NOTICE, DOWNLOADS MOVED TO GAME DESCRIPTION
Gamejolt's filesize limit for games is 3gb, and we've gone over that. Given this is animation software that's gonna have an ever growing list of assets, maps, and characters, downloads have to be external now.
Added i6nis and Splinks Foxy with all their original skins, and one of the i6nis model based on the playermodel version (where the Shoulder R movement is now a crowbar swing). These models will be the same group as when I add the real FNaF 1 cast / help wanted skins, so programming these will also work on them in a future update.
Added Freddy Fazbear's Pizza map based off the classic Keithy map, using the same Hammer brushes and placements, but remastered textures and props for fun- alongside not having any Source engine assets in the game. (Still a WIP)
Construction mode now allows lights to be moved around, copied, and deleted.
All animatronics now update their values at a fixed 14fps (by default, the values update instantly whenever a bit changes)- while the animations are projected accordingly. This allows the same amount of resources to be used regardless of you running at 60fps or 240fps.
Fixed many issues with Construction mode, mainly inconsistent wireframe visibility, especially on lights and newly spawned skins. The mode also now doesn't force a skin change when opening the skin menu.
Added new 'play' variant of an animation, where instead of 'loop' where an off signal pauses the movement, 'play' will finish the animation and wait for the next on signal to start again.
Fixed an issue with converting channels to float causing an error (might still happen? I can't remember if I fully fixed it)
sent_signal on animatronics now gets cut off early if its the same as the current value to prevent calling animation updates. Weirdly this is a very common issue so there may be future FPS gain here.












7 comments