
Greetings pilots! This update brings some much-requested fixes and quality-of-life updates to Fly Dangerous - most notable, native libs for both Linux (and therefore Steam Deck) and Apple Silicon which brings these builds in-line with the Windows version in terms of terrain generation and load times.
Additionally, this build contains a feisty new Sprint map (Twists and Turns), a new flight vector indicator (which has been asked for a LOT) and a heap of bug-fixes and other QoL tweaks.
Have a great weekend!
Patch notes
0.6.1
New
- Added support for threaded terrain generation on Linux / Steam Deck (#108)
- Added new sprint map "Twists and Turns"
- Added global texture quality setting to Options panel - use this for low video memory systems to squeeze the most out of them on terrain worlds! Note this does not affect UI textures / sprites - you will need to be in-game to visually identify this change.
- Added flight vector indicators and associated options toggle (#18)
- Added animated loading spinner to level loader canvas
Changed
- Moved level order around a little to compensate for brick-wall difficulty
- Removed fade to black on level restarts in terrain maps with checkpoints (all necessary terrain is always in memory to prevent stutters for time-sensitive game modes so this was never necessary in anything but free roam) (#166)
- Moved some options into new Gameplay options tab
- Updated HUD elements to be white with new font
- Updated Mirror Networking to v78.3.0
- Updated Steamworks SDK to v1.53 via updated Steamworks.NET
- Updated to Unity 2022.2.13f1
Fixed
- Support for Apple Silicon should now actually work... (#108)
- No longer possible to get the leaderboard into a weird state by restarting just before collision with final checkpoint (#166)
- Modifying dev settings and resetting to default no longer permanently invalidates runs (#216)
- Mouse return to center (both input bind and on level restart) now applies to relative mouse mode (#215)
- Quitting to Lobby in Multiplayer now ... uhm, quits to the lobby (#217)
- Target indicators in HUD are no longer fixed to head rotation in VR (fixed to ship rotation instead)
- 3d target indicators no longer jitter with floating origin