In reverse chronological order, most recent first:
- Fixed bug in controls for $FEATURE_W on PS2/PSP
- Fixed a stack overflow during a mini-game that only occurred in the final/release build on one of the 3 target platforms
- Tidied up some spline handling code, and fixed debug spool on PS2, to make certain puzzles easier to debug.
- Implemented design controls of scaling difficulty system, so they can set up a level that is hard until you do a specific thing, then it gets much easier. I need to do a bit more on this before we ship.
- Defensive code to prevent a crash when the camera animation name is zero length.
- Improved quick-turn controls
- Enabled interpolation of torch beam to cursor at the end of canned animation
- Turned off $EFFECT when the player $DOES_SOMETHING (details redacted to prevent spoilers)
- Fixed a bug with the way the results of a pyche session fed back into the game world
- Improved yes/no gesture recognition in Wii
- Swapped yes.no control bindings on Sony SKUs
- Fixed a divide-by-zero bug in animation event triggers
- Fixed $FEATURE_A ui bug on Sony SKUs
- Fixed $FEATURE_B math accuracy issue on PSP
- Fixed move-backwards during $FEATURE_C, which was broken by some other programmer's fix for some other part of $FEATURE_C
- Exiting UI $FOO now returns you to the pause menu, rather than going back into the gameplay.
- Fixed enemy's popping in (rather than animating) in certain situations
- Changed code to match revised animation rig for $FEATURE_C
- Implemented new mini-game functionality available only on Sony SKUs (for part of the game where WiiMote pointing is used on Wii)
- Fixed gimbal-lock bug in camera code for PSP.
- Implemented controls for $FEATURE_W on PS2/PSP
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