Distance Beta Build 3265 Released
Today's Distance build update contains a ton of level editor improvements such a grouping system, new/improved simple primitives, undo/redo bug fixes, a Quick Tools menu, an improved Layers menu, and more. The Adventure mode level Ground Zero was updated with some new content as we continue to iterate on the story design, and we also just converted the entire game's audio engine to Wwise which comes with some cool new features.
This update is likely the last major update before we release on Steam Early Access! For a fast and dirty look at the new features check out the Imgur album with a bunch of GIFs and screenshots!
(new and improved simple primitive objects)
Added a number of new camera positions to the car
Improved the Graphics Options to be better organized and include text descriptions of the options
Added Cinematic Letterbox mode in Graphics Options which locks the screen to 21:9 or 16:9 for an anamorphic widescreen look
Added and improved content in Adventure mode level Ground Zero (tons of new audio with a teaser of upcoming story content)
Added Car, Environment, Obstacles, and Menu volume sliders to the Audio Options
Added low pass and reverb effect when inside a tunnel
Added high pass audio effect when inside a quarantine zone
LEVEL EDITOR IMPROVEMENTS
Added new Simples, swapped out plane for lower poly one.
Created and added emissive versions of all the new simples added
Fixed transform property inspecting undo/redo with tracks
Now when copy and pasting road sections in the level editor the track links will connect properly on any pieces that should be connected
Added Quick Tools menu when pressing Space in the level editor
Track splines are now calculated globally, leading to less bugs and faster calculation
Added the ability to press “T” in the level editor to toggle the Track Manipulator Nodes
Changed the colors on the Track Manipulator nodes to help them stand out a bit more
Now the level editor gizmos axis light up yellow on mouse hover instead of on mouse click to make it more clear before clicking what axis is selected
Whenever a layer becomes visible or active the Layers Tab updates properly, fixing a bug where sometimes the Layers Tab wouldn't be updated when layers where modified
Level editor centerpoints now don't display when objects are added to the level if centerpoints are disabled
LoadLevelTool now displays the relative level path when loading the level
Track Manipulator Nodes now use MeshColliders instead of BoxColliders since the collision was wonky with them before
Added Group Tool with the hotkey Ctrl+G (ungroup tool can be used with Shift+G)
Improved the text that is displayed when mouse hovering over the tabs in the level editor
Added CustomName component so Groups in the level editor can be named
When a CustomName is edited in the properties it's centerpoint, properties tab, and level objects name are all updated
Improved the level layer system in the level editor: now layers save/load their states such as if they are frozen, visible, or the active layer
Selecting objects in the level editor has been improved
When raycasting it now doesn't rely on hitting only the root objects, child objects work too
Undo/redo now selects the affected objects
Fixed issue where level loads would add null objects to layers
'The Monolith' is now just named 'Monolith'
Changed over to Wwise as our primary audio engine (for the most part nothing should be different, but some things might sound cleaner)
Changed some MusicTriggers values to match up with Wwise's internal values
Updated the gold, silver, and bronze medal image
Improved the positions of the hover text for the different car camera angles (to improve visibility)
Capped use of some sounds (e.g. popup blockers, whooshes, shard impacts, etc.)
Fixed bug where exploding or avoiding VirusSpirits would lead to the glitch screen effect staying on
Fixed several bugs in the Layers Tab
Fixed a bug where if someone launched the game without a profile it would have the profile creation menu over top of the main menu