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Update 11736

- the Lighthouse final spotlight bug has been fixed (you should now be able to target the stage in all >>
instances)
- the random Japanese in the pause menu has been removed

Update 11534

- added Russian localization (subtitles/UI)

Update 11221

- Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big >>
change to prevent getting stuck inside objects.)
- Fixed dashing from wedging you into geometry at low framerates.
- Fixed getting stuck in the ground or objects while shifting out. This should fix:
- Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the >>
place.)
- Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right >>
now.)
- Fixes lantern issues. (When lighting changes shift you out of shadows.)
- Fixes issues with getting stuck on dynamic actors. (Eg boxes.)
- Game now displays the walking animation when stuck in a stable configuration while falling. (No more >>
t-pose, unless you're still falling.)
- Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of >>
most spots in the world. Together, this plus the previous change mean you can jump out of areas that >>
you would have been stuck in previously.)
- Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI >>
though.)
- Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay >>
change - you no longer go into shadows automatically at the end of a dash. You can still manually shift >>
once you've finished your dash.)
- Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's >>
head, but you'll be able to just walk away and the box will fall.)
- Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the >>
Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.)
- Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps >>
low framerate shadow collision detection.)
- Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you >>
persistently crashed at the end of Act 1 before, you now won't.)
- Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. >>
Seriously, I don't understand this one at all.)
- Fix rare multi-thread crash on map change.
- Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting >>
on a number of select machines).

Update 11173

- Autosettings improvement
- V-Sync enabled by default


This NFO File was rendered by NFOmation.net

Update 11736

- the Lighthouse final spotlight bug has been fixed (you should now be able to target the stage in all >>
instances)
- the random Japanese in the pause menu has been removed

Update 11534

- added Russian localization (subtitles/UI)

Update 11221

- Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big >>
change to prevent getting stuck inside objects.)
- Fixed dashing from wedging you into geometry at low framerates.
- Fixed getting stuck in the ground or objects while shifting out. This should fix:
- Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the >>
place.)
- Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right >>
now.)
- Fixes lantern issues. (When lighting changes shift you out of shadows.)
- Fixes issues with getting stuck on dynamic actors. (Eg boxes.)
- Game now displays the walking animation when stuck in a stable configuration while falling. (No more >>
t-pose, unless you're still falling.)
- Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of >>
most spots in the world. Together, this plus the previous change mean you can jump out of areas that >>
you would have been stuck in previously.)
- Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI >>
though.)
- Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay >>
change - you no longer go into shadows automatically at the end of a dash. You can still manually shift >>
once you've finished your dash.)
- Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's >>
head, but you'll be able to just walk away and the box will fall.)
- Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the >>
Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.)
- Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps >>
low framerate shadow collision detection.)
- Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you >>
persistently crashed at the end of Act 1 before, you now won't.)
- Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. >>
Seriously, I don't understand this one at all.)
- Fix rare multi-thread crash on map change.
- Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting >>
on a number of select machines).

Update 11173

- Autosettings improvement
- V-Sync enabled by default


This NFO File was rendered by NFOmation.net


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