Fixed issue with camera placement during spectated replay deaths
Dragging the replay slider to the beginning no longer ends the replay
Fixed issue with checkpoint xray visuals
Dramatically optimized GPU performance
Points of interest now fade slowly when the object is visible on screen
Swap default gamepad bindings for Crouch and AlternateAction to allow crouch jumping
Fixed an issue where the user loses mouse control if spectating or replay during intro anim
Fixed wheel and XOXO blocks to start spinning from a single click
Fixed an issue with continuing a course where previous deaths would not be counted toward the total for that run
Visual improvements to the character models
Modkit Update
Update Unity to 2018.3.13f1
Lava charing limited to 3 active instances, lava exclusion zone limited to two active instances
Make NextCheckpointHintEffect match Colour in CheckpointObject (and add right-click options to Use Default Checkpoint or FinishLine colour)
Ghost unattainable checkpoints when using Strong Checkpoint Ordering
Include default_lut.png in modkit core to do colour correction with ConfigureScene
Support subgamemode finishlines that look different from end of course finishlines (see SubModeFinishVisualizationPrefab in HotLavaGameContainer)
ActivateTriggerOnInput now ignores Input when paused
Can now launch modkit folder from Steam (double click Hot Lava SDK)
Modkit is now in …\steamapps\common\Hot Lava SDK\package\ModKit\
Add HotLavaPalette (Klei > Open HotLavaPalette…) to provide filtered lists of objects to place in levels (platforms, hazards, etc)
Add LayersAndTags.txt to explain how we use gameobject layers and tags
Include GameModeConfigs in modkit (Buddy, Explore, FreeRun, Pursuit)
Can clone BuddyModeConfig to set other GrabbableItem prefabs (make a pizza delivery course)
Fix GameModeConfig’s StrongCheckpointOrdering (get all checkpoints in order) to also apply to FinishLine
Add CheckpointCollectAll to modkit to allow “all checkpoint” courses. Usage: Make one Start checkpoint and place multiple CheckpointCollectAll prefabs under the gamemode's Objects (they're not real Checkpoints)
Allow modkit to override CheckpointVisualization and FinishLineVisualization in HotLavaGameContainer
Add custom death reason strings (in HotLavaGameContainer)
Make HazardReasonOverrides setup the current object to be a lethal hazard
Add TinyToy_brk and PogoStick_brk to modkit (place in levels to allow tinytoy or pogo on pickup)
Support PreserveRelativeVelocity and PreserveRelativePositionAndRotation in TeleportVolume
New template assets - includes examples of climb, swing, surf, trampoline, wind tunnel. Use these to create your own, or just use them in your mod.
New template_land.unity contains all template assets – see how they are used, see examples of our jump height, crouch height and jump distance as well.
Fix modkit_wall_run_jump prefab to render properly (instead of a pink box) and renamed to template_wall_jump
Added Trial locations for when you click “Add Portals” and space all portals out instead of spawning in a pile
Added LevelIntro for when you click “Add Portals” (LevelIntro is required for the board-busting unlock animation to play)
Add an "Add Lava" button to the Game Container to add some initial lava (same as Add Lava button on Game Mode Containers)
Game Mode Container’s “Validate Show/Hide” also applies visibility for that gamemode so you can see what will be visible
Remove irrelevant/obsolete options from GameMode
Tool tips added for a variety of confusing options
Make TutorialTrigger default to correct trigger configuration
Remove irrelevant options from ActivateTriggerLogic, rename some options, and add more tooltips
Add more Timer options to ActivateTrigger
Add DropItem mode to ActivateTrigger
Add ActivateTriggerOnIsActiveChange to trigger OnEnable or OnDisable
Add ActivationStateRestorer to restore the isActive state of objects when player restarts a course (good for Triggers)
Move all configuration from LevelMetaData to HotLavaGameContainer and make LevelMetaData read-only (it’s entirely generated)
Revamp CollectibleForGameMode and add GameModeCollectibleTracker to support collectibles in a course that fire ActivateTriggers