Blood particles now collide with static environment.Vastly improved obj loading performance.Screenshots are now saved as PNG files instead of BMP.Lua bodies will exist in their own space and will not collide with any other objects. You can now create raycastable bodies and shoot rays with Lua. This has been revised in 5.60 and now hooks will always execute in the same order as they've been added. In past, when you attach multiple callbacks to the same Lua event you couldn't predict which order they'll be executed in. This will be especially useful if you need to draw a lot of textures which will normally get capped by max texture limit.Īll Lua hooks are now executed in a predetermined order You can now load a single master texture and render its specific parts. With 5.60 we're adding documentation for all existing Toribash functions as well as for built-in classes like UIElement or PlayerInfo.ĮmmyLua is available as an extension for VSCode or IntelliJ IDEA.Ĭurrent alpha version does not have the final documentation yet and will receive further updates closer to stable release. We know Toribash has been notorious for its lack of documentation when it comes to game-specific Lua functionality. To switch to this build, choose "alpha" in the Betas tab in Toribash properties from your Steam Library.Īll player or environment changes (position, rotation, velocity, etc) triggered with Lua are now properly stored in replay files. This alpha is primarily targeted at scripters and replaymakers to give a heads-up on what's to come as it introduces some breaking changes to some Toribash Lua functionality and the new replay data protocol. ![]() This is the first public alpha version of the next major Toribash 5.60 update
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