![]() ![]() We’ve implemented makeshift screen-space reflections for now, though you may notice missing data in areas that should be reflected as black. Additional Notesĭue to some issues we’ve disabled planar reflections until we can get them ready for general use. To report more issues or UX suggestions, please visit here. Paths can experience lots of visual artifacts, especially on slopes. Saving is still somewhat experimental! Please make multiple saves to ensure you do not lose progress.Ĭancelling actions can cause painted trees to disappear for a single frame. For more specific details, please refer to the GitHub. ![]() This is purely visual and does not alter the building mechanics.ĭue to its massive size, there can be unintended edge cases with the modular system. Modular grid visualization can become offset. Some terrain tools can be a little too quick at max intensity (raise, roughen).įorests can become overly dense at max brush intensity very quickly. Hard slope limits haven’t been introduced for terrain tools like raising and roughen, resulting in unnaturally sharp pillars or “spikes” if used excessively. This can be fixed by smoothing the slope. Painting water at different heights can cause slight water plane “bleeding” on large slopes when placed directly next to each other. ![]() IK issues can cause creatures to jitter or render their animations at a lower frame rate. Picking up and replacing the animal should fix them. Returning to a quadruped from a distance may cause its body IKs to briefly freak out.Ĭreatures may get stuck or stop moving. Though we are already aware of various issues in the build, we felt that these were the most pressing to notify alpha players about to prevent duplicate reports.Ĭertain slopes may cause quadrupeds to be angled weirdly. ![]()
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