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| UPDATE CHANGELOG PROJECT 06 SHADOW RELEASE |
| 15/07/2020 to 04/09/2021 |
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| How these changelogs work: |
| Only changes/additions/polish/removal of content that is already in the game and was presented in previous |
| releases gets documented here, for new releases, new stuff is not documented, to keep the new content as fresh |
| as possible. |
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Changelog:
- Fixed Silver's Psychokinesis effects not playing when on dashpad states or path states
- Fixed Knuckles' vertical speed gained from gliding onto enemies being too high
- Fixed Super Sonic's jumpdash/homing attack not fully 1-hitting everything most of the time
- Added missing OnExplosion commands to bigger enemies like eGuardians, eCannons & eCannonFlys so that more damage objects affect them (fixes AQA Magnets and Bomb Boxes)
- Aquatic Base's Magnets now deflect projectiles when activating them
- The homing targets of the Iblis Crawler now get disabled when it performs its diving attack
- Made the jump ramp arrows brighter in intensity so they can be more easily noticed
- Added more helpful camera events in Aquatic Base Section 2 on the tunnels that have closing doors
- Added an extra camera event on Sonic and Shadow's cutscene in Crisis City Section 1 to add a bit more polish
- Added missing contact sounds when breaking the wood walls in Tropical Jungle Section 2
- Hardened the saturation of Tails' textures to make his fur a proper orange
- Changed the way eye highlights work in order to make them look better at any angles (this means no more dynamic movement)
- Fixed bug with changing light areas where the triggers wouldn't work with more than 2 different sets of lighting
- Moved the psychokinesis mark in Silver's Kingdom Valley closer to the bridge that gets lifted so get a better view
- Added more support camera angles to Dusty Desert
- Made Silver's Teleport Dash burn slightly less action gauge
- Added the Homing Reticle to missing states where there was possibility of locking into objects
- Smoothed out janky rotation of Tails & Sonic when entering aiming mode for Dummy Ring Bombs and Sky Gem Throwing
- White Acropolis' and Crisis City's boards now have different balanced settings tailored for their respective stages
- Updated shaders for Dusty Desert to give a better visual of what is quicksand and what is not
- Updated visuals for the Iblis Monsters, sporting fire auras and realtime point lights
- Updated homing reticle color palette to make it look more neutral colored (may clash with different character HUD palettes)
- Fixed lost rings sometimes having weird angled rotations when they're not supposed to have such ability
- Stage music now plays at low volume instead of getting muted while on the pause menu
- Updated how UI color themes are managed; Implemented gradient system using the original UI sprites to allow more ways of changing themes for different campaigns
- Cleaned up some bad scaling artifacts on the game's original UI sprites while playing a stage
- Repositioned the Action Gauge of the E3 UI to increase the accuracy to the source material
- Added extra option for the main menu background video which allows using the retail title screen and main menu backgrounds
- Added option in the Game options menu to change the button icons to either Xbox or PlayStation
- Improved facial expression and added more missing landing effects of some characters on the goal poses
- Added some more camera angle events to Sonic's Wave Ocean, Radical Train & Kingdom Valley
- Improved the transition to the zoomed out camera if there were other several camera angle event areas nearby
- Smoothed transitions of the action gauge glow when it's full
- Fixed inconsistency with Sonic's Action Gauge where it would refill on air (original behaviour recently found by modding community)
- Redone the action gauge maturity, gem level & energy display UI to look cleaner and more accurate
- Fixed Silver's Jump Panel animation not working properly
- Added ability to throw Dummy Ring Bombs while on air states if on control
- Added attack hitbox to the top of Tails' collider when flying to be able to damage enemies from bellow akin to the classics
- Fixed Knuckles' punch combo index not getting reset when the combo was interrupted by external factors
- Sonic's action gauge now heals on the speed it was intended to
- Blue Gem boost time now becomes bigger when leveling the gem up
- Increased size of tornado effects for the Green Gem to maintain accuracy with damage radius
- Increased consumption of action gauge for the Yellow Gem to balance out new use of gauge healing
- Removed noise of Now Loading... text from loading screens for smoother quality
- Updated Test Stage image in Retail Loading Screen to follow accuracy to the original game
- Moved Flag Progress, Total Gold Medals & Gems data saving to a global chunk in the Save Data class
