December 2025 Update.
[p]Hello, and welcome to our new monthly updates on what's happening with GameGuru MAX. This month, we've been focusing on a number of issues with the Save Standalone functionality reported by our community, We've fixed several Standalone bugs and quirks, improved stability, and added support for wide screen monitors for compatibility with more systems. [/p][p]In addition, you will find more improvements to AI, several behaviour updates, a number of visual improvements for both the engine, and the editor, and of course, more bug fixes.[/p][p][/p][p]All of these updates are currently live in the Devtest Build, and you can test them out right now before they are released in the official build.[/p][p][/p][p]Here's a full list of what's new:[/p][p][/p][h3]1. Core Engine Clean‑up[/h3][p]All legacy #ifdef blocks and dead code removed – the engine is slimmer and easier to maintain.[/p][p]Common.h tidied up and empty functions stripped out.[/p][p]Import tools improved: custom scales now work in batch imports and TSV files can include extra columns.[/p][h3]2. Smarter NPCs & Behaviours[/h3][p]New sense modes and external death triggers give AI richer perception.[/p][p]Critical fixes for detection, threat handling, and stationary characters.[/p][p]Fresh behaviours added:[/p][p]Mesh Sensor – detects object meshes (new icon).[/p][p]Updated scripts (npc_incover, npc_flashlight, helmet, atlas_cycler, resource_node, imageinzone, patrol) with bug fixes and new options (e.g., one‑time displays, sound‑activated patrols).[/p][h3]3. Performance Editor (PE) Boosts[/h3][p]Emulate Resolution – preview scenes in any aspect ratio (ultra‑wide, etc.).[/p][p]Resolution Scaling – lock visuals to a 1:1 pixel ratio regardless of screen size.[/p][p]Loop‑music support for storyboards, DPI scaling for 2D‑to‑3D commands, and “bullets pass through no‑collision objects” option.[/p][p]New Blood Damage shader (now envMap‑aware) and much faster win/loss screen loading.[/p][p]Numerous bug fixes (video playback, npc_flashlight load‑game errors, assorted PE quirks).[/p][h3]4. Visual & Gameplay Polish[/h3][p]Storyboard tools and shader pipelines refined.[/p][p]Minor internal tweaks across many behaviours and gameplay loops.[/p][p]What this means for you:[/p][p]A leaner codebase makes future updates smoother.[/p][p]NPCs behave more intelligently and reliably, opening up deeper gameplay possibilities.[/p][p]The Performance Editor now gives you precise control over how your game looks on any device.[/p]