Last month we reported the bug count was down to 84, well we've managed to push that number to less than 30 with more fixes planned in December, aiming for a zero bug report count before the end of 2023!  Naturally, new reports will pop up, and we will not stay at zero for very long, though it will be great to know that all the legacy reports from the last twelve months have been dealt with to produce a stable game-making product, ready for performance improvements and new features in 2024.

We could not reasonably go into detail on each of the 50 fixes, but here are some highlights you will find in the latest update.

We fixed weapon system issues to improve how they work as collectibles in the game, and how they are selected for characters. All stock weapons now have built-in reference to the weapon object associated with them in the library, and a related improvement also enables loot drop percentages to have more flexibility.

Improvements to the LUA system removed the last traces of the older and slower messaging system, with over 260 commands moved internally and in so doing improved the speed of calling them.  This is the start of a series of performance improvements to reduce the cost of all game logic calls. Performance has also been improved for test level initializing, skipping weapon scans when redundant. Environment probe code is also improved, using less calculation when generating new probe textures.

Particles now have a greater ability to be rotated and scaled. Also, fixes to the particle emitter code to retain the shape of the particles in-game.  Now particle cubes, rings, and streams import from the Particle Editor Tool correctly.

Nav-mesh blockers, typically used to stop characters walking through a closed door, will now match the exact shape of the door's bound box for more accurate blocking of the nav-mesh path, and a new debug visual shows the actual blocker outline in the level. Fixes and improvements to door scripts, whether they are regular, needing keys, rotating or sliding, operated manually, remotely, or via a switch now standardize all doors.

For small feature additions, we have extended support to the character creator to enable custom character styles to be added dynamically, allowing game authors and artists to create their own body parts. We have tested this new feature briefly by creating several Low Poly characters for the recently released Low Poly Knight Bastion DLC, and expect more characters to be added to relevant Low Poly DLC in the very near future.

As is now our custom, we are pleased to share the full fixes list from the GitHub repository since the end of October 2023:

* Custom character creator parts support (early)
* All weapons now auto set as collectable
* Fixed tracking of collectables in level when added and removed (weapons)
* Characters can be select from any weapon, and only drop when the weapon object exists
* Added stock weapon object paths to default weapons media
* Fixed LUA system to account for non-param internal message calls
* Fixed issue of collision centers not being updated for standalones
* Fixed issue of NIL params crashiing LUA system
* Performance improvement when running test level to skip redundant weapon list checks
* Cano once again explode isimmobile objects
* Fixed issue with explosion settings being hidden when set to isimmobile
* LUA script system fix to restore working commands
* LUA GLOBAL Script Overhaul to move SendMessage commands out completely
* Started work on detecting recent slowdown - related to IntersectAllEx calls
* Can now rotate and scale particles using the widget control
* Allow encrypted hand animation files
* Can now better shape navmesh blockers
* Added Y angle rotation of blockers for the 3 main door scripts
* Added new navmeshlib.lua to the scriptbank root
* Navmesh blocker debug visuals auto refresh when blocker state changes
* Prevent image stutter and slowdown when images used in behavior scripts
* Allows textfiles specified in scripts to be picked up and exported with standalone
* Fixed issue with a specific particle effect type messing up when rotated
* Better Door Blocking in NAVMESH and updated all door scripts
* Fixed typo causing surface texture in normal texture in importer
* Dropped weapon ammo now respects the property set for that character drop
* Added debug visual for all door blockers
* See code changes, OOHH so many small fixes :)
* Can now use RGBA texture choices in importer materials for ALL meshes
* Fixed issue of incorrectly culled marker objects
* Importer handles texture better including surface textures specified as PNGs
* Fixed issue with IFUSED activations now working when use ActivateIfUsed(e)
* Now chains terrain sculpt and any repositioning of objects so both are restored with a single UNDO trigger
* Fixed Move Speed for in-place character movement
* Prevented duplicate SURFACE textures being shown in object preview
* Fixed Key and Door for USEKEY and Visual Logic Link for keys, rotating and sliding doors
* Added per-object loot percentages in UI and logic
* Stopped weapoms from being selected that do not exist in the collection list
* Fixed crash caused by bullet hole subscript being corrupted
* Checkpoints now work in standalone games
* Fixed the shapes and rotation properties of many particle effects
* Fixed weapon script so sound collection is once more heard.
* Added code to cool down env probe refresh to improve performance.
* Fixed issue of flickering particles caused by race conditions.
* Can now use SPACE KEY to skip video if in test game.
* Can rename Flags to NAVMESH LIMIT to mark out a custom navmesh area.
* Fixed several demo level issues related to anim, sound and navmesh.

Also, remember our end-of-month live broadcast is a great place to get a look at some of these fixes, so if you want to join in on these extended hour-long Q&A sessions, we host them on the last Wednesday of every month at 7 PM BST on our YouTube channel - see you there :-)