Version 0.11.1
Levels travel as .zip too, timelines gain the Marquee tool and folding, and a dash scales to its distance
There was no version 0.11.0: the numbers went from 0.10.1 straight to 0.11.1
- A level exports and imports as
.zipas well as.tar.gz, with a password too. A.7zfile is recognised and refused by name instead of being misread. Everywhere in the game a level "package" is now called an archive (Level Archive) - A dash aimed at a point closer than its full reach is a proportionally shorter dash: shorter travel, shorter invulnerability and a shorter cooldown. Below a third of the reach there is no dash at all
- A dash with no direction is not taken. Before, it flew in an arbitrary direction you did not choose
- A dash is steered on every frame, and invulnerability after a full dash is 0.30 s instead of 0.20 s. That equals the cooldown, so dashing without a break leaves you open for exactly one frame between two dashes
- The timeline tools are
Selection,Edges,Scissorsand the newMarquee, which adds every clip a dragged box touches to the selection.EdgesandScissorswere called Trim and Blade before Scissorscan cut a prefab placement in two, and both halves go on playing the same template from where the cut was made- A subtree can be folded out of a timeline: double-click a clip with
Selection, use the button in the tab's own row, the hierarchy row's menu orCtrl+E. Folding writes nothing to the level and takes no undo step - Tooltips now appear in the released game, not only while it runs inside Unity. On a touch screen a tooltip opens on a long press. A tooltip of an action with a shortcut shows that shortcut as it is currently bound
- More than 200 texts that were only in English are translated