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Minor Patch

No major announcement this time—just a couple of quick fixes and tweaks following our recent larger update ːdeheadː:
https://steamcommunity.com/games/262390/announcements/detail/546722128842458766

(EDIT: Did a minor addition fix and added it to this patch note as to not spam the news feed with minor stuff)

[h2]Ending Cutscene Desync[/h2]
We sadly had a miss here where the cutscene animation for the endings played with game-speed-modified delta time, leading the non-competitive mode to play the animations slightly slower and thus de-syncing the sound effects and music. This ruined the experience of the endings. (It’s very unfortunate that we didn’t catch this before now... and it was big enough that I couldn’t just leave it and had to do this small hot fix patch.)

[h2]Window Positioning[/h2]
The game window will no longer re-center itself every time settings are applied. Now it only does so when changing the window mode or size, which should make multi-window setups much easier—especially for those who stream or record gameplay.

[h2]Shield Gates[/h2]
Fixed so shield gates are not allowed to close when their collision overlaps the players, to avoid unfortunate timings getting players stuck. (If you get stuck by a gate, you can of course shoot it to get free as well).

[h2]Assisted Gamepad Camera[/h2]
Did a minor adjustment to how the assisted camera behaves when performing vertical wallruns, aiming to make it less intrusive when doing finer precision movement.

[h2]Drop Mines Physics State[/h2]
To address a rare bug with these mines and to improve their performance while running physics simulation in parallel with the game update, we previously added a method to schedule physics state changes (activating and deactivating mines) until after the simulation was done, as an asynchronous step.
Sadly, this introduced another bug we didn’t detect until now. If you place a checkpoint in range of a drop mine and restart while it’s falling or exploding, it can lead to delayed events from the frame before the checkpoint reload firing on the frame after the load, which can cause strange effects.
We’ve now mitigated this by ensuring the delayed event queue is fully processed before the checkpoint is loaded. Since this is a relatively new bug and hasn’t been exploited in speedruns, we see no harm in patching it out.



As always, thank you for playing, and please let us know if you notice any other issues! ːdeboostː