Hello everyone!
I'm happy to announce that version 0.14.1 is available now! This update brings a few more quality of life improvements to the game, including a complete overhaul to the central room in the factory levels. Check it out, I'm sure the changes will grab your attention!
In other news, a Beans Plushie campaign from Makeship was launched a few weeks ago! This plushie was designed with input from Beans' creator, Padre Snowmizzle, and looks great. The campaign is currently scheduled to end on March 28, so be sure to check it out here before then if you want one.
Now onto the changelog!
Changelog
Changes
Replaced the conveyor belt room in the factory with a new crane room.
Several cranes randomly move around in this room. Whenever one moves over an entity, it will pick up the entity and then drop it onto one of the available output conveyor belts.
The conveyor belt flaps are now placed at the ends of the output conveyor belt instead of at the entrances of the central room in the factory.
The buttons that toggle conveyor belt directions are now found inside the crane room next to the conveyor belt output entrances instead of at the ends of the output conveyor belts.
The cafeteria now has a raised ceiling.
The lightbulb testing room now has unique on and off light sprites.
Chalkes' transparency is now rendered via dithering instead of the sprite renderer's color alpha.
Updated the Principal of the Thing's character poster to reflect his updated sprite.
Updated a Kickstarter backer's name in the credits.
Technical
Lights can now be assigned separate on and off sprites.
Fixed an oversight with singletons being destroyed. A singleton being destroyed would maintain an instance of the current instance class in memory, even if the game object ceased to exist. Now, if a singleton's game object is destroyed, the singleton instance variable will be set to null.
Windows now have controllable properties for being breakable and for allowing audio to pass through them.
Bug Fixes
Fixed a bug where, if the sticker opening animation was stopped before finishing, it would resume where it left off the next time it played, displaying stickers collected from a previous pack instead of the newly opened pack.
Fixed an issue where conveyor belts didn't mark the floor of the cell they were generated on as covered. This allowed objects such as lockers to generate on top of them.
Corrected an issue with The Test where it would be sent to the EntityBuffer layer when disabled instead of the disabled layer.
Fixed an issue where lights could generate above exit signs.
Known Issues
AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
NPCs occasionally getting stuck against walls
NPCs can collide between solid surfaces.
Key Bindings aren't saved per user
In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
YTP Multiplier sticker can be used on field trips minigames
Sticker tutorial voice lines sound different from the others.
Power lever cables that have defaulted to on do not always buzz.
Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
Whirlpools can teleport entities to the inside of hallway pillars
If a breaker switch exists on the same cell as a normal light, it will not light green during a power outage.
Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
Cloudy Copter's wind can pass through solid objects like lockdown doors
There is no indication for when entities are about to become unsquished
Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
Placing an alarm clock in a doorway prevents the door from being clicked
Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
Mrs. Pomp's map time is oddly placed in odd shaped rooms.
Seeds show in pre-made map elevators.
Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
Maps from saved sessions are bugged when updating from an older version with different level generation.
PotT doesn't open/close doors while fleeing from the tape.
The player camera can rotate while inside the locker
Opening the advanced map while inside the locker causes visual issues.
Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
Multi-poster posters can spawn in places where they are not completed or have gaps.
YTP display snaps when quickly toggling it's raised state by going in and out of Johnny's store.
Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
The locker rule is not listed on the school rules poster.
Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
Pressing opposite directions in advanced map causes slow movement.
Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
On some screen resolutions, the elevator screen has gaps that can be seen through.
Lockdown doors near spawn can be seen snapping to the open position when game starts.
If an entity gets squished while gum is stuck to it, it won't render properly.












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