- Update v1.1.0:
- It's time to step through the portal and emerge into version 1.1.0 where we've added Teleporters to the Level Editor for use in Workshop levels. With our teleporters we didn't just make them teleport players or enemies, we've allowed them to teleport bullets and weapons as well!
- You can find the teleporter prop in under the "Other" category represented with the following icon:
- Teleporters work much like Primitive props in how they can be scaled and have materials applied, and they can be grouped to a Primitive so they can move on waypoints. They are also logic props and can be enabled or disabled with different buttons or triggers.
- Below are some basic examples of what Teleporters can do and further below are descriptions of the options available.
- Player Teleporting
- Enemy Pathfinding via Teleporters
- Ragdoll Teleporting
- Bullet Teleporting
- Thrown Weapons Teleport
- Moving Teleporters
- A brief explanation of each of the options the Teleporters have in the Level Editor:
- Active: Whether or not the Teleporter starts activated
- Teleports Players: Whether or not it teleports players
- Teleports Enemies: Whether or not it teleports enemies (including ragdolled enemies)
- Teleports Weapons: Whether or not it teleports weapons
- Teleports Bullets: Whether or not it teleports bullets
- Move to Relative Offset: This determines whether a teleported object moves to a position on the destination teleporter that matches where it entered the source teleporter. Otherwise it will appear at the center of the destination teleporter.
- Keep Relative Direction: This determines whether an object will exit the destination teleporter with a rotation that is based on the direction it was when it entered the source teleporter and the difference in rotation between the 2 teleporters. Otherwise the exit rotation will be entirely based on the rotation of the exit teleporter.
- NPCS Try to Use: Whether or not NPC characters will try to use the teleporter when pathfinding as a shortcut.
- Hide When Inactive: Sets whether when not Active the teleporter will be invisible.
- Update v1.0.9:
- Fixed a bug with the End boss and some other cases where they would fall into gaps
- Update v1.0.8:
- Fixed ammo count and Endless Arena timer text rendering issues
- Fixed some collision issues in the VR room in the Beneath Facility
- Update v1.0.7:
- Fixed rendering of some outlined text in Chinese Traditional, Chinese Simplified, Korean and Japanese
- Update v1.0.6:
- Moved Primitives and Logics to new Level Editor prop subcategories
- Stopped some new workshop level optimisations running on low memory machines to avoid crashes
- Prevented negative scales from being set on primitives in the Level Editor to avoid various bugs
- Fixed decal bug on some combined meshes in workshop levels
- Fixed issues with negatively scaled primitives in groups in workshop levels
- Fixed duplicate mesh data on some combined primitives in workshop levels
- Update v1.0.4:
- Level Editor performance improved when modifying large levels
- Improved rendering performance of some large user created levels
- Improved performance of user created levels featuring lots of 'primitive' shape props
- Added Animate option to the Level Editor to show character animation
- Added new transparent glass materials to the Level Editor
- Added option for 3D text to be lit in the Level Editor
- Added option for primitives to be able to restart their paths when re-triggered
- Added a Delete button to the Level Editor level list
- Added option to Enemy Trackers to set a number of enemies that need to be killed to trigger
- Added a setting to the Level Editor to change how often Undo states are saved
- Added option to always downward swing when jumping
- Added text indicating that progress will be saved when quitting a Beneath run
- Added Beneath Acolyte textures to the Level Editor
- Added Saloon textures as Player Texture option in the Level Editor
- Improved the rendering of most of the UI elements in the game
- Fixed Acid Rain damage
- Fixed selection errors in the Level Editor
- Fixed selection of primitives being inaccurate after scaling in the Level Editor
- Fixed prefab selection allowing multiple options highlighted in the Level Editor
- Fixed some prop positions getting swapping in the Level Editor in some cases
- Fixed the 3D text prop icon showing in the game if unedited
- Fixed bug with grouped primitives on looping paths sometimes shifting relative position
- Fixed not being able to select characters in the Level Editor sometimes
- Fixed some bad props making navmesh generation impossible while editing a level
- Fixed some loading errors of levels with bad prop data
- Fixed shading on characters in the Level Editor
- Fixed M1 Macs having rendering bug with severed enemy body parts with custom textures