fixed wrong sitting pose on Log Flume cars fixed Double Ferris Wheel not working anymore after loading savegame performance: loading blueprint lists is pretty much instant now allowed placing new initial station platform after removing all segments of a ride from within the track builder improved underground view on/off toggling made snapping to paths work while in underground view (improves building underground paths, shops, benches etc.) updated path builder (improved build previews, raising/lowering paths) added transparent tunnels while in underground view Gordon created a new spooky ambient song :) (We also fixed that annoying bug where objects placed in front of water would have lots of white pixels around them) Garret created this fantastic Haunted House during this weeks art stream, and some fitting terrain textures and fences: The “active” window is slightly highlighted now and can be closed using Escape. You can simply hold shift now to build a tunnel instead: The default behaviour when dragging paths above ground is to build stairs across hills. This also means that mods will work on Mac (and Linux, once available)! I’ve also worked some more with Tim and Luuk of ParkitectNexus, and as a result the game will be able to run mods without requiring the ParkitectNexus Client (although that’s still an excellent tool for easily installing mods and keeping them up to date). And I’ve also done some optimizations on our side of course. It turned out to be a bug in Unity 5.2 that we didn’t notice before release, so I’ve spent some extra time this week on creating and reporting reproduction cases of performance issues and bugs in all of our third party tools. If you tried Pre-Alpha 4 already you probably noticed some lag spikes whenever guests come on screen.
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