Jun 20, 2016
XO-Planets - Kingkat
-Added the Affinity mechanics
-Added Quest "Ruins of War"
-Added the Solar Energy (Auto Regen)
-Overhaul look
-New Shrine, Portal
-Holofeed now gives intel on how to unlock AIs
-Tombstone is now one price (10 Xolyriums)
-Fixed the seconds in TIS
-TIS doesnt penalize the scoring mechanic anymore
-Fixed Dante's Whip of Inferno
-Added side mission HELPING HAND
-Modified BOUNTY HUNTER request story.
-Change REVENGE side mission title to SEARCH AND DESTROY
-Fixed Blood Shrine (Can cause death if very low on battery)
-INBOX changed to COMM
-MODIFICATIONS changed to LBE
-25% Bigger level
-More enemies
Jun 20, 2016
XO-Planets - Kingkat
-Added the Affinity mechanics
-Added Quest "Ruins of War"
-Added the Solar Energy (Auto Regen)
-Overhaul look
-New Shrine, Portal
-Holofeed now gives intel on how to unlock AIs
-Tombstone is now one price (10 Xolyriums)
-Fixed the seconds in TIS
-TIS doesnt penalize the scoring mechanic anymore
-Fixed Dante's Whip of Inferno
-Added side mission HELPING HAND
-Modified BOUNTY HUNTER request story.
-Change REVENGE side mission title to SEARCH AND DESTROY
-Fixed Blood Shrine (Can cause death if very low on battery)
-INBOX changed to COMM
-MODIFICATIONS changed to LBE
-25% Bigger level
-More enemies
Tumbleweed Express - The Dirigiballers
Defenders of the West, thank you for all your support and great feedback thus far. We wanted to provide you with a little bit of information about our upcoming schedule:

PODCAST (June 21st, 2016 @ 7 PM EST)
Tomorrow night members of our development team will be joining the "Guys Games and Beer" podcast to review the game, discuss the the development process, and probably preview a little bit about the future of the game going forward. Please join us or catch the podcast episode later on when it is posted. If you have any particular questions, feel free to post them below and we'll try to answer them to the best of our abilities. Tune in tomorrow via Twitch:
http://www.guysgamesandbeer.net/

PRESENTATION (June 28th, 2016 @ 6:30 PM EST)
Next week we will be giving a presentation about our 4.5 year development story at our local IGDA Chapter meeting, which is completely free and open to the public. If you happen to be in the DC area and plan to attend, please RSVP via Facebook:
https://www.facebook.com/events/676333429158248/

GAME JAM (June 24th, 2016)
Our team will be conducting game jam 54, which is the main event for processing feedback and making updates to Tumbleweed Express. This jam in particular will be the first opportunity for the majority of the team to meet and discuss our plans for future updates to the game. If you have made comments, sent us an email, or posted a YouTube video then you can be sure that the entire team will discussing it during this weekend long development session. Following this development meeting, we'll be able to release a more detailed plan for the future of the game and we should be zeroing in on a release date for our first patch.

Cheers,

The Dirigiballers, LLC
Tumbleweed Express - The Dirigiballers
Defenders of the West, thank you for all your support and great feedback thus far. We wanted to provide you with a little bit of information about our upcoming schedule:

PODCAST (June 21st, 2016 @ 7 PM EST)
Tomorrow night members of our development team will be joining the "Guys Games and Beer" podcast to review the game, discuss the the development process, and probably preview a little bit about the future of the game going forward. Please join us or catch the podcast episode later on when it is posted. If you have any particular questions, feel free to post them below and we'll try to answer them to the best of our abilities. Tune in tomorrow via Twitch:
http://www.guysgamesandbeer.net/

PRESENTATION (June 28th, 2016 @ 6:30 PM EST)
Next week we will be giving a presentation about our 4.5 year development story at our local IGDA Chapter meeting, which is completely free and open to the public. If you happen to be in the DC area and plan to attend, please RSVP via Facebook:
https://www.facebook.com/events/676333429158248/

GAME JAM (June 24th, 2016)
Our team will be conducting game jam 54, which is the main event for processing feedback and making updates to Tumbleweed Express. This jam in particular will be the first opportunity for the majority of the team to meet and discuss our plans for future updates to the game. If you have made comments, sent us an email, or posted a YouTube video then you can be sure that the entire team will discussing it during this weekend long development session. Following this development meeting, we'll be able to release a more detailed plan for the future of the game and we should be zeroing in on a release date for our first patch.

