The camera fixes we did into the OpenBeta branch a couple of months ago have now been pushed to the standard build.
The original notes on what this did are below. Cheers!
Linds
---- Camera state transitions when you enter and exit a camera override region are now improved. There are three major components to the improvements.
When transitioning between two “Side Scroll Camera” states (the most common transition type by far), instead of blending the resulting camera state the code now remains in the one state and instead blends the state parameters.
For the remaining state transitions, transitions between different states when entering an override are now performed as a cosine blend, instead of a linear blend. (Looks the code used to attempt something overly complex with springs before switching to linear.)
The camera code now maintains a running approximation of the camera’s velocity. When a state blend is performed, the old ‘from’ state is extrapolated based on the velocity when the state changed rather than being a fixes position.
Long story short, these changes fix the *CLUNK* the camera would experience when entering and existing the camera override regions.
The camera fixes we did into the OpenBeta branch a couple of months ago have now been pushed to the standard build.
The original notes on what this did are below. Cheers!
Linds
---- Camera state transitions when you enter and exit a camera override region are now improved. There are three major components to the improvements.
When transitioning between two “Side Scroll Camera” states (the most common transition type by far), instead of blending the resulting camera state the code now remains in the one state and instead blends the state parameters.
For the remaining state transitions, transitions between different states when entering an override are now performed as a cosine blend, instead of a linear blend. (Looks the code used to attempt something overly complex with springs before switching to linear.)
The camera code now maintains a running approximation of the camera’s velocity. When a state blend is performed, the old ‘from’ state is extrapolated based on the velocity when the state changed rather than being a fixes position.
Long story short, these changes fix the *CLUNK* the camera would experience when entering and existing the camera override regions.
We set Skiffy free in amongst the codebase and he's come up with something. This is what he said: Ska-Skee Skeeee
That wasn't particularly helpful, so we went and had a look at what he did in the code. Turns out that...
Camera state transitions when you enter and exit a camera override region are now improved. There are three major components to the improvements.
When transitioning between two “Side Scroll Camera” states (the most common transition type by far), instead of blending the resulting camera state the code now remains in the one state and instead blends the state parameters.
For the remaining state transitions, transitions between different states when entering an override are now performed as a cosine blend, instead of a linear blend. (Looks the code used to attempt something overly complex with springs before switching to linear.)
The camera code now maintains a running approximation of the camera’s velocity. When a state blend is performed, the old ‘from’ state is extrapolated based on the velocity when the state changed rather than being a fixes position.
Long story short, these changes fix the *CLUNK* the camera would experience when entering and existing the camera override regions.
So yeah - check it out on OpenBeta and let us know what your thoughts are on it. We think it's pretty cool.
We set Skiffy free in amongst the codebase and he's come up with something. This is what he said: Ska-Skee Skeeee
That wasn't particularly helpful, so we went and had a look at what he did in the code. Turns out that...
Camera state transitions when you enter and exit a camera override region are now improved. There are three major components to the improvements.
When transitioning between two “Side Scroll Camera” states (the most common transition type by far), instead of blending the resulting camera state the code now remains in the one state and instead blends the state parameters.
For the remaining state transitions, transitions between different states when entering an override are now performed as a cosine blend, instead of a linear blend. (Looks the code used to attempt something overly complex with springs before switching to linear.)
The camera code now maintains a running approximation of the camera’s velocity. When a state blend is performed, the old ‘from’ state is extrapolated based on the velocity when the state changed rather than being a fixes position.
Long story short, these changes fix the *CLUNK* the camera would experience when entering and existing the camera override regions.
So yeah - check it out on OpenBeta and let us know what your thoughts are on it. We think it's pretty cool.
We've pushed the build that was up on the OpenBeta on to the default/normal branch now - so everybody can switch off the OpenBeta if they want to. This means that the following is in place for a standard install:
60 fps selection
There is an option to set “60 Hz” on and off in the graphics menu now – to unlock to 60 fps
60fps is the new default setting
Demo
The demo build should be working again! Hooray!
Graphics
Hopeful fixes to some peoples' inability to select fullscreen resolutions. Full screen resolution window now shows display rate (Hz) and resolutions.
Added fix for Nvidia 660 issue, which stops some textures displaying as white
Added some new larger window sizes, that correspond to UHD display resolutions
Borderless Window Mode
As a work around for those people who are having full screen resolution issues, we have implemented borderless window mode, as a command line option
In the Properties panel for Blade Kitten, click “set launch option” and use the following commandline: noborder x=0 y=0
This will create a window at the top left of your screen, at whatever resolution you have set as your “window” resolution in the graphics settings
You can then use the x= and y= offsets to change the position of the borderless window
It will not remember the last window position, so that you don’t accidentally “lose” the position
Borderless window mode supports minimize and maximize via the system menu
User Interface
Added smooth/continuous scrolling with the mouse on the scroll lists in the breaker menu and PC options screen
Swap to use X360 controller icons when the gamepad control configuration is selected, instead of "generically similarly colored" icons
Added basic mouse scroll wheel support to the Resolution Select, Control Config and Breaker Item screens
Added crowd-sourced translations for 60 fps mode - for "Frame Rate Lock"
Language Selection
The game now selects the appropriate language, based off the Steam language setting (in Steam Preferences -> Interface)
If Steam is set to a language that doesn’t exist in the game, it will default to English
The game supports English, French, German, Spanish and Italian
Background gamepad support
There’s another command line that will turn on background gamepad support – so you could (eg) run the game on one screen with gamepad, while somebody else is doing something on the 2nd monitor with keyboard/mouse
Add the following to the launch options (with a space between any other options): MKBackgroundGamepad
We've pushed the build that was up on the OpenBeta on to the default/normal branch now - so everybody can switch off the OpenBeta if they want to. This means that the following is in place for a standard install:
60 fps selection
There is an option to set “60 Hz” on and off in the graphics menu now – to unlock to 60 fps
60fps is the new default setting
Demo
The demo build should be working again! Hooray!
