
It's not perfect but it will do.
A major milestone at least in terms of functionality.
Controllers are finally supported!
Using Steam Input for this one, so it should theoretically work with just about anything you throw at it using action mappings.
Normal non-Steam Input gamepads work, but I've not completed remappings for those yet.
This also comes with keybinds! Finally!
A big hold up for this one was the ability to map chorded actions. Ctrl+Z or Shift+A. That kinda thing.
This also means that it now fully works on Steamdeck!
However, Steamdeck performance is a little less than desirable right now due to the UI being unoptimized. So that will improve in the future. 120fps with the UI disabled, and the target is 90.
Hopefully I'll also be able to port the game to Linux Native after the UI gets refreshed, which should help a bunch.
One of the major hold ups for this release was that the game ended up entirely unplayable because the control system was being reworked. I couldn't release incremental builds because you couldn't like, you know, play the game.
There's also been a bunch of functional changes.
Research has moved to be global, so all researchers will handle that themselves now.
Check out the change log below for full details.
0.10.5
Engine updated from 5.3 to 5.5
DX Version kept at 11 and Shader Model 5 until Linux port.
Compatibility with Steam Deck confirmed with Proton Experimental.
Steam Deck performance hit due to Rive's rewrite.
Port to native Linus currently not possible due to Rive.
Without HUD runs at 120fps, but with hud there is a struggle to run at 60fps.
Fixed extremely potent crash when changing resolution.
Entire hud-refresh system has been reworked to prevent this from happening.
This was horrible and extremely time consuming.
Things should now respond a lot more dynamically and will support almost all resolutions.
It's still going to be a major challenge to support vertical resolutions, but it should be possible.
I'd like to, but that's scope creep.
Some of my intentions originally were to support 1:1 resolutions, but again scope creep.
Research changes
Added "active" and "% complete" text to the researches currently in progress.
Research has been moved to be global, meaning that if you select a research, all researchers on the map will begin.
They will sort out their own resources, so worrying about that shouldn't be as much of a problem.
Their speed will be additive, so you'll get more performance as expected.
Unassigning a research will remove it from all of them.
Added a cute little animation to let you know they are broken if they are disconnected. :)
The amount of working researchers will now be displayed in the research menu.
A research queue is not in place at the moment, but might be something to consider in the future. Probably not though.
Locked block destruction when the research manager is open.
Fixed bug where a new game would research Flesh Discovery even though no research had been selected.
Power block changes
Power blocks now only use resources when they are connected to another block.
Power blocks will now also blink their resources if they are running out.
Blocks will now pull resources from other blocks regardless of their activation status.
Fixed the broken time tracking.
System to skip dialogue lines is in progress.
Pause menu bug fixes, thanks to the new context dependent control subsystem. Woo.
Complete overhaul of controls and full rebinding for keyboard and controller.
Steam Input now set up for all major controls.
All standard controls have now be moved over to Enhanced Input Systems, which will allow for full rebinds.
All keyboard controls are now compatible with chorded actions.
Eg Ctrl+Z
Game does handle regular controllers too, but it's less complete at the moment.
Official Steam Input control layouts for
PS5, PS4, Xbox 360, Xbox One, Switch Pro Controller, and Steam Deck.
Menu navigation using directional keys or controller.
Separated navigation controls, which can be easily mapped over other controls as they are context sensitive.
Still need to enable glyph support.
Control prompts removed from interface because of this.
Vestigial code cleanup.
Added skip intro.
Intro video voices have been moved over to FMOD.
Pause menu can be used to adjust volume.
This also means you can go back to the main menu or quit from the intro video.
Fixed bug where blocks could be selected through the side menus.
Added a new song.
I am so, so very tired.
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