Cheers,

The Dirigiballers, LLC
Hardland - SirGalis


RELEASE 20 SALUTES YOU!

FEATURES
  • Up to 40% faster generation time thanks to multi-threading via OpenMP.


    ALL TEXTURES RECOMPRESSED
    Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here:



    Smooth surfaces like skin also look better:


    That would be 2148 textures in total which have received an upgrade.
    We're using an awesome lib called Crunch to do the texture compression.

  • More robust animation blending system.
  • First strike on an unexpecting character will stagger them giving the player an advantage in combat.

  • Unique staggering animations for:
    - Ghouls
    - Merchants
    - Elder Guardians

  • Unique walking and shooting animations for Rotten Merchant.
  • Reliable water traversal effects for player and NPC's.
  • Slower heavy weapon strike for player.
  • Added spears to the random generator.
  • Ice sliding gameplay:


  • Moon in the sky during night. (it would be nice if it followed a circular trajectory)

  • Low and medium settings performance should be much better.
  • Fixed a bug where seeing a large number particles at once
    would always crash the game.
  • Fixed a bug where large chunks of terrain were
    sometimes missing.
  • Fixed some sound bugs.
  • Secret landmark...

ABOUT SHADOW MAPS
Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps:
http://i.imgur.com/KeRf6NG.gif

It happens because the shadows start casting too near to the surface.
The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.

Here's a demonstration:

Just remember that good depth bias settings are between Peter and Acne :)


Best Regards,
Timo
Hardland - SirGalis


RELEASE 20 SALUTES YOU!

FEATURES
  • Up to 40% faster generation time thanks to multi-threading via OpenMP.


    ALL TEXTURES RECOMPRESSED
    Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here:



    Smooth surfaces like skin also look better:


    That would be 2148 textures in total which have received an upgrade.
    We're using an awesome lib called Crunch to do the texture compression.

  • More robust animation blending system.
  • First strike on an unexpecting character will stagger them giving the player an advantage in combat.

  • Unique staggering animations for:
    - Ghouls
    - Merchants
    - Elder Guardians

  • Unique walking and shooting animations for Rotten Merchant.
  • Reliable water traversal effects for player and NPC's.
  • Slower heavy weapon strike for player.
  • Added spears to the random generator.
  • Ice sliding gameplay:


  • Moon in the sky during night. (it would be nice if it followed a circular trajectory)

  • Low and medium settings performance should be much better.
  • Fixed a bug where seeing a large number particles at once
    would always crash the game.
  • Fixed a bug where large chunks of terrain were
    sometimes missing.
  • Fixed some sound bugs.
  • Secret landmark...

ABOUT SHADOW MAPS
Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps:
http://i.imgur.com/KeRf6NG.gif

It happens because the shadows start casting too near to the surface.
The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.

Here's a demonstration:

Just remember that good depth bias settings are between Peter and Acne :)


Best Regards,
Timo
Jun 20, 2016
Four Realms - hugebot
Bugs
One user reported various menu bugs. While I was unable to repro most of them, I made fixes that should (or may) fix some of the issues. Exiting map menus will now always work on ESC. The cursor should not disappear. You may still get stuck on the Spell Menu, but fixes were made around this issue.

Additionally a few screen resolution bugs on the map screen have been addressed.

Optimizations
The rain effect was previously one large texture, this created serious runtime lag. It is now generated with a tilemap and should improve performance when playing in the rain.

Generated levels feature rooms with excessive climbables (plants, grates). Having so many objects created runtime issues, these issues were made worse by when multiple rooms with them were put together. Rooms now have less climbables (objects).

The Info board was still lagging the game up. It has undergone extensive optimization. It now features Sprite fonts instead of text objects. They aren't as pretty, but are far more efficient. I will try to pretty them up later, but it'll be tough to do much. And there is no Kerning adjustments for Sprite Fonts.

Additionally, resistance, weakness, and damage type were turned to icons. Object titles and info were put into seperate databases for faster loading.

In short, the Info Board should work much better!

Ongoing
There are some ongoing issues. If you have these issue please feel free to share details of how you got to them so I may have more information fixing them.

Stuck unable to exit the Spell List Menu.

Game lags, possibly from particles, then crashes. Only one report so far. If you have this issue let me know.

Direct X (DLL) lag. Some users are having issues with the game running slow, it this is likely caused by Direct X DLL issues with Construct 2. If you have this issue and want to help me look for solutions let me know. To check if you have this issue, run the tutorial level. The game will run constantly at a low FPS. If the tutorial runs fine and you have lag elsewhere, this is likely a bug, please report it.

