of bug fixes for the Multiverse, but also a couple of new primitive objects for use in the level editor! For a full list of changes/fixes see the changelog at the bottom of this post.
Please note that a change has been made to variables which may break some logic setups. Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur.
We also wanted to take this opportunity to talk about the next update that we’re working on, which is currently available on the experimental steam branch. The next update will contain a set of advanced building tools, another heavily requested feature by the community!
This addition will bring several features allowing greater customization in the construction of your war machines and hopefully making the whole process quicker and easier. Including but not limited to; multiple block selection, block duplication, custom block rotation and much more!
Please note that the new construction features will not include the ability to scale blocks or machines, you will have to do this with a mod or manually within the machine’s .bsg file.
The advanced building tools are also disabled by default to avoid confusing newer players and can be turned on in the options menu.
We’re working on a few other features at the moment, which aren’t currently in the experimental build and may or may not make it into the next update. We’re not quite ready to talk about them yet so stay tuned for future posts!
That’s all for now folks but we’ll have more for you in the near future!
Cheers,
Von
PS: If you don’t know how to access the betas tab you can find out here:
http://steamcommunity.com/games/346010/announcements/detail/1662260472464792763Changelog V0.60.0-6878
ADDITIONAL CONTENT
Added Pyramid primitive object to level editor
Added Pyramid Corner primitive object to level editor
CHANGES
Added ability to toggle off texture of simple primitives
Changed AI behaviour tooltip text to be clearer
Default Scale for Primitives is increased to 4x
Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur. This will break some logic setups that are currently working.
Instant Transform now happens on the same frame as it is called.
Other players building sounds will now be affected by distance.
Fire avoidance option reimplemented for AI
FIXES
- Ipsilon brick can no longer be destroyed by rockets
- No Longer Possible to place blocks on simulation machine 1-N frames after exiting simulation
- Explosive Effects now scale accordingly.
- Fixed issue where scaled AI would not trigger behaviours correctly.
- Fixed issue where values setting position and scale got rounded off incorrectly
- Fixed case where copying a skin from one block type to another reset the block parameters
- Fixed bug where level title shadow would stay visible
- Fixed typo in piston block description
- Fixed problem with detecting whether the player is in menu after disconnecting.
- Fixed issue where uploaded machines did not retain their tags when updating them
- Fixed Inconsistency with copying old logic and new rebuild logic
- Fixed bug where copying a Trigger could cause the texture to mess up
- Fixed problem where Scaling tool's visual could break in some cases
- Fixed inconsistency when transforming deactivated objects
- Fixed case where resetting a BuildingBox's position would cause machines to intersect which would normally not.
- Fixed issue where resetting an objects that starts deactivated would make it active.
- Fixed problem where sometimes Setting a value in a TransformEvent would not display the change.
- Winch can now be burnt
- Changed a bunch of objects to scale uniformly to avoid collider deforming
- OnExit Trigger now correctly detects if a player respawns while inside it.
- Fixed case where blocks would not connect while the player or server experiences lag
- Fixed problem where the Repeat event would continue infinitely if count was set to uneven numbers.
- Fixed issue where transforming Wind would not move the area where the force was applied.
- Fixed thumbnails not showing on Mac
- Fixed bug where Extended Pistons would be folded upon machine load.
- Fixed NRE When AI would die in some situations.
- Fixed issue meaning Host/Client Machine could rotate itself when entering sim
- Fixed typo in Spring block mapper
- Fixed Small propellor not taking damage
- Small Rock object now has a collider
- Fixed bug where TransformEvent's would desync slowly (Faster if the Server had lag spikes)
- Guardian Column now properly scales
- Fixed NRE when stopping sim on machine when machine is destroyed
- Fixed issue where Fireball was not on fire for clients
- Fixed bug where AI arrows did not scale for the client
- Fixed bug where physics enabled objects, when reactivated, was not tracked on the client side.
- Fixed bug where Local transformation on wind did not have the intended effect
- Trigger Enter will no longer be triggered by static objects starting inside of them, Respawning won't cause triggers to run again.
- Fixed issue where Value would show 0.00 but was not actually changed.
- Galaxy texture now follows the player even if timescale is 0
- Fixed case where wind would apply force differently from above or below.