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A reasonably main 1.0.1 replace has gone reside for Trifox on Change.
The patch contains efficiency enhancements, design and steadiness modifications, and extra. After all, issues wouldn’t be full with normal fixes as effectively.
The complete patch notes for the Trifox model 1.0.1 replace are as follows:
Basic Modifications
- [PERFORMANCE] Improved efficiency stability throughout completely different platforms of the Interactable Objects.
- [PERFORMANCE] Changed virtually all terrains within the recreation to create large enhancements in efficiency in sure areas of the sport.
- Added a pathfinding repair when utilizing AStar.
- Added some extra checks within the QualitySettingsController in order that settings solely are utilized if one thing ends in a change.
- [PERFORMANCE] Added pooling to many of the destructible gibs.
HUD and UI
- Changed the intro pauze display screen picture with the tutorial pauze display screen picture as an alternative of the black sq..
- Eliminated the Splash Display screen Management away from unity in favor of our personal begin timing within the SplashScreen scene.
- Added localisation assist for the extent names.
- Fastened some spacing points with the principle menu button texts ensuing higher readability for all languages.
- Added the Chinese language Simplified Translation.
- Added extra security mechanisms to cope with textual content icon shows staying as they have been when all controllers are disconnected on consoles.
- Adjusted the no glyph discovered dealing with to all the time present the localized motion title to make sure a extra comprehensible fallback for the tip consumer than the inner actionid names, even when showactionnames is just not enabled.
- Fastened subject the place the celebs of the save slot wouldn’t reset after erasing the slot.
Design and Stability Modifications
- Traps
- Turrets
- [PERFORMANCE] Enhance efficiency of the turret lure focusing on detection.
- Talents
- Flame Turrets
- [PERFORMANCE] Disabled the final body passthrough verify.
- [PERFORMANCE] Elevated the body unfold from 2 frames to 4 frames.
- Spikeslam
- [PERFORMANCE] Added pooling to the gibs and FX.
- Earthbender
- [PERFORMANCE] Added pooling to the gibs and FX.
- [PERFORMANCE] Added a gib optimization to the Earthbender gibs.
- Enemies
- Rocketeers
- Adjusted the rocketeer rockets to now additionally hit hostile objects as an alternative of flying by means of them.
- Adjusted the rocketeer rocket to not ignore collision with objects marked with the Friendly_IgnoreLaserBlock tag.
- Adjusted the rocketeer rocket explosions to now additionally harm hostile objects as an alternative of ignoring them.
- Adjusted the rocketeer rocket explosions to not ignore dealing harm to things marked with the Friendly_IgnoreLaserBlock tag.
Artwork Modifications
- [PERFORMANCE] Improved efficiency of the crystal minecart particle system.
Audio Modifications
- Up to date the quantity ranges of a variety of talents.
- Added lacking villain demise sounds.
- Added SFX to the know-how well being switches.
Degree Modifications
- Tutorial
- Gameplay
- Improved collision on the effectively within the beginning space to maintain the participant from getting caught on the roof.
- HubWorld
- Fixes
- Fastened a minor clipping subject within the hub sand patches.
- 1-1 Shore Island
- Gameplay
- Improved among the bounding collision to cut back the opportunity of getting caught.
- Fixes
- Fastened a difficulty the place incorrect music could be performed in Island01 after checkpoint resetting throughout the finish combat or loading the extent to the beginning of the tip combat.
- Fastened a mesh occlusion subject within the pillar puzzle.
- 1-2 In A Pinch
- Fixes
- Fastened a minor subject with one of many cinematics when triggering the correct swap earlier than the left swap within the remaining enviornment.
- Optimizations
- [PERFORMANCE] Unfold out the spawnload of among the crabs to cut back single body spawn body drops.
- 1-3 Ruined Chase
- Gameplay
- [PERFORMANCE] Eliminated the courtyard munchy ambushes on low finish methods.
- Artwork
- Reintroduced a variety of shadowcasters within the courtyard space on low finish units to repair the shortage of visible particulars when close to the middle of the realm.
- Optimizations
- [PERFORMANCE] Changed all terrain collision with mesh collision to enhance efficiency all through the extent.
