Performance optimisations
Overall, the game should feel a lot more stable and run faster on lower spec hardware.
- Re-exported and optimised all 70~ enemy models reducing draw calls by 10x~, vertexes by 3x~. FPS improvement when the screen is filled with enemies.
- Reworked the soul fragment spawning system to use particles instead of game objects. This should be a lot easier on the hardware, also improving FPS.
- Pre-spawning all enemies before the run instead of as-you-go. This should have noticeable reduction in freezes when a lot of new enemies are being spawned.
- Splatter decals can now be turned off in video settings menu.
Endgame content
- Added Trial 5 (12 new enemies + boss).
- Added 2 new upgrades. Explosive Impact - When bullet hits an enemy +4% chance to spawn a bomb. Ricochet Split - When bullet hits an enemy +10% chance to ricochet, creating another bullet.
- Added 1 new character.
Misc
- Fix bug of power up pick not being picked up when player has immunity to damage on.
- Enemies damage indicator is now showing a flash of white colour. Damaging enemies should feel more impactful. It is optional though and can be turned off in settings.
- 5 new steam achievements
- Pixelation can now be turned off in video settings menu. Bear in mind that pixelation scales down the resolution of the game making it 2x~ faster to run. By turning it on you lose that gain. This is kept as off by default.
- Added OpenGL support for Linux.
