

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.
#FRAYMAKERS KICKSTARTER PATCH#
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. Inputs that are pressed during lag freeze-ups during online matches are now buffered into the next playable frame.This prevents lost inputs during quick button taps. Inputs that are pressed and released within the same frame are now properly registered by the game loop.New Shader class fields: shared, priority.Removed unused DisplayObject field: mask (use MaskFilter instead).Removed unused ProjectileStats field: inheritPalette (can still apply palette shaders through code).

New GameObject methods: attemptHit(), getCostumeShader().New PlaySoundArgs: autoPrefixByResource, autoPrefixResource.Fixed bug where matching music content ids from different namespaces could result in the incorrect track being loaded on a stage.Character content ids and sprite entity ids no longer need to match in order to render damage counters correctly (previously the icon and name would not render).Hurtboxes tightened on up strong, down strong, crash attack, assist call, assist call air and portions of up special.

No longer removed by non-flinching attacks (e.g.
#FRAYMAKERS KICKSTARTER FULL#
Now we bundle enough historical input data in each packet to allow up to the full rollback window range, which gives the maximum amount of time possible to backfill any missing data. This was not as much of an issue for players with extremely stable connections, but for players that may drop up to two or more packets in a row at times, a freeze could occur frequently. Previously, a major cause of freezes online was one of the game clients not having enough input data from other peers to progress the gameplay.