- [PERFORMANCE] Eliminated some stray piranhas who went for a swim.
- [PERFORMANCE]Added a further occlusion portal within the staircase climb space.
- [PERFORMANCE]Disabled the planks within the staircase climb on low finish platforms.
- Fixes
- Fastened a minor graphical annoyance when checkpoint resetting to the completion of the decrease trial.
- Fastened a nasty terrain seam within the decrease trial.
- Fastened a difficulty the place the sunshine coming by means of the opening at the beginning of the temple wasn’t all the time being proven throughout the cinematics.
- 2-1 Off The Rails
- Gameplay
- Diminished the quantity of tommy gunner enemies that come by means of the laser gate as soon as the powercell has been grabbed from 2 to 1.
- Diminished the quantity of simultaneous ninjas that assault the participant as soon as the powercell has been grabbed from 3 to 2.
- Diminished the quantity of simultaneous tommy gunners enemies that interact with the participant as soon as the powercell has been grabbed from 3 to 2.
- Added no friction supplies on some geometry on which an enemy might get caught whereas falling.
- Artwork
- Changed the enemy turret cart gibs. The outdated model was utilizing gibs from a distinct minecart. The turret cart now has its personal right set of gibs.
- Up to date the enemy turret cart to not use the bottom turret bases.
- Fixes
- Fastened a light-weight probe subject within the Turret Minecart.
- Adjusted the occlusion set off place within the minecart beginning space to do away with the very apparent pop-in.
- 2-2 Steamy Affairs
- Gameplay
- Added a bunch of additional security RTLSP setups for keys just like the gasoline cells or rock plugs. If a key manages to be dropped exterior an space it isn’t speculated to be in it’ll now despawn and respawn at a logical location.
- Enemies from the thumper at the moment are cleaned up accurately after checkpoint resetting.
- Audio
- Added lacking audio to the crane sequence and glued the positionality of the present audio.
- Added lacking audio to the crane laser fence.
- Added lacking audio to the elevator flaps.
- Optimizations
- [PERFORMANCE] Added curvy spline optimisations the place potential.
- Fixes
- Fastened a difficulty the place the beginning space steam jets would visually reactivate after checkpoint reset within the mom thumper space.
- Fastened a difficulty the place the Steampuzzle enviornment steam jets would reactivate after preliminary load from save.
- Fastened a difficulty the place a part of the world was prematurely culled when standing on the outer fringe of the steam elevator platform.
- Fastened a difficulty the place enemies weren’t being cleaned up accurately after checkpoint resetting after the steam puzzle fight enviornment.
- Fastened a difficulty the place objects have been being prematurely culled when shifting in & out of the facet branches of the mom thumper space.
- Fastened a difficulty the place the opened door within the transitional part between the steam enviornment & mom thumper was blocking the participant view. It ought to now dissolve based mostly on opened or closed state.
- Fastened Crane base not blocking/colliding with deployables.
- Fastened RTLSP setups not spawning the participant in an acceptable place within the mom thumper space.
- 2-3 The Manufacturing unit
- Gameplay
- Added ramp flaps on extending bridges + added ramp flaps on elevator to resolve enemies leaping off platforms.
- Tweaked remaining combat by splitting the encounter in waves + added gradual spawn setup.
- Eliminated the loot chests on the boss flooring and allow them to spawn in when the combat is accomplished.
- Added further digital camera zone & bounding collision in trash compactor higher space + loot chests.
- Adjusted among the digital camera angles at the beginning of the extent 01 facet part to enhance participant consolation throughout fight. (Primarily to keep away from fight being hindered by a very upwards angled digital camera and to keep away from having angle transitions which can be too large). This additionally fixes a niche between the primary space and the second that will trigger bizarre digital camera conduct when shifting by means of the door because the digital camera would all the time transition again to the default digital camera earlier than mixing once more to the brand new digital camera zone.
- Added digital camera mix transition setups to elements of the extent 01 facet monitor beginning space.
- Adjusted among the digital camera angles at the beginning of the extent 02 facet part to enhance participant consolation throughout fight.
