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Holodance V0.8.0b7: Mostly Bugfixes

Flying Note pooling, which we introduced as a performance improvement not so much for better framerates but to avoid any hiccups due to so-called "garbage collection", had been delayed for a very long time for good reasons. I knew adding this would eventually have to be done when I did the last major performance polishing round (probably 6 or 9 months ago) but it was really tricky. You'll understand when you see what kinds of bugs are fixed in this release. And those are only the bugs I noticed after the previous release already was ready. What I don't have in that list are all the issues I noticed and fixed immediately before releasing.

But I think this is now stabilizing ... so here goes the list:

  • Fixed issue with orbs (still) changing their scale under certain circumstances after having been returned to the pool. In fact, I fixed this one about three or four times, and each time it got a little better and more rare. If you still get huge or tiny orbs with this release (with any of the themes, also the Max Performance theme), please let me know.
  • Fixed issue with ScoreHUD for Sliders and Spinners not showing when Slider / Spinner was retrieved from pool. At first, I thought this was strangely only happening in the clubbing level, and for any kind of "Flying Note". But now, it happened only for Sliders and Spinners, and only after they had previously been "used" (remember, I'm working on an object pool that keeps objects alive to reuse them). Another thing that's fixed in this release is that orbs sometimes did not show the score they gave. That was another issue.
  • Fixed issue where "normal orbs" could change shape when a special orb (e.g. x2) was not caught. This was another one that I fixed many times, each time a different incarnation of the issue, happening under different circumstances. If you ever see an orb that is not a "special orb" (x2, x3 or x4 combo, long combo, almost full combo, or full combo) - speak up :-)
  • Fixed issue where head orbs would always come with a text "Almost Full Combo!"; super-annoying ... glad I saw this, hopefully before anyone else ;-)
  • Fixed issue with crazy allocations that was due to a coroutine no longer waiting the prescribed time because Unity cannot work with cached WaitForSecondsRealtime instances. Moved to "More Efficient Coroutines" which should also increase performance and reduce allocations.

EDIT: And another one (pushed 2016-04-06, 23:54 CET, no new version number):

  • Fixed issue that caused left/right hand to no longer be properly recognized on one of the controllers.