Update v0.2.28

Bugs:
*Fix for map screen resolution bugs.
*Fix for exiting large menus on map.
*Probable fix for disappearing cursor.
*Unlikely fix for Spell Menu not returning.
Optimizations:
*New rain effect.
*Removed excess climbables from Level Generator Rooms.
*Massive update on HUD and info bar.

All questions, suggestions, and feedback welcome.

-Del
Jun 20, 2016
Four Realms - hugebot
Bugs
One user reported various menu bugs. While I was unable to repro most of them, I made fixes that should (or may) fix some of the issues. Exiting map menus will now always work on ESC. The cursor should not disappear. You may still get stuck on the Spell Menu, but fixes were made around this issue.

Additionally a few screen resolution bugs on the map screen have been addressed.

Optimizations
The rain effect was previously one large texture, this created serious runtime lag. It is now generated with a tilemap and should improve performance when playing in the rain.

Generated levels feature rooms with excessive climbables (plants, grates). Having so many objects created runtime issues, these issues were made worse by when multiple rooms with them were put together. Rooms now have less climbables (objects).

The Info board was still lagging the game up. It has undergone extensive optimization. It now features Sprite fonts instead of text objects. They aren't as pretty, but are far more efficient. I will try to pretty them up later, but it'll be tough to do much. And there is no Kerning adjustments for Sprite Fonts.

Additionally, resistance, weakness, and damage type were turned to icons. Object titles and info were put into seperate databases for faster loading.

In short, the Info Board should work much better!

Ongoing
There are some ongoing issues. If you have these issue please feel free to share details of how you got to them so I may have more information fixing them.

Stuck unable to exit the Spell List Menu.

Game lags, possibly from particles, then crashes. Only one report so far. If you have this issue let me know.

Direct X (DLL) lag. Some users are having issues with the game running slow, it this is likely caused by Direct X DLL issues with Construct 2. If you have this issue and want to help me look for solutions let me know. To check if you have this issue, run the tutorial level. The game will run constantly at a low FPS. If the tutorial runs fine and you have lag elsewhere, this is likely a bug, please report it.

Update v0.2.28

Bugs:
*Fix for map screen resolution bugs.
*Fix for exiting large menus on map.
*Probable fix for disappearing cursor.
*Unlikely fix for Spell Menu not returning.
Optimizations:
*New rain effect.
*Removed excess climbables from Level Generator Rooms.
*Massive update on HUD and info bar.

All questions, suggestions, and feedback welcome.

-Del
Rocket League® - Happy Pi Day!


Platforms: PC/PS4/XB1 | Released: June 20, 2016

THE HEADLINES

  • Added four new premium Battle-Cars...
    • (DLC) Neo Tokyo-inspired vehicles "Esper" and "Masamune", and Classic Cars "Aftershock" and "Marauder" will be available July 18th.
    • (DLC) Six Decals for each new vehicle
  • Added all-new "Neo Tokyo" Arena to all casual and competitive playlists.
  • Added all-new "Pillars" Arena to Rocket Labs playlist.
  • Added "Showroom" to preview premium content
  • Competitive Season 2 has ended and rewards will be given to participants who achieved "Prospect I" and above
  • Competitive Season 3 has begun! All competitive skill ratings have been reset.
  • New "Rare" and "Very Rare" items can now be found after Online matches, there are many new items for you to discover and collect!
  • Multiple Bug Fixes

Complete list below..


NEW CONTENT

Antennas
  • Added "Community Flags"
    • Shacknews
    • 4Player Network
  • Added "Video Games"
    • Dying Light Flag
    • Dying Light Gas Tank
Arenas
  • Added "Neo Tokyo"
  • Added "Pillars"

Battle-Cars (Available digitally July 18)
  • (DLC) Added "Esper"
  • (DLC) Added "Masamune"
  • (DLC) Added "Aftershock"
  • (DLC) Added "Marauder"