- Added cleaner mix setups to the extent 02 facet part beginning space to do away with all of the sudden and jarring digital camera stops/very apparent mix factors. The digital camera will now really feel as one steady easy digital camera all through your entire space and throughout the gameplay.
This additionally fixes a niche between the primary space and the second that will trigger bizarre digital camera conduct when shifting by means of the door because the digital camera would all the time transition again to the default digital camera earlier than mixing once more to the brand new digital camera zone.- Added extra return to final identified secure positions within the shredder tunnel.
- Improved digital camera setup within the steam tunnel.
- Improved the RTLSP within the level02 beginning space.
- Changed the explosive barrel with the flowery smoke plume explosive barrels.
- Improved the RTLSP zone setups within the steam space so you possibly can’t fail ahead as straightforward.
- Added extra bounding collision when the elevators transition to a brand new flooring.
- Artwork
- Tweaked lowest flooring dressing, added 2 platforms from which extra waves can spawn & drop.
- Added some further particle & publish course of dressing on the boss flooring.
- Reactor cutscenes have been swapped so as + fade instances corrected.
- Added some further metallic panel element, lighting & particles to the steam reactor entrance.
- Added some a lot wanted polish to the reactor meltdown sequence with some publish processing, Lighting & FX.
- Improved the readability of the spotlights within the degree 1 facet monitor (eliminated the sunshine cookie that was inflicting loads of visible noise).
- Improved the extent intro cinematic .
- Barely tweaked the elevator shaft entry DOF settings so you possibly can truly see the place you’re going.
- Improved the digital camera transition when coming into the elevator shaft for the primary time.
- Fastened the elevator shaft fog transition.
- Disabled mipmaps and dynamic scaling on the elevator supplies for higher visible outcomes on the displays.
- Audio
- Added lacking ambient SFX to the extent begin.
- Added lacking SFX to the cranes on the prime of the elevator.
- Added lacking SFX to the magnetic platforms.
- Added lacking sfx within the steam tunnel .
- Added lacking sfx on level01 shaft.
- Added sfx to the bridge and elevator flaps.
- Added lacking SFX to the time door bridges.
- Added extra SFX to the entry animation.
- Optimizations
- [PERFORMANCE] Diminished audio emitters & Particles on sawblade pit within the shredder tunnel to enhance efficiency on low finish platforms.
- [PERFORMANCE] Optimized particles to pause when potential.
- [PERFORMANCE] Optimized all curvy splines.
- [PERFORMANCE] Disabled Mild Probe Proxy Volumes on Low finish Platforms.
- [PERFORMANCE] Added an allow/disable zone to the shredder sawblades to cut back the efficiency overhead after they aren’t wanted.
- [PERFORMANCE] Added TransformAdjuster EnableDisable zones all through the extent.
- [PERFORMANCE] Added allow disable setups to the magnetic platforms.
- [PERFORMANCE] Added allow disable setups to the cranes and lava vats at the beginning of the elevator.
- [PERFORMANCE] Added allow disable setups to the large cogwheels.
- [PERFORMANCE] Added allow disable setups within the steam tunnel.
- [PERFORMANCE] Adjusted the occlusion settings to enhance efficiency.
- [PERFORMANCE] Added low system LightProbeVolume disables to enhance efficiency.
- [PERFORMANCE] Disabled realtime shadows on a variety of mild sources.
- [PERFORMANCE] Added cleanup to the beginning sawblades.
- [PERFORMANCE] Disabled a variety of animation meshes on the prime of the elevator as a efficiency optimization.
- [PERFORMANCE] Added render optimizations to the elevator prime.
- [PERFORMANCE] Diminished the decision of the Wastelands Boss taunt movies.
- Fixes
- Fastened display screen animations triggering once more when reaching the ultimate flooring.
- Fastened enemies getting caught on corners of shows / railing corners on the central elevator.
- Fastened Probuilder mesh gap on this planet within the platform elevator room earlier than the gearworks reactor.
- Fastened occlusion subject with the smelting cauldron rails within the steamworks entrance.
- Fastened the inexperienced mild popping on/off within the steamworks entrance.
