DUMPLing
DUMPLing 2.0.0
Version Date
Sept. 5, 2026
Patch Notes
v2.0.0 Update
[p]Changes:
[/p][p]UI Graphics Change (Image to striped background) in scenes:[/p][p]Settings (collection)[/p][p]Credits (credits)[/p][p]Character Selection (freeplayCharSelector)[/p][p]UI Menu Redesign [/p][p]UI Scenes merged (3)[/p][p]Removed character unlock system[/p][p]Changed Scroll Sensitivity for Skills Tab 1 -> 15[/p][p]Changed Bloom Calculation method in Enemy.cs[/p][p]Changed Bloom Dirt Texture none -> Jelly[/p][p]Changed Bloom Intensity 7 -> 5[/p][p]Changed Bloom Dirt Texture intensity none -> 1[/p][p]Changed Version Text to include copyright and all rights reserved text[/p][p]Updates Credits Text[/p][p]Samosa Explosion Dash Scale 1 -> 3[/p][p]Reorganized Samosa Status Icons into correct Art assets folder[/p][p]CONTROLLER SUPPORT: (developer note: work in progress, controller still not supported)[/p][p]Left Joystick: Movement[/p][p]Right Joystick: Aim[/p][p]North Button: Toggle Autofire[/p][p]South Button: Dash[/p][p]L1: Sprint[/p][p]+ Symbol / Options: Upgrades and Skills panel (currently forced into one controller input)[/p][p]GUOTIE CHARACTER:[/p][p]Added Guotie play button [/p][p]Added Guotie into character index[/p][p]Guotie / The Oracle Stats:[/p][p]Move Speed: 7[/p][p]Roll Distance: 15[/p][p]Roll Cost: 10[/p][p]Stamina Regen: 5[/p][p]Max Stamina: 80[/p][p]Max Projectiles: 5[/p][p]Crit Chance Bonus: 5[/p][p]Fire Rate Multiplier: 3[/p][p]Max HP: 16[/p][p]Second life revive at 8 max hp[/p][p]Second life base damage multiplied by 2, but not calculated into effective damage[/p][p]Added Guotie Walk Sprite front_1[/p][p]Added Guotie Walk Sprite front_2[/p][p]Added Guotie Walk Sprite front_3[/p][p]Added Guotie Walk Sprite back_1[/p][p]Added Guotie Walk Sprite back_2[/p][p]Added Guotie Walk Sprite back_3[/p][p]Added Guotie Walk Sprite left_1[/p][p]Added Guotie Walk Sprite left_2[/p][p]Added Guotie Walk Sprite left_3[/p][p]Added Guotie Walk Sprite right_1[/p][p]Added Guotie Walk Sprite right_2[/p][p]Added Guotie Walk Sprite right_3[/p][p]Added Square border Sprite[/p][p]Added Triangle fill Sprite[/p][p]Added Slanted Square fill Sprite[/p][p]HP BAR CHANGES:[/p][p]HP Bar Juice[/p][p]Bar Base Width: 7.31[/p][p]Bar Base Height: 0.2984193[/p][p]Damage Squash[/p][p]Dmg Squash X: 0.88[/p][p]Dmg Stretch Y: 1.22[/p][p]Dmg Squash Time: 0.06[/p][p]Dmg Bounce Time: 0.28[/p][p]Dmg Overshoot X: 1.06[/p][p]Dmg Overshoot Y: 0.94[/p][p]Heal Stretch X: 1.1[/p][p]Heal Squish Y: 0.82[/p][p]Heal Stretch Time: 0.07[/p][p]Heal Bounce Time: 0.32[/p][p]Heal Overshoot X: 0.96[/p][p]Heal Overshoot Y: 1.08[/p][p]Tint Flash[/p][p]Dmg Flash Color: red[/p][p]Heal Flash Color: green[/p][p]Tint Duration: 0.18[/p][p]Ghost Bar[/p][p]Ghost Delay: 0.35[/p][p]Ghost Drain Speed: 1[/p][p]Ghost Color: white[/p][p]Critical Pulse[/p][p]Critical Threshold: 0.25[/p][p]Crit Pulse Scale X: 1.04[/p][p]Crit Pulse Scale Y: 1.06[/p][p]Crit Pulse Speed: 5.5[/p][p]HP Text Punch[/p][p]Text Punch Scale: 3[/p][p]Text Punch Duration: 0.4[/p][p]Text Dmg Rotation: -10[/p][p]Text Heal Rotation: 10[/p][p]Changed Player Game Over panel style to new UI standard[/p][p]Changed Player Game Over button style to new UI standard[/p][p]Code execution optimization to Enemy.cs [/p][p]Code execution optimization to Projectile.cs[/p][p]Code execution optimization to ProjectileSpawner.cs [/p][p]Changed Debug Manager to show seed number
[/p][p]Bug Fixes:
[/p][p]Fixed a bug in damagetext.cs coroutine would not run properly, IEnumerator error[/p][p]Fixed a bug in lootchest.cs where dropAnimation() would not execute properly [/p][p]Fixed a bug in player movement system where players could not sprint [/p][p]Fixed a bug in new UI system where the screen would only support 1920x1080 resolution/aspect ratio[/p][p]Fixed a bug in player movement system where players were locked in boss arena from missing reference[/p][p]Fixeed a bug where the idle up frame of Mantou would be the second walking frame and not the idle frame[/p][p]Fixed a console debug spam bug in EnemySpawner.cs where the next boss time debug log would repeatedly fire (removed line 268)[/p][p]Fixed a bug in PictureGlide.cs where elements would not float and move because of game time usage instead of real time[/p][p]Fixed an inconsistency in audio manager systems across the game[/p][p]Detected a bug in lootChestSpawner.cs with code execution but has not fixed [/p][p][/p]