Decals (Available digitally July 18)
  • (DLC) Aftershock: Added "Copycat"
  • (DLC) Aftershock: Added "MIRV"
  • (DLC) Aftershock: Added "Seismic"
  • (DLC) Aftershock: Added "Tiger"
  • (DLC) Aftershock: Added "Tribal"
  • (DLC) Aftershock: Added "Wings"
  • (DLC) Esper: Added "Kaiju"
  • (DLC) Esper: Added "Mouse Cat"
  • (DLC) Esper: Added "Neo"
  • (DLC) Esper: Added "Pegasus"
  • (DLC) Esper: Added "Shank"
  • (DLC) Esper: Added "Super F3"
  • (DLC) Esper: Added "Super F3"
  • (DLC) Marauder: Added "Big Buck"
  • (DLC) Marauder: Added "Ruffian"
  • (DLC) Marauder: Added "Safari"
  • (DLC) Marauder: Added "Stripes"
  • (DLC) Marauder: Added "Vagabond"
  • (DLC) Marauder: Added "Wings"
  • (DLC) Masamune: Added " DJ Sushi"
  • (DLC) Masamune: Added "Otaku"
  • (DLC) Masamune: Added "Road Rage"
  • (DLC) Masamune: Added "Stars"
  • (DLC) Masamune: Added "Stripes"
  • (DLC) Masamune: Added "Wildfire"

Rocket Trails
  • Flamethrower Yellow (common)
  • Standard Green (common)

Trophies and Achievements
  • Mad Scientist - Play a complete match in 3 different Rocket Labs Arenas
  • Icing the Cake - In Snow Day, score a goal from your own side of the ice
  • Left Wing, Right Wing - Win a Snow Day match with both the Blue and Orange teams
  • Fast Break - Score at least 2 Dunks in the first minute of a Hoops game
  • Buzzer Beater - With 30 seconds left, win a game of Hoops in which you were tied or trailing
  • Budding Artist - Collect a Painted Item
  • One Better - Increase the level of a Certified Item
  • Certifiable - Earn Veteran status for your Certified Item


CHANGES AND UPDATES

General
  • All-new "Showroom" feature has been added to the main menu
    • All purchasable cars and downloadable content have been moved to the new Showroom accessible from the main menu.
    • The Showroom allows you to preview premium content in 3D before buying, including full camera rotation and decal previews.
  • Four new Battle-cars have been added to the Showroom!
    • Esper and Masamune, two new premium cars designed for Neo Tokyo; Aftershock and Marauder, the Collector’s Edition vehicles, are also included in this update. They are exclusive to the retail version until July 18th, after which they will be available for individual purchase in-game.
  • Arena changes:
    • The Neo Tokyo map has been added! It is based on the “Underpass” Lab map layout, and it is immediately available in all playlists, including competitive.
    • A new experimental map, “Pillars”, has been added to the "Rocket Labs" playlist.
    • “Underpass” and “Double Goal” have been removed from the “Rocket Labs” playlist.
  • End of Game Spotlight
    • After the conclusion of each match, the winning team will now be spotlighted in the center of the field, allowing players to show off. They can jump, dodge, and spin to do tricks, and can show off their battle-cars and boost trails.
    • Each player can earn up to two medals for their match performance. For example, you are a “Prodigy” if you score 3-5 goals.
  • Quick Chat Updates
    • Each Quick Chat message can now be customized by selecting from a larger list of preset messages.
    • The default quick chat for “Centering!” has been changed to “Need Boost!”. “Centering!” is still available as part of the full list for players that preferred it.
    • Post-Game Quick Chats have been added! They replace the “Informational” bindings once the match ends, and can also be customized. Don’t forget to “gg” after matches!
  • New Items Rarities!
    • New "Rare" and "Very Rare" Item Drops will now be found after online matches. These item quality features all-new Neo Tokyo-themed drops, rare decals, and very rare boost trails for you to discover and equip!
  • Introducing new Item Attributes
    • Item Attributes are rare bonus properties that sometimes come with an online item drop.
    • The “Painted” attribute recolors an existing item. Wheels and Toppers can now be discovered with this attribute.
    • The “Certified” attribute makes that item track a specific statistic while equipped in online matches. As you earn more stats with a particular item, it will gain an increasingly prestigious title.
  • Trade In System
    • You can now trade in duplicate “Uncommon” and “Rare” item drops. Trading in five items of one quality will return one item of the next highest quality. For example, trading in five uncommon items will yield one rare item.
    • To access the Trade In system, navigate to the “Manage Inventory” option that’s been added to the Garage submenu.
  • Players can now assign car movement and orientation to mouse axes to better accommodate players with disabilities.
  • The main menu music has been updated to: Hollywood Principle - Seeing What's Next (Kevin Frey Remix)

