Gameplay:
Fixed ledge snap getting triggered when not needed, which now results in a much more fluid movement feeling during platforming. It should now be triggered when its actually needed to reach a platform / ledge
Fixed wall collider to prevent wall jumps on it that leads to exiting level bounds in flower platform section of the demo
Graphics:
Improved performance by implementing a multi-threaded graphics render commands pipeline that reduces CPU load on the main thread
Implemented ability to change display resolution in addition to upscaling options (DLSS, FSR, and STP)
Added option to set maximum FPS to limit FPS to a custom choice (can be useful to preserve battery life on a notebook)
Improved graphics performance by reducing graphics memory usage of several GB without a loss of visual fidelity
UI:
Added loading spinner for warm up screen to indicate the game is working on compiling the shaders
Audio:
Added UI volume slider to adjust user interface (UI) related audio loudness
Expanded audio volume sliders to go to 150% loudness from previous maximum 100% to allow for more personalized options as well as improving accessibility for users that require it
