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Version "Now in Color!" Released

  • Significantly brightened many of the game's textures and graphics! The game's overall contrast should be much better now.
  • Added a new form of anti-aliasing: FXAA! This reduces pixelation of numerous edges, including weapon outlines and textures.
  • Updated the lightmapping blur algorithm to produce better results. Mappers also have more blurring choices!
  • Faces now take up less less lightmap space due to no longer needed a pixel-wide border.
  • Lowered the level ambient lighting from 64 to 16 to produce more contrast.
  • Optimized the rendering of decals. There's still some more work to do, but it should be a bit better now.
  • Lowered the max. number of decals on a single face from 512 to 256.
  • Made some tweaks to the bloom algorithm. It now samples a more even distribution of pixels on the screen to blur.
  • Added support for angle/pitch offsets for various screen shaking effects, and applied it to the weapons (including the Hyperblade when it hits something).
  • The gamepad now rumbles when an object is struck with the Hyperblade.
  • Brightened and increased the duration the dynamic lights attached to weapons when they fire.
  • Barrel gibs now spin around.
  • Made some lighting/architecture adjustments on E1L1.
  • Added some bloom maps for several E1L1 textures.
  • Removed a couple of duplicate faces on E1L4.
  • Fixed an issue that prevented killed monsters that activate a checkpoint from being gibbed.
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