Online
  • Season 2 has ended! All players will be granted the following rewards based on their highest skill tier reached over the course of Season 2:
      • Prospect I or higher - Season 2 Prospect Boost
      • Challenger I or higher - Season 2 Challenger Boost
      • Rising Star or higher - Season 2 Star Boost
      • Champion or higher - Season 2 Champion Boost
      • Grand Champion - “Season 2 Grand Champion” Title
    • Players will also receive the rewards for all tiers below the highest they reached.
    • Competitive Season 3 Begins!
      • All competitive skill ratings have been reset to give everyone a fresh start as the second year of Rocket League begins.
      • Steam Accounts using the “Family Sharing” feature that do not own Rocket League can no longer queue for competitive playlists.
      UI/ UX
      • Added “Disable Stat Notifications” option. This prevents the HUD popups for things like First Touch, Clears, Shots, and Saves from appearing on-screen during matches.
      • Added “Hide Competitive Divisions” option. Skill Group (Prospect I, Challenger III, etc.) will remain visible, but you will not see your current division, or division up/down notifications.
      • The default selection for the Reconnect popup for competitive matches is now “Yes”.
      • Custom markers added to Replays will now be saved when closing the replay.
      BUG FIXES
      General
      • Venom’s spoiler can now move again.
      • The rim in "Hoops" will no longer cause the match to end if the ball hits it after time has expired.
      • Fixed visibility issues caused by the rim/arena in "Hoops".
      • Fixed "Thermal" Rocket Trails sound FX
      • Fixed an issue that caused the post-training audio to play at abnormally high volumes
Rocket League® - PSYONIX_KYLE


Platforms: PC/PS4/XB1 | Released: June 20, 2016

THE HEADLINES

  • Added four new premium Battle-Cars...
    • (DLC) Neo Tokyo-inspired vehicles "Esper" and "Masamune", and Classic Cars "Aftershock" and "Marauder" will be available July 18th.
    • (DLC) Six Decals for each new vehicle
  • Added all-new "Neo Tokyo" Arena to all casual and competitive playlists.
  • Added all-new "Pillars" Arena to Rocket Labs playlist.
  • Added "Showroom" to preview premium content
  • Competitive Season 2 has ended and rewards will be given to participants who achieved "Prospect I" and above
  • Competitive Season 3 has begun! All competitive skill ratings have been reset.
  • New "Rare" and "Very Rare" items can now be found after Online matches, there are many new items for you to discover and collect!
  • Multiple Bug Fixes

Complete list below..


NEW CONTENT

Antennas
  • Added "Community Flags"
    • Shacknews
    • 4Player Network
  • Added "Video Games"
    • Dying Light Flag
    • Dying Light Gas Tank
Arenas
  • Added "Neo Tokyo"
  • Added "Pillars"

Battle-Cars (Available digitally July 18)
  • (DLC) Added "Esper"
  • (DLC) Added "Masamune"
  • (DLC) Added "Aftershock"
  • (DLC) Added "Marauder"

Decals (Available digitally July 18)
  • (DLC) Aftershock: Added "Copycat"
  • (DLC) Aftershock: Added "MIRV"
  • (DLC) Aftershock: Added "Seismic"
  • (DLC) Aftershock: Added "Tiger"
  • (DLC) Aftershock: Added "Tribal"
  • (DLC) Aftershock: Added "Wings"
  • (DLC) Esper: Added "Kaiju"
  • (DLC) Esper: Added "Mouse Cat"
  • (DLC) Esper: Added "Neo"
  • (DLC) Esper: Added "Pegasus"
  • (DLC) Esper: Added "Shank"
  • (DLC) Esper: Added "Super F3"
  • (DLC) Esper: Added "Super F3"
  • (DLC) Marauder: Added "Big Buck"
  • (DLC) Marauder: Added "Ruffian"
  • (DLC) Marauder: Added "Safari"
  • (DLC) Marauder: Added "Stripes"
  • (DLC) Marauder: Added "Vagabond"
  • (DLC) Marauder: Added "Wings"
  • (DLC) Masamune: Added " DJ Sushi"
  • (DLC) Masamune: Added "Otaku"
  • (DLC) Masamune: Added "Road Rage"
  • (DLC) Masamune: Added "Stars"
  • (DLC) Masamune: Added "Stripes"
  • (DLC) Masamune: Added "Wildfire"

Rocket Trails
  • Flamethrower Yellow (common)
  • Standard Green (common)

Trophies and Achievements
  • Mad Scientist - Play a complete match in 3 different Rocket Labs Arenas
  • Icing the Cake - In Snow Day, score a goal from your own side of the ice
  • Left Wing, Right Wing - Win a Snow Day match with both the Blue and Orange teams
  • Fast Break - Score at least 2 Dunks in the first minute of a Hoops game
  • Buzzer Beater - With 30 seconds left, win a game of Hoops in which you were tied or trailing
  • Budding Artist - Collect a Painted Item
  • One Better - Increase the level of a Certified Item
  • Certifiable - Earn Veteran status for your Certified Item