Graphics
Hopeful fixes to some peoples' inability to select fullscreen resolutions. Full screen resolution window now shows display rate (Hz) and resolutions.
Added fix for Nvidia 660 issue, which stops some textures displaying as white
Added some new larger window sizes, that correspond to UHD display resolutions
Borderless Window Mode
As a work around for those people who are having full screen resolution issues, we have implemented borderless window mode, as a command line option
In the Properties panel for Blade Kitten, click “set launch option” and use the following commandline: noborder x=0 y=0
This will create a window at the top left of your screen, at whatever resolution you have set as your “window” resolution in the graphics settings
You can then use the x= and y= offsets to change the position of the borderless window
It will not remember the last window position, so that you don’t accidentally “lose” the position
Borderless window mode supports minimize and maximize via the system menu
User Interface
Added smooth/continuous scrolling with the mouse on the scroll lists in the breaker menu and PC options screen
Swap to use X360 controller icons when the gamepad control configuration is selected, instead of "generically similarly colored" icons
Added basic mouse scroll wheel support to the Resolution Select, Control Config and Breaker Item screens
Added crowd-sourced translations for 60 fps mode - for "Frame Rate Lock"
Language Selection
The game now selects the appropriate language, based off the Steam language setting (in Steam Preferences -> Interface)
If Steam is set to a language that doesn’t exist in the game, it will default to English
The game supports English, French, German, Spanish and Italian
Background gamepad support
There’s another command line that will turn on background gamepad support – so you could (eg) run the game on one screen with gamepad, while somebody else is doing something on the 2nd monitor with keyboard/mouse
Add the following to the launch options (with a space between any other options): MKBackgroundGamepad
We've put up another new build on to the OpenBeta branch for the weekend! We are hopeful that this build remains nice and stable, and we can then push it out to the standard branch for everybody else.
Please report any issues in the same sticky post in the community discussions :)
Changes in this new build: Demo
The demo build should be working again! Hooray! Only in the OpenBeta branch though at the moment, until we're happy with this build and pop it to the default/standard branch.
Normal branch demo will now say "EXE not found" instead of "Order 66"... oops! I mean "Error 86", because of what we've done to resolve the problem.
Graphics
Hopeful fixes to peoples' inability to select fullscreen resolutions. Full screen resolution window now shows display rate (Hz) and resolutions.
Borderless window mode now supports minimize and maximize via the system menu
Added fix for Nvidia 660 issue, which stops some textures displaying as white
Added some new larger window sizes, that correspond to UHD display resolutions
User Interface
Added smooth/continuous scrolling with the mouse on the scroll lists in the breaker menu and PC options screen
Swap to use X360 controller icons when the gamepad control configuration is selected, instead of "generically similarly colored" icons
Added basic mouse scroll wheel support to the Resolution Select, Control Config and Breaker Item screens
Added crowd-sourced translations for 60 fps mode - for "Frame Rate Lock"
Hope this goes well for everybody, and people enjoy the last day of the relaunch sale! :)
We've put up another new build on to the OpenBeta branch for the weekend! We are hopeful that this build remains nice and stable, and we can then push it out to the standard branch for everybody else.
Please report any issues in the same sticky post in the community discussions :)
Changes in this new build: Demo
The demo build should be working again! Hooray! Only in the OpenBeta branch though at the moment, until we're happy with this build and pop it to the default/standard branch.
Normal branch demo will now say "EXE not found" instead of "Order 66"... oops! I mean "Error 86", because of what we've done to resolve the problem.
Graphics
Hopeful fixes to peoples' inability to select fullscreen resolutions. Full screen resolution window now shows display rate (Hz) and resolutions.
Borderless window mode now supports minimize and maximize via the system menu
Added fix for Nvidia 660 issue, which stops some textures displaying as white
Added some new larger window sizes, that correspond to UHD display resolutions
User Interface
Added smooth/continuous scrolling with the mouse on the scroll lists in the breaker menu and PC options screen
Swap to use X360 controller icons when the gamepad control configuration is selected, instead of "generically similarly colored" icons
Added basic mouse scroll wheel support to the Resolution Select, Control Config and Breaker Item screens
Added crowd-sourced translations for 60 fps mode - for "Frame Rate Lock"
Hope this goes well for everybody, and people enjoy the last day of the relaunch sale! :)