Hey all,
Solid bridges & tunnels:
Since launch bridges and tunnel walls could be passed through, which was especially inconvenient when it led to falling under the world. This is now fixed and bridge tops and tunnels are now solid objects.
Railway and tunnel tweaks:
There have been some bumpy tracks and tunnels, that have been adjusted. As part of this the infamous Steel Mill grade was somewhat nerfed. We've also further reduced amount of trees and rocks on tracks.
Reverted Oculus supersampling max value:
Ever since build #56 Derail Valley allowed default Oculus adaptive resolution to be set over 1.0. For players running Oculus SDK version, unaware of its original setting, this created an impression that performance of the game dropped, whereas it was in fact doing higher supersampling. The default value is now back to 1, and if you want to force a higher value you can do so using a console command Oculus.RenderScale.
Slight roadmap update:
We've slightly updated our roadmap, and are currently working on savegame, item storage, hazmat jobs and more bug fixes: http://www.derailvalley.com/roadmap/
Full changelog:
World:
- Added bridge and tunnel colliders
- Fixed a faulty tunnel entrance on lake helix causing collision
- Fixed tunnel sticking out of terrain near Forest South, causing collision
- Further removed trees and rocks from track
- Somewhat reduced severity of grade south of Steel Mill
- Fixed lake helix track bumps
- Fixed Iron Ore Mine East track being named L05 instead of L08
Misc:
- Updated nonVR controls booklet page
- Added nonVR controls page to game files
Platform:
- Reverted max Oculus adaptive resolution default value from 2 to 1
\ Was causing performance drop to people unaware of its original setting (as of #56)
\ To force another value use console command Oculus.RenderScale
