-Fix for some hub area collision that was blocking part of the endgame area erroneously
Update Notes for Build 8.20.2024.2
-Fix for random objects being disabled if culling was interrupted, which is more serious than it sounds and could produce game-breaking bugs
Update Notes for Build 8.20.2024
-Fixed issue where player could get out of bounds near the hub -Fixed save/load bug where sometimes camera position wasn't loaded correctly -Fixed save/load bug where culled areas would not correctly skip animations for doors/metapuzzles
Update Notes for Build 8.15.2024.2
-Fixed a large performance regression due to area culling having been disabled -Small optimizations to Z Fade Transitions -Removed music dB processing when not viewing debug info -Fixed endgame being visible when it shouldn't have been (possibly due to area culling issue)
Update Notes for Build 7.31.2024.1
-Fix a softlock bug with the Diamonds area elevator puzzles
Update Notes for Build 6.20.2024.4
-Fix some visual bugs in the ending
Update Notes for Build 6.20.2024.3
-Major optimizations to puzzle panel interactions (please report if you find bugs!) -Endgame and Bonus areas have now been properly integrated into the new more optimized culling system -Fixed some small graphical bugs around area culling being too slow -Fixed a bug where the last object in the list for area would sometimes not be culled/de-culled -Fixed a small bug where tile marking tutorial graphics would be glitched
Update Notes for Build 6.12.2024
-Fixed major issue where loading saves would not de-cull areas correctly -Fixed small sorting bug with footstep grass particles
Update Notes for Build 6.10.2024.1
-Fixed soft-lock bug where you could clip through the right side exit from Gardens into Orchard (if you were bitten by this bug, try to contact me and I can get your save fixed) -Areas are now culled over 2/3rds of a second instead of in one frame, which should reduce hitching (might introduce a bug, but haven't seen any)
Update Notes for Build 6.3.2024.1
-Fixed command buffers leaking onto the render stack every time the game is paused and a screenshot is taken (was a new bug introduced in 5.30.2024.2) -Reduced overscan when rendering, which should net a small performance win