IMPORTANT NOTICE:
You might need to delete your old save data if the game crashes on startup. On windows, the save data can be found at:
\AppData\LocalLow\Fek\Rack 2_ Furry Science\
To delete your save data, just delete that entire folder.
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New in this build:
- Clothing is now loaded from the public resources directory, instead of internal resources, allowing it to be modded.
- I've put a little more work into the tail fur system. This system is still incomplete, but it now supports some organic randomization, more detail, and is generally just a little bit more pleasant to look at. I feel obligated to mention that while the system is incomplete and will still see improvements (especially once I start focusing on art, instead of frameworks), we are approaching the point where I say "chunky / low poly is the style I'm going for".
- Fixed several clothing clipping issues, and added some new street clothes for the PC to start in.
- Fixed several physics bugs, and improved the behavior and deformation of most body parts, especially the dick and breasts
- You can now equip clothing from a changing station in the showers.
- Clothing now covers up embellishments that would otherwise clip through the clothing. Some embellishments, like antlers and horns, are exempt from this.
- A decal painting system has been added to the character editor. You can now apply any image you want to a character, anywhere you want. A small library of test decals has been added. You can add more by simply dropping decals (256x256 PNG) into the \AppData\LocalLow\Fek\Rack 2_ Furry Science\decals\ directory.
- Any texture layer, including decals, can now be set to glow.
- Cleaned up the character editing interface a bit, and added a new relaxed T-pose option.
- Added functionality that allows characters to hold objects.
- NPCs are now generated with randomized color schemes.
- The character quick-start form now has a color randomization option.
- Improved the new player sequence a little bit. New players are taking to the character customization screen, then given a tour of the laboratory by the requisitions officer.
- Did some more level design stuff. There is now a client management desk, where you'll select test subjects to put into your research rooms, as well as a storage area and a chemical research area.
- Reworked the embellishment system to be more resilient to mesh changes and custom body parts. As a result, embellishments might be misplaced on characters made in 0.0.7 or earlier.
Tom N
2016-12-13 04:55:03 +0000 UTCDkrewe
2016-06-19 17:32:51 +0000 UTCCloud Storm
2016-06-19 16:50:35 +0000 UTCkevin
2016-05-30 07:33:27 +0000 UTCWolfie Randolf
2016-05-30 06:39:02 +0000 UTCWolfie Randolf
2016-05-30 06:37:42 +0000 UTCForvet
2016-05-30 01:04:17 +0000 UTCForvet
2016-05-30 00:08:52 +0000 UTCDaniel Toftegaard Eyvindsson
2016-05-30 00:00:52 +0000 UTCDaniel Toftegaard Eyvindsson
2016-05-29 22:49:24 +0000 UTCkevin
2016-05-29 22:36:37 +0000 UTCDaniel Toftegaard Eyvindsson
2016-05-29 22:31:19 +0000 UTCkevin
2016-05-29 22:30:00 +0000 UTCkevin
2016-05-29 21:57:57 +0000 UTCWolfie Randolf
2016-05-29 21:56:39 +0000 UTCDaniel Toftegaard Eyvindsson
2016-05-29 21:53:11 +0000 UTCkevin
2016-05-29 21:51:12 +0000 UTCFek
2016-05-29 21:37:28 +0000 UTCkevin
2016-05-29 21:31:19 +0000 UTCLeafside
2016-05-29 21:21:16 +0000 UTCFek
2016-05-29 21:15:48 +0000 UTCWolfie Randolf
2016-05-29 20:45:34 +0000 UTC