If you've made maps before and plan to make more, or are in the process of making a map, you'll probably want to read the development files update notes, since they may result in changes to the map making process.
Also, keep in mind dev-file updates will encompass any changes to the full game that have been made since the last dev-file release. For example, this time you'll have the new menu inside your unreal project, which is already live in the main game (Actually you previously wouldn't have been able to use any menu in the unreal project, since I had to remove it for legal reasons). For that reason you may want to keep track of updates to the main game, since I won't list all the changes here.
These dev-files patch notes will instead include changes to the use of assets and blueprints that wouldn't otherwise be evident in the main game as well as new map making features. I'll also try to mention anything that may require a change in map-making procedure.
Anyway, there are no fun new map making features this time, I'm afraid. It's just best to stay in sync. Luckily it's much easier for me to release dev-file updates now I've removed the old menu, so I'll try and do so more regularly.
Changes:
- The avatars will now spawn facing the direction of the playerstart, and also vertically oriented with it. Previously I think they would just face positive X or something, which wasn't ideal if there was a wall in that direction. Anyway, you can now decide what direction you want the player to face in when they spawn at each playerstart. It's also probably best to align each playerstart vertically with the vertical direction of the floor it's above, which will prevent the camera having to flip around when the player lands.
- I've made some changes to the roof cover model, since it seemed to have major lighting issues under some conditions. Thanks to mcman0123 for bringing this to my attention. Anyway, it lights pretty well now.
- Changes to sphere model:
- You no longer have to assign a collision component to the magfloor sphere mesh! It now has one by default. I was completely wrong when I said I didn't think it was possible to assign simple sphere collision to a mesh. Probably nothing bad will happen if you've already got magfloor spheres with an extra collision component though. This means my spheres video is now out of date, so I'll have to try and redo it when I get time.
- There was something dodgy about the magfloor sphere's lighting before, when statically lit. It's much better now, so your magfloor spheres will now look fine when statically lit. I previously switched them to dynamic lighting before to get around the problem, but this had a performance cost.