[EXPERIMENTAL] v2025.7.1
[p]NOTE: This version is only available on the EXPERIMENTAL betas. You need to manually switch to it in Steam.
Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".[/p][p][/p][p]As mentioned previously, I got a bit sidetracked while working on the upcoming firing system.
So I ended up making some pretty major changes to how the mortar/shell system work.
As a player it will work very much like before, but it should performance better and work more solid now.[/p][p][/p][p]IMPORTANT NOTE: The major performance benefits will not work for mortars coming from mods, until the mod have been updated. I already worked with Amnestey to get all his mortars updated, however, he can not release that version to the workshop until this version is released.
So here on EXPERIMENTAL, Amnesteys and other modders mortars should still work, but perform more or less as they use to.
[/p][p]For the above reason, it will also be a bit hard for you guys to test things are working - I know, sorry.[/p][p]However, I just wanted you guys to have a chance to test the version out, see if things work as they use to, or better, in the cases mentioned in the changelog below. [/p][p]
### Changed[/p][p]- Refactored various scripts and logic in relation to Mortars. In general a big performance boost, but logic around how "other items" is put into a mortar have been changed. Once you loaded in a shell that fits the mortar, so it's loaded properly, you can put more items/objects into the mortar. However, it have to be something you spawn and the size of the object that to roughly fit the size of the mortar. In general it should work pretty much as before, just perform better and mortars being easier to work with in relation to physics. NOTE TO MOD CREATORS THAT HAVE CREATED MORTARS: I will post a video shortly, showing what you need to do to your mortars to optimize them. Your mortars should work fine in this version, but to really get the performance boost, you need to remove some colliders, which I will show in that video. Keep an eye on my YT channel :)[/p][p]- Shells now dynamically follow the mortar during the "load into mortar" animation[/p][p]- Changed the UI text showing info about the object you look at, so the font does not auto size anymore. It looked weird in some cases of mortars and shells as they can have long names. Now it does not jump up and down in font size[/p][p]- Optimized the "PickUp" logic to work more stable[/p][p]- Updated translations from https://crowdin.com/project/fireworks-mania[/p][p][/p][p]### Fixed[/p][p]- Fixed background videos not playing on SteamDeck[/p][p] [/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]
Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".[/p][p][/p][p]As mentioned previously, I got a bit sidetracked while working on the upcoming firing system.
So I ended up making some pretty major changes to how the mortar/shell system work.
As a player it will work very much like before, but it should performance better and work more solid now.[/p][p][/p][p]IMPORTANT NOTE: The major performance benefits will not work for mortars coming from mods, until the mod have been updated. I already worked with Amnestey to get all his mortars updated, however, he can not release that version to the workshop until this version is released.
So here on EXPERIMENTAL, Amnesteys and other modders mortars should still work, but perform more or less as they use to.
[/p][p]For the above reason, it will also be a bit hard for you guys to test things are working - I know, sorry.[/p][p]However, I just wanted you guys to have a chance to test the version out, see if things work as they use to, or better, in the cases mentioned in the changelog below. [/p][p]
### Changed[/p][p]- Refactored various scripts and logic in relation to Mortars. In general a big performance boost, but logic around how "other items" is put into a mortar have been changed. Once you loaded in a shell that fits the mortar, so it's loaded properly, you can put more items/objects into the mortar. However, it have to be something you spawn and the size of the object that to roughly fit the size of the mortar. In general it should work pretty much as before, just perform better and mortars being easier to work with in relation to physics. NOTE TO MOD CREATORS THAT HAVE CREATED MORTARS: I will post a video shortly, showing what you need to do to your mortars to optimize them. Your mortars should work fine in this version, but to really get the performance boost, you need to remove some colliders, which I will show in that video. Keep an eye on my YT channel :)[/p][p]- Shells now dynamically follow the mortar during the "load into mortar" animation[/p][p]- Changed the UI text showing info about the object you look at, so the font does not auto size anymore. It looked weird in some cases of mortars and shells as they can have long names. Now it does not jump up and down in font size[/p][p]- Optimized the "PickUp" logic to work more stable[/p][p]- Updated translations from https://crowdin.com/project/fireworks-mania[/p][p][/p][p]### Fixed[/p][p]- Fixed background videos not playing on SteamDeck[/p][p] [/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]