Camera 2.0 [Community request]
- New camera logic has been implemented which made us ditch the legacy camera and coyote time. Here is what you need to know about it:
- The camera now has multiple raycasts so it will only move layers when hovering over larger changes in layer height.
- Camera layer movement can be locked with CAPS LOCK (or via the icon in the top left corner).
- When the camera is locked to a layer you can change the layer by holding Shift + mouse wheel or via icons in the camera commands panel in the top left corner.
- The camera now translates slower between layers to be not as jarring.
There are still some minor things we need to implement to fine-tune this version:
- Visual feedback when the camera is locked/unlocked.
- Saving the camera locked state and height (it now reverts to unlocked mode upon loading).
- Some tweaks when the visuals show up and when they don't.
- Beams and fences still count as offsets to the camera target. This is not that noticeable now with the multiple ray cast system but it can create strange situations.
- Additional options for the vertical speed of the camera.
- There are some glitches when locking the camera and jumping with the camera via a warning.
Zitat:
Let us know your experience with the new camera and impressions in the comments or in our Experimental subforum!
Known issues:
- Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don't sleep with owners.
- Some text keys are still not translated.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Foxy Voxel