This update adds the option on Teleporters in the Level Editor to have sounds play on entry and/or exit. We've also been working to ensure the game runs great on the Steam Deck (which it now does) which includes some general gamepad improvements in the main menu and fixes for some bugs that could occur on Linux with some CPUs.
Version 1.1.1
Level Editor: Added Entry and Exit sound options on Teleporters
Miscellaneous system updates to better support the Steam Deck
Fixed issues with main menu not always being navigable with a gamepad
Fixed bug that could prevent gameplay on some Linux/SteamOS versions
Fixed thrown weapons coming out of Teleporters in the wrong direction in some cases
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.
Note that the direction of the entry and exit teleporters can be quite important for achieving the results you're after. We've added arrows on the teleporter props to indicate the different axis directions.
We're expecting there to be a lot of creative and ingenious uses of the teleporters in upcoming levels and are looking forward to seeing what the community can come up with.
In this update we've also added the missing female textures from the Biker Bar, Disco and Pirate Cove as appearance options on the Level Editor and added some new transparent material options.
Changelist
Version 1.1.0
Level Editor: Added teleporters
Level Editor: Added Biker, Disco and Pirate female appearance options
Level Editor: Added some new transparent material options
This is a minor update to fix an issues with The End boss fight and some other related issues with enemy movement. A larger update with new features will be coming soon.
Version 1.0.9
Fixed a bug with the End boss and some other cases where they would fall into gaps
This is a minor update to fix some issues with the ammo count and Endless Arena countdown text after changes made in the last hotfix update. A larger update with new features will be coming soon.
Version 1.0.8
Fixed ammo count and Endless Arena timer text rendering issues
Fixed some collision issues in the VR room in the Beneath Facility
This is a minor update to fix some text rendering issues in some parts of the game in some languages. A larger update with new features will be coming soon.
Changelist
Version 1.0.7
Fixed rendering of some outlined text in Chinese Traditional, Chinese Simplified, Korean and Japanese
Many of you may be familiar with the community-run Discord server βPaint the Town Red Network.β We are pleased to announce that this Discord is now being made official!
What does this mean? This means that you will now be seeing the developers and the new Community Manager there much more frequently! There will also be new officially sponsored events on the horizon.
We would also like to thank the previous owner, ππ πππ£, for building the server to where it is now, but also for stepping down so that it can be made official. He is still on the Admin Team though thankfully!
This thank you also extends to the admin team who run the server daily, and built the community to where it is today
So thank you Adventuregamer, Dahcuesta, Fallout, GamingFlaming, Kersher, Supa Player, and ππ πππ£!
This is a minor update to address some issues with some of the changes made in the previous update.
We have a much larger update in the works which will add a huge amount of new functionality to the Level Editor and we'll be showing off some previews of that soon.
Changelist
Version 1.0.6
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
As levels continue becoming increasingly large and complicated on the Workshop, it's important that we work on improving how these levels are created and how they play. In 1.0.4 there is now a significant improvement to the editing workflow of large levels. Where before it might take several seconds to place or modify an item on massive levels, this should now be close to instant. Part of this is a new option to reduce the frequency that level undo states are saved.
In addition, both load times and framerates of large levels have been improved, particularly when those levels use a lot of "primitive" shape props. In testing large levels in this update we've seen load times improved by around 25% and framerates improve between 30% and 250% depending on the complexity of the level.
Animated Characters in Editor
One consistent difficulty with placing characters in levels in the editor has been getting them positioned just right to match the animation they will play. In this update you can now toggle animations on and off for human characters in the editor.
Lit 3D Text
After adding 3D Text props in the last update, many of you wanted to have these be able to be affected by lighting and shadows. We've added a 'Lit' toggle on 3D Text props that add this functionality.
New Primitive Pathing Options
We've added 4 new options on Primitive shape props to give greater control over how they follow paths. Can Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again. Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path. Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted. Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would allow you to make an elevator stop and change direction halfway for example.
There are many other changes listed in the full changelist below. We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.
Changelist
Version 1.0.4
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