- Fastened collision edge case points with the elevator ramp flaps.
- Fastened world element not rendering when the elevator reactivates within the cutscene.
- Fastened some lacking & incorrectly hooked publish processing + fog.
- Fastened some FX sparks being energetic on the reactor earlier than meltdown.
- Disabled Macroculling setup because it doesn’t enhance efficiency. This fixes a single body degree load subject the place you possibly can see the silhouette of the extent briefly.
- Fastened incorrect optimization setup of the shredder tunnel cogwheels.
- Fastened reset not engaged on one of many shredder tunnel switches.
- Fastened a variety of reset points with the allow disable zones.
- Fastened a variety of occlusion points.
- Fastened a small collision subject within the gearworks tunnel to enhance traversal smoothness.
- Fastened digital camera setups within the gear and steam generator rooms to make sure the participant can’t lose sight of themselves.
- Fastened a difficulty the place collision meshes would turn out to be seen after checkpoint resetting.
- Fastened a difficulty the place the sawblade hintbot audio would stay energetic after dying.
- Fastened a difficulty the place the trash compactor crusher pistons wouldn’t correctly reset, inflicting a harm zone to be energetic.
- Fastened a difficulty the place the trash compactor crusher pistons would play extending sounds for 7 seconds when checkpoint resetting within the shredder tunnel.
- Fastened a difficulty the place you would see enemies pop in within the begin sections of the extent 1 and degree 2 facet tracks.
- Fastened a difficulty the place you would see by means of the underside of the wall within the begin of the extent 2 facet monitor space.
- Fastened a difficulty the place you’d have a full display screen occlusion impact when leaping from the hidden platform within the degree 02 facet monitor begin space.
- Fastened digital camera subject within the large cogwheel space.
- Fastened a difficulty the place the complete display screen would occlude attributable to an engine bug.
- Different
- Up to date occlusion information, pickup & destructible GUIDs.
- 3-1 A Minor Deviation
- Gameplay
- Adjusted the spawn settings of the enemies at the beginning of the CraneArea to make sure that that enemies attain the right facet of the gate in time earlier than the gate closes.
- Improved digital camera conduct within the cave.
- Optimizations
- [PERFORMANCE] Added the remaining shadowcaster optimizations.
- Fixes
- Fastened some lightbake points.
- Fastened a minor Z-fighting error within the crane enviornment.
- 3-3 Summit Trials
- Gameplay
- Added floaty stairs to the orange dungeon that activate upon opening the cage. This gives a simple manner again if the participant didn’t destroy the crystal and hasn’t obtained any appropriate motion talents outfitted.
- Picket platform attachments have been added for the stone columns within the orange platform trial 1st junction so {that a} platforming route is out there to the participant when leaping off of the platform.
- Munchy encounters within the inexperienced higher space now have wider occupancy checks + timespread & tweaked spawns. It will enhance efficiency, unfold the problem out & cover the spawning of some enemies close to the sting of the display screen.
- Restored collision on ice blocks within the drill wall cutscenes, fixing enemies strolling by means of stable ice. Tweaked the Ice chunk touchdown spots a bit so the collision received’t intrude with the gameplay of the world.
- Digicam shake is now additionally utilized visually when the 2nd crystal is destroyed.
- Adjusted timing of the map marker so it lights up throughout the cutscene.
- Diminished delay on cinematic chain from 2.0 to 0.5 seconds.
- Added checkpoint listener setup to the logic used for chaining cinematics.
- Enlarged the scale of the set off zone controlling platform motion within the mountain ascend part.
- Up to date return stairs for the orange dungeon with further collision & grid interactors so enemies received’t cover beneath them and can transfer round them.
- Adjusted 2nd shifting platforming section to all the time proceed ahead and by no means cease & reverse. Added a second stress plate to respawn the platform on the peak + added accompanying digital camera zone.
- Tweaked & smoothed central room exploration digital camera for the exit tunnel + caged golem focus digital camera.
- Added a verify that can set the inexperienced puzzle room in blue activated / retracted platform state if the participant checkpoint resets / masses on the left prime most place.