CHANGES AND UPDATES

General
  • All-new "Showroom" feature has been added to the main menu
    • All purchasable cars and downloadable content have been moved to the new Showroom accessible from the main menu.
    • The Showroom allows you to preview premium content in 3D before buying, including full camera rotation and decal previews.
  • Four new Battle-cars have been added to the Showroom!
    • Esper and Masamune, two new premium cars designed for Neo Tokyo; Aftershock and Marauder, the Collector’s Edition vehicles, are also included in this update. They are exclusive to the retail version until July 18th, after which they will be available for individual purchase in-game.
  • Arena changes:
    • The Neo Tokyo map has been added! It is based on the “Underpass” Lab map layout, and it is immediately available in all playlists, including competitive.
    • A new experimental map, “Pillars”, has been added to the "Rocket Labs" playlist.
    • “Underpass” and “Double Goal” have been removed from the “Rocket Labs” playlist.
  • End of Game Spotlight
    • After the conclusion of each match, the winning team will now be spotlighted in the center of the field, allowing players to show off. They can jump, dodge, and spin to do tricks, and can show off their battle-cars and boost trails.
    • Each player can earn up to two medals for their match performance. For example, you are a “Prodigy” if you score 3-5 goals.
  • Quick Chat Updates
    • Each Quick Chat message can now be customized by selecting from a larger list of preset messages.
    • The default quick chat for “Centering!” has been changed to “Need Boost!”. “Centering!” is still available as part of the full list for players that preferred it.
    • Post-Game Quick Chats have been added! They replace the “Informational” bindings once the match ends, and can also be customized. Don’t forget to “gg” after matches!
  • New Items Rarities!
    • New "Rare" and "Very Rare" Item Drops will now be found after online matches. These item quality features all-new Neo Tokyo-themed drops, rare decals, and very rare boost trails for you to discover and equip!
  • Introducing new Item Attributes
    • Item Attributes are rare bonus properties that sometimes come with an online item drop.
    • The “Painted” attribute recolors an existing item. Wheels and Toppers can now be discovered with this attribute.
    • The “Certified” attribute makes that item track a specific statistic while equipped in online matches. As you earn more stats with a particular item, it will gain an increasingly prestigious title.
  • Trade In System
    • You can now trade in duplicate “Uncommon” and “Rare” item drops. Trading in five items of one quality will return one item of the next highest quality. For example, trading in five uncommon items will yield one rare item.
    • To access the Trade In system, navigate to the “Manage Inventory” option that’s been added to the Garage submenu.
  • Players can now assign car movement and orientation to mouse axes to better accommodate players with disabilities.
  • The main menu music has been updated to: Hollywood Principle - Seeing What's Next (Kevin Frey Remix)

Online
  • Season 2 has ended! All players will be granted the following rewards based on their highest skill tier reached over the course of Season 2:
      • Prospect I or higher - Season 2 Prospect Boost
      • Challenger I or higher - Season 2 Challenger Boost
      • Rising Star or higher - Season 2 Star Boost
      • Champion or higher - Season 2 Champion Boost
      • Grand Champion - “Season 2 Grand Champion” Title
    • Players will also receive the rewards for all tiers below the highest they reached.
    • Competitive Season 3 Begins!
      • All competitive skill ratings have been reset to give everyone a fresh start as the second year of Rocket League begins.
      • Steam Accounts using the “Family Sharing” feature that do not own Rocket League can no longer queue for competitive playlists.
      UI/ UX
      • Added “Disable Stat Notifications” option. This prevents the HUD popups for things like First Touch, Clears, Shots, and Saves from appearing on-screen during matches.
      • Added “Hide Competitive Divisions” option. Skill Group (Prospect I, Challenger III, etc.) will remain visible, but you will not see your current division, or division up/down notifications.
      • The default selection for the Reconnect popup for competitive matches is now “Yes”.
      • Custom markers added to Replays will now be saved when closing the replay.
      BUG FIXES
      General
      • Venom’s spoiler can now move again.
      • The rim in "Hoops" will no longer cause the match to end if the ball hits it after time has expired.
      • Fixed visibility issues caused by the rim/arena in "Hoops".
      • Fixed "Thermal" Rocket Trails sound FX
      • Fixed an issue that caused the post-training audio to play at abnormally high volumes
...