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Een vertaalprobleem melden
Not sure how possible it would be, but some visual indication of which direction and how forcevolumes are pushing so you can easily tell at a glance what they are doing could be useful, but it is not really necessary. Not too sure how you might accomplish that if it is even possible.
Though there are already links to it on the workshop page, if there is not already a link to http://www.octodadgame.com/workshop in the editor itself it could be added perhaps under the Help menu.
Outside of the editor, custom sounds and custom textures are the most commonly added things to custom maps. While textures are relatively simple, it's not quite as simple to learn FMOD just to add a few sounds. While I was learning about it myself, I thought that a small sample file with some templates and/or a few different types of sounds from the game already hooked up could possibly be useful so people could just plug in their own audio. Without knowing more about FMOD I do not know how feasible that might be to create nor how actually useful it would be. Or you could just direct users to the Content/Audio folder so they can have a look at how yours are set up.
That's basically all I can think of off the top of my head, other than lofty dreams of custom ties...
I will add a log entry explicitly for ending a level. There is currently an option in Options, Log Trigger Events, that will log all triggers. Otherwise, if you pause the game while playing in editor, you can view realtime values for objects that have unique IDs by clicking on them in the tree.
Visual indication is probably not too difficult to add for force volumes.
We'll see about custom ties. I'd like to do more with costume abilities in general, but that's a summer project for sure...
Or at least would be great to see a thing for rotating to fixed angle. I mean, hold shift to rotate a object 0, 22.5, 45, 67.5, 90, etc. degrees.
I'm not so sure about texture/mesh reloading because of the way the graphics engine is setup, it caches the memory location of textures. If a texture is reloaded, I would need to unload the previous texture and change all the locations where it is used. But, I can't easily guarantee that in code, so if I miss something and it comes across an outdated texture reference it will crash. Texture reloading is probably more possible than mesh reloading, though.
I'd love to implement a fix, but in meantime we decided to just work around it. I'm not sure when it might become priority.
But about rotating, I meant something else: when I turn a object using rotate tool I can't turn it at the perfect angle like 45°. I know I can set the perfect rotation in attributes by hand, but would be great if angle would automatically snap to perfect angles like 0, 22.5, 45 while shift is held.
And sorry for my English...