Performance Improvement, Campaign Bugfixes and Forest Burning
Thanks to everyone who's bought and played OVRLRD in the last few days! And a big thanks to those of you who've been providing feedback and bug reports.
This is a quick patch to address the most urgent issues - to say thanks, it also includes some fun stuff I've been working on to do with trees physicalisation. Full changelog below, but here are the key points:
[h2]Changelog: 15 June 2025[/h2]
ADDITIONS
-You can now burn trees and raze forests with explosive or beam weapons.
-Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.
CHANGES
-Trees and foliage will now warp subtly around the cockpit instead of clipping into it.
-Tree leaves will disintegrate into particles when their tree is knocked over.
-Infantry now gibs instead of disappearing into red mist.
-Trees now obscure NPC vision as well as your own.
-Swapped out BAO-8 reticule for a higher-res one.
-Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating).
-Reduced overheat damage on weapons globally.
-Swapped out beam impact particle effect for a more violent one.
-Slightly improved infantry combat AI.
-Map screen will now correctly show offscreen icons with a pip.
-Grouped weapons will now all aim at the same spot.
-Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal.
-Tweaked effects and physics on knocked-down trees.
FIXES
-Fixed a bad performance regression where all trees and foliage were being rendered twice.
-Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.)
-Fixed campaign missions playing the briefing again after completion, instead of the debriefing.
-Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system.
-If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology!
-Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry.
-Fixed several issues with grouped weapons.
-Fixed trees having an open gap on the base of their mesh.
-Fixed an issue where trees and foliage were not rendered on the TGP feed.
-Fixed some wacky movement on the goyangi leg animation.
-Fixed a bug where infantry animations failed to play.
KNOWN ISSUES (Working on it!)
- The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.
This is a quick patch to address the most urgent issues - to say thanks, it also includes some fun stuff I've been working on to do with trees physicalisation. Full changelog below, but here are the key points:
- Fixed a serious performance problem caused by accidentally rendering all grass and trees twice.
- Fixed an issue where completing a campaign mission would return you to the briefing, not the debriefing.
- Added a temporary button to escape back to the main menu from the campaign debriefing, to avoid softlocks.
- Made it so that trees obscure NPC vision, shatter when knocked, and can be burned to stumps with weapons.
[h2]Changelog: 15 June 2025[/h2]
ADDITIONS
-You can now burn trees and raze forests with explosive or beam weapons.
-Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.
CHANGES
-Trees and foliage will now warp subtly around the cockpit instead of clipping into it.
-Tree leaves will disintegrate into particles when their tree is knocked over.
-Infantry now gibs instead of disappearing into red mist.
-Trees now obscure NPC vision as well as your own.
-Swapped out BAO-8 reticule for a higher-res one.
-Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating).
-Reduced overheat damage on weapons globally.
-Swapped out beam impact particle effect for a more violent one.
-Slightly improved infantry combat AI.
-Map screen will now correctly show offscreen icons with a pip.
-Grouped weapons will now all aim at the same spot.
-Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal.
-Tweaked effects and physics on knocked-down trees.
FIXES
-Fixed a bad performance regression where all trees and foliage were being rendered twice.
-Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.)
-Fixed campaign missions playing the briefing again after completion, instead of the debriefing.
-Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system.
-If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology!
-Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry.
-Fixed several issues with grouped weapons.
-Fixed trees having an open gap on the base of their mesh.
-Fixed an issue where trees and foliage were not rendered on the TGP feed.
-Fixed some wacky movement on the goyangi leg animation.
-Fixed a bug where infantry animations failed to play.
KNOWN ISSUES (Working on it!)
- The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.