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Early Access Update 2

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@jukibom jukibom released this 06 Mar 13:39
· 66 commits to main since this release

Note! This is the non-steam build without leaderboards etc, it is also available free here
https://store.steampowered.com/app/1781750/Fly_Dangerous/

0.6.0
New:

    * Fully rebuilt biome terrain world graph with new biomes:
        * Desert (red, dunes)
        * Tropical
        * Coastline
        * Arctic Tundra / Ice
        * Rebuilt rocky biome
        * Reworked mountain biome from GPU test
        * Ocean / Rivers (with submersible mechanics)
    * Added new boost pad modifiers to level format
    * Added decorative billboards to level format
    * Added two new game modes - laps and puzzle
    * Added 18 new time trial sprint maps and deprecated the old ones (still playable, see collisions feature below!)
    * Added 5 new time trial circuit / laps maps
    * Added 3 new puzzle maps
    * Ship Collisions (Change in collision gameplay means maps reliant on checkpoint rebounds at high end are deprecated)
        * Added visual shield effect for collisions (#183)
        * Added engine capacity penalty on collision proportional to impact (#183)
        * Added boost cancel on collision (#197)
        * Added collision, shield activate and boost cancel sfx (#197)
   * Added bHaptics support for Vest, Arms and Head (#194)
   * Added support for OpenTrack head tracking (#65)
   * Added support for TrackIR head tracking (#65)
   * Added UDP telemetry support for generic motion simulators etc (#65)
   * Added "Drift Cam" option which attempts to look in the direction of travel (within a sensible arc)
       * Added associated options for head snap, smoothing and max rotational extents
    * Added a bit of spit and polish to the title screen
        * Player profile ship is now shown on title screen
    * Added lens flare shaders to ship rear exhausts
        * Note this is disabled in VR (#200) and with MSAA (#199) active.
    * Added support for ultra-wide displays by constraining the UI to a max width (#184)
    * Added Ability to disable VSync (#185 )
    * Device hot-plugging now supported (#153)
    * Added hold binding for alternate flight controls (#177)
    * Added Ultra reflection quality for refresh rate locked to frame rate (use at your own risk :P)
    * Added descriptions to locations in Free Roam menu
    * Added ability to set music volume on main menu independently (as a percentage of music volume)
    * Added wait to beginning of time trials prompting users to hold boost (teach that boost can be early!)
    * Added pride flags and changed "Country" label to "Flag" for profile dropdown  (#203 partial)
    * Added ability set music track in Free Roam mode
    * Added six new music tracks
    * Added map and music track name to first level start
    * Added ability to preview environment and music in Free Roam menu
    * Added track name, author and music track / artist on level load
    * Added bonus surprise terrain
    * Added 3d indicators to ghosts and other players in multiplayer
        * There is no manual targetting system as of yet, you must look directly at a target to initiate the 3d indicator
    * Added new indicators to Calidris cockpit (and only that ship + view, for now) to show proximity alert and overcharge from boost singularities

Changed:

    * Ship lights now operate as night vision
    * Flight assist rotation correction strength buffed slightly 
    * Interior Calidris cockpit glass reflectivity not quite so glaring anymore 
    * Advanced input mode renamed "Custom" because some people assumed there was no way to rebind controls
    * Increased and standardised primary collider size across ships (shield)
    * Update target overlay font and graphic
    * Level panels load data in once per frame (Level UI element, ghosts, leaderboard entries) to eliminate stutter during menu transitions
    * Moved testing objects scene to new location ("Proving Grounds"), Space scene is now actually empty for map creation
    * Minor rework for leaderboards / ghosts panels, added loading state UI and auto-select players' PB (vs top ghost)
    * Renamed `Throttle Increase / Decrease` to `Throttle Cruise Control Increase / Decrease` for clarity
    * Added right stick click as a default VR calibration input (you're welcome, oddly angry self-important person)
    * Removed GPU test terrain (thank you for feedback! will circle back to this)
    * Better handled fog near distance - should have more terrain visible now
    * Added the ability to push out to 4 max terrain tiles - recommended ONLY with new terrains, legacy terrain will take an eon to load!
    * Finally added loading text to the VR view, it only took a YEAR...
    * Updated to Unity 2022.1.20f1

Fixes:

    * Possible fix for VKBs always reporting "Hat Up" on rebind (thanks to the painful manual debugging efforts of Giskard for this fix!)
    * Was previously possible to unset protected bindings (which cannot then be rebound!)
    * Fixed (hopefully!) occasional rare crash on terrain load (#190)
    * Collision detection should be more accurate at high speeds (speculative detection mode increased collision size with velocity!)
    * Incorrect dimensions on some flags in dropdown (#196)
    * Fixed toggling alternate flight controls resetting axes (#178)
    * No longer possible to ever be underneath the terrain (e.g. through a crack in the tile margins), ship is always pushed up to compensate
    * Bug causing camera damping to be forgotten on restart when using Arcade control scheme
    * Fixed ship params not sticking between levels
    * Fixed relative mouse mode applying return rate before sending input (leading to effectively no input at high return rates) 
    * Culled UI elements from real time reflection probe (whoops!) 
    * Fixed geometry reflecting from the ship perspective when realtime reflections are enabled (just don't ask how, I beg you)
    * Fixed pause menu failing to open first time after restarting after showing results screen
    * Hopefully fixed another enormous pile of input binding bugs + updated to latest input system
    * Sliders now work better with controller / keyboard input with pre-defined increments and horizontal nav locks (UI is paaaaaain)
    * Honestly so many more little fixes that I just didn't bother to detail, this list is already too long