![]() ![]() Paint now properly appears under the character's feet.Incomplete sprite added and sketch adjusted. Grounded version updated with completed pixel art (aerial version reuses grounded animation for now). Frame timing slightly adjusted (doesn’t affect frame data). Corrected alignment (doesn’t affect attackboxes). Size of character graphic adjusted (doesn’t affect attackboxes). Hurtboxes tightened on forward strong and the startup of up strong. Thank you to all of the creators so far for pointing out bugs! ![]() We’ll continue to improve custom content support over time. These behind-the-scenes changes are a prerequisite to upcoming loading improvements and surfacing content loading errors. ContentId’s need to be unique per resourceId. This does not apply to workshop downloaded items, as they all will have unique namespaces. ResourceId’s are only required to be unique in your local custom folders, as they all share the same namespace. Fixed bug that unintentionally required resourceId’s and contentId’s to match in characters and assists.We plan to fully address the upfront loading time required when you are subscribed to a lot of custom content in a future update. Custom content load time on the start screen has been reduced slightly.If your custom content audio stops working, follow these guidelines:Īay(self.getResource().getContent("Custom_sfx_sound")) ay() calls that reference GlobalSfx do not need to be updated.This fixes the bug that allowed custom content to overwrite other custom content’s sounds and music IDs (See previous patch notes). Custom content that follows the most recent documentation and template examples from Feb. As warned in previous patches, namespaced lookups are now required on all assets.Loading custom content has been partially reworked. Ping display is now rendered behind the console UI.As of this update, Orcane no longer has any sketched animations in-game!.Please let us know if you run into any issues or regressions! The above changes have some engine-side differences between how they’re implemented on keyboard and gamepad. This helps prevent dropped inputs when there are hitches online.
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