GameGuru Public Preview Update

Even though it's only been a month since the release of the Monster Update, we wanted to get a collection of small fixes and tweaks out to you quickly and so have prepared a Public Preview build which will be installed automatically when you next visit Steam and have the PublicPreview build selected. 

If you don't know how to select the PublicPreview build, simply go to the Steam client, select GameGuru, right-click the product name on the left to bring up a popup menu and select the properties item. From the properties dialog, select the beta tab and select PublicPreview from the drop-down list.

This update contains a collection of small tweaks discovered by users of the public build and reported in the GitHub issues tracker.  This is an early build of the Public Preview and we anticipate another one in a months time, but it makes sense to try this one out with your current projects so you can report any strangeness to us with plenty of time for the issue to be fixed.

Here is a brief changelog of the tweaks:

  • Added GetLightAngle and SetLightAngle Lua commands
  • Added light script which can switched on and off with a switch entity (over if used field)
  • Fixes for explosions, now damages surrounding entities again
  • Added LUA commands to rotate spotlights dynamically
  • Fixed issue of invisible wall no longer working
  • Replaced hand model with proper magic staff models and PBR textures (to match the name of the weapon)
  • Finished adding visible staffs to HUD weapons for Fireball and Magic Staff
  • Physics system is fixed to allow non-60 FPS physics simulations
  • Fixed black weapons if using DNS and in PBR mode
  • Fixed issue of multi-texture weapons turning black, now assigns default AO and boost intensity value
  • Uses proper world matrix position so weapons can pick up dynamic light influences
  • Added default behavior which boosts albedo of old weapons denoted by them not specifying a shader
  • Now allows models with no meshes to be imported and DBO saved containing JUST animation data (Fuse)
  • Better detection for 8-system bone weights so irregular 1-system bone weights don't corrupt model
  • Prevent ragdoll delete function showing error when no ragdoll system to delete in-game
  • Detection of spine and spine1 limb names now extended to autodetect Mixamo(Fuse) bone structures
  • Above fix allows Fuse characters to use "isspinetracker" field in FPE with MoveWithAnimation LUA command
  • Added second light script (light2.lua) to toggle dynamic light on and off using remote IFUSED field

Plenty more tweaks, fixes and new features on the way for the next public preview update, heading towards a new update in a few months time.  For the moment, happy game making, and as always if you have found issues or have ideas for enhancements, feel free to post them in our community issues tracker here: https://github.com/TheGameCreators/GameGuruRepo/issues

We also wanted to mention our most recently released DLC which is taking the community by storm, and demonstrates some of the best weapons you will find in any game maker.  Created by the indomitable ErrantAI, this pack of 10 weapons will raise the quality of your game instantly, and you should definitely check it out: