Build 110722


  • Getting hit by enemy fire will now result in a temporary stun (resulting in a pretty common restart sequence, as in the meanwhile the enemy wave will de-spawn to get replenished and regrouped for a new attack)
  • Missiles now choose targets based on their velocity vectors, not by their facing direction, resulting in a more likely hit (as chances were high a missile would reach a high speed, flip mid-air and try hard to brake until it's self destruct timer runs out, all while it could easily hit another enemy that would not need that much effort to run into)
  • The collision model is much more tolerant to "scary" meshes (like, having extremely thin triangles etc)
  • The buildings on map 0 now feature stairs and doors
  • The missing "di_config" directory is here, no need to create one manually
  • The config utility now features a post-processing filter resolution adjustment (as running an old 1/4 filter was both wasteful and pointless at 4k)
  • The wrong seeker mine skin replaced by the correct one (no idea how I managed to put it there, guess was some test that went too far - anyway, now the mines are no longer pitch-black again, and if you think about getting hit by a nice pink seeker mine you can if the randomizer gets one there)
  • The bug related to the incorrect transparent objects is fixed. Not like it really mattered back then, yet now it does, and it works.

Files

ProjectConstraint_110722.zip 346 MB
Jul 11, 2022

Get Project "Constraint"

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