- Artwork
- Cleaned up fog transitions in all drop tunnels.
- Improved among the fog and postprocessing setups.
- Hooked & tweaked a bunch of fog transitions / publish processing setups.
- Up to date funky trying terrain mesh in inexperienced higher part.
- Tweaked the central room and beginning space fog noise scale.
- Audio
- Added audio to dissolving seals.
- Added listeners to caged golem cutscenes so the caged golem is audible throughout the cutscenes.
- Optimizations
- [PERFORMANCE] Added Pooling for ice rocks in golem lake combat.
- [PERFORMANCE] Unfold out spawns within the central room to resolve hitches / body hangs on decrease finish platforms + added spawn fx poofs.
- Fixes
- The platform locking logic is now hooked into the movetrack occasions relatively than being managed by set off zones. This resolves the platform not locking as a result of the participant hasn’t entered the set off zone, which prompted the gentle lock.
- Added further safeties for disabling the cinematic chain wrapper, so the participant is all the time assured to have the ability to exit the extent.
- Disabled macro culling setup because it has no actual efficiency profit & introduces a one body bug that’s seen on scene load.
- Fastened a visible subject with pretend mild volumetrics not lining up correctly in the correct prime dungeon drop tunnel.
- Fastened a difficulty the place probuilder impact zones weren’t correctly visually hidden on scene reload attributable to them being nested beneath object allow/disable triggers.
- Fastened a visible subject the place the purple air vortex tunnel had daylight contained in the tunnel the place there shouldn’t be.
- Resolved an occlusion subject in the correct purple cage when leaping within the cage entrance + up to date culling information.
- Resolved a difficulty the place a digital camera zone associated to fight was energetic within the central map room tunnel when it shouldn’t be.
- Resolved cinematic chaining subject the place the black bars wouldn’t fade away after destroying crystals in numerous specific methods.
- Fastened first platform gentle locking as a result of the participant tried to unlock the platform earlier than it was locked. The lock is now engaged on the very begin (1% monitor section) as an alternative of simply earlier than the verify occurs on the nook.
- Resolved fog transitions lingering in cutscenes.
- Fastened single body visible stutter on cutscene chaining.
- Fastened purple higher space cutscenes not utilizing the right fog definition.
- Fastened digital camera shake taking place on respawn/checkpoint reset.
- Fastened drop tunnel misconfiguration which prompted the drop/affect audio to not be audible.
- Fastened shader rendering subject within the pulse materials.
- Fastened subject the place the digital camera would all the time shake when loading from a save slot.
- 4-1 Showdown
- Gameplay
- Improved stability of the barrel drops in order that they’re. much less prone to be pressured by means of the ground.
- Optimizations
- [PERFORMANCE] Improved efficiency of all encounter spawn logic.
- [PERFORMANCE] Changed the arm harm zones with cheaper variants to enhance efficiency.
- [PERFORMANCE] Diminished the lifetime of the missile salvo particle methods.
- [PERFORMANCE] Elevated the Begin Velocity of the missile salvo particles.
- [PERFORMANCE] Disabled elements of the missile salvo particle results on low finish platforms.
- [PERFORMANCE] Modified the boss flamethrower projectile potential to a daily base potential to keep away from warning spam.
- [PERFORMANCE] Disabled the LastFramePassthrough collision verify in each the Boss minigun projectile and flamethrower at backside projectile.
- [PERFORMANCE] Adjusted flamethrower potential within the second section to enhance efficiency.
- Fixes
- Fastened incorrect return set off setup when making the large leap.
- Added right checkpoint cleanup to make sure all turrets are disabled within the first tunnel part.
- Fastened incorrect checkpoint setup of the destructibles.
- Fastened incorrect cleanup of a variety of enemy encounters that would trigger efficiency points with efficiency if the participant by no means died.
- Fastened a shader subject with the platform hover particle results.
- Fastened pickup monitoring guids for your entire degree.
- Closed a gap within the partitions of the treasure sections.
- Fastened a difficulty the place the tunnel was not there behind the participant.
All gamers on Change can obtain the brand new model 1.0.1 replace for Trifox now.
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