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Đang được cập nhật thường xuyên· 4 bản cập nhật / bản vá trong 30 ngày qua
NEW Photo mode UI rework, auto framing and others nice controls; NEW Photo mode simple mode (Angles, Distance, Take Photo, Colored segments, Advanced) with C/N/F/G/V; NEW Photo mode frames the die on entry, cinematic angle presets and close-up/fit/away distance cycling; PERF
Update 65 - Chapter 2 is out! (and 8 months of everything else)
Greetings, Hard Chip players! Chapter 2 is out! 🎉 After a week on the experimental branch, it moves to early access (EA) for everyone, starting with v0.2.7.188.
PERF Raymarch renderer precomputed neighbors and shapes, plus voxel domain early exit strategy (25%); FIX FPS cap held by a FrameLimiter (avoid multiple updates per draw and CPU time waste on missed fixed framerate); FIX DebugOverlay update rate accuracy; FIX TransistionScreen
NEW Chapter 2 available in EA; NEW Delete probes bonus stages ALT + Click; NEW Duplicator mode in library (sandbox mode); NEW Main background follows campaign progression; NEW Main menu shows global rank and composite score (after NAND); NEW Photo mode die top view preview
Chapter 2 Prelaunch Test, only on the experimental branch NEW-EXP Chapter 2, overworld, scripts, music, stages, and final; NEW-EXP LoTechLooper and UBL chapter 2 musics + NVorbis deps; CX 2/4/8BitsTransmitter schematics; CX ABRegistersAndALU (random post-validation phase
SIM Optim pass; UX Live FPS (frames per second) and ticks/s in the benchmark info bar, over a 500ms window; FIX Benchmarks now wait for the ComponentEditorOrchestrator to be loaded and ready before starting benchmarking; FIX RenderFrameCount in benchmark is more accurate; MI
NEW Contextual shortcut tips wired across the editor to remind shortcuts (only shortcuts for the moment; will be completed by other contextual tips); NEW Gameplay settings to hide the contextual shortcut tips and to reset the dismissed ones; NEW tutorials use tailored shortcut
MI Main menu background load the campaign levels before moving to it; SX-DEV New campaign levels CampaignLevelRegistersChip added; SX-DEV Introduced CampaignLevelAirlockPhase2Repair with scripts for terminal interactions and chip fabrication; SX-DEV New draft for
SX Refactor campaign levels with the uniform CampaignLevelBase loading and lifecycle logic (areas, terminals and scripts) and cleanup. Groundwork to move overworld sections to come.
FIX Levels no longer dispose the shared walking camera on teardown; ThreadDispatcher is shared and no longer per collision model; FIX OffScreenImGuiManagerPool tracks free slots and grows on demand instead of counting by dictionary size; MI Dev tools: ImGuiOneTimeButton and