- Fixed the cargo of Eggman's first train in Radical Train getting stuck midair when stopping the spline progress
- Rearranged a few chain jump areas in the second eggman train part of Radical Train's Mach Speed section
- YET AGAIN moved some dashpanels in Sonic's Dusty Desert's final loop to avoid missing them
- Extended damage factor on Bound Attack to all of the move's execution time
- Added E3 "Mission Completed!" prompt with custom assets when clearing a stage
- Fixed Results music playing a second late after the Round Clear jingle finishes playing
- Made numbers in the Results Screen move to the beginning of the bars for the E3 UI to increase accuracy
- Improved Gold Medal UI graphic to look more golden
- Arranged a new ending to the Crisis City Mach Speed section for a better logical event at the end
- Enlarged Amigo collision in the start of the second section of Kingdom Valley to avoid breaking enemies with Sonic
- Fixed more out of bounds breaking in Flame Core Section A
- Created custom animation for TGS Sonic's grinding animation to have a smooth transition when doing tricks
- Increased pick up radius of the Gem items
- Changed beginning event at the start of Kingdom Valley's Mach Speed section for a better visual
- Changed the way the chain jump animations are played to increase accuracy with the E3 demo
- Removed the TGS to Retail Idle animation for normal sonic since it's just more assets for an already available mode for TGS Sonic
- Cleaned some code for the Amigo objects to avoid framerate overload when too many are spawned
- Fixed oversight with Crisis City's Mach Speed section falling truck being able to get pushed away by the cars thrown by the tornado right after spawning
- Updated the camera angles for the results screens of the Mach Speed sections to accomodate for the E3 Mission Completed text and have closer ressemblance to the E3 demo
- Updated Knuckles' climbing animations
- Fixed iffy lightdash spline and readjusted final jump panel to volcano in Sonic's Flame Core
- Repurposed grind switching to add leaning animations
- Slightly increased pick up radius of rings
- Added homing target to goal ring
- Fixed normal behaviour Iblis Golem's Ground Smash attack not exposing their heads as supposed
- Added missing fire breath attack to certain Iblis Crawler behaviours
- Mach Speed Super Sonic can now access a bit higher speeds when on lightdash speed
- Gave a small buff to the speed shoes increase of speed
- Cleaned up design of the main menu, title screen and gold medal screen to look closer/better to the original game (colors without gamma correction from consoles)
- Fixed zoom-out camera angle getting bugged when switching to Knuckles and going back to previous area with Sonic before switching
- Fixed glitchy cutout material for Tropical Jungle's turtles
- Fixed Kingdom Valley's wind switches playing sounds rather weirdly (consequence of ancient setups from way back in the day)
- Improved visual presentation for the Adventure styled spindash
- Cleaned up Wind script for JiggleBones using fixed updating when not necessary
- Cleaned animation speed and timing of the roll animation for characters to look closer to the original game
- Fixed Dummy Ring Bombs and Bombs bugging out if interrupted by getting hurt or other states
- Added new lights to the mercury rooms of Aquatic Base
- Added extra camera events to Sonic's Aquatic Base to better lead the way
- Balanced low Homing Attack Recovery base bounce speed to be more accurate to the original
- Fixed rare visual bug where the main source lights of stages would flicker on certain spots
- Fixed bug where certain player projectile attacks (ex.: Silver's Smash Ball) wouldn't fully work the way they were intended to
- Adjusted some effects for beams
- Balanced bloom again for beam effects and robot lights
- Added missing rotor spin to Egg Flyer robots
- Added missing ambience sounds to White Acropolis
- Improved White Acropolis' snow particles
- Upscaled and improved character textures
- Slight improvement edits to Elise's hair model
- Restored lens flares blocked by collision and increased fade speed
- Improved button icons for higher quality (by DaGuAr)
- Updated Jumpdash effects to be a bit more accurate
- Cleaned code and pooling on the Camera Water Drops feature and added noise wobble to water drops
- Added a few new effects and missing reverb areas to Kingdom Valley
- Added missing water buoyancy collision objects from a few select stages
- Character action voice clips now don't play if there's dialogue being played
- Added missing UI elements to the E3 loading screen
- Fixed bug where enemies with guard shields would bug into always guarding despite the animation not being the correct one if disappearing and appearing in range
- Added more visibility to the Egg Crawler's appear effect
- Added land animations
- Improved transitions from jogging to walking animations
- Tweaked last guillotines in Sonic's White Acropolis so they don't clip under the snow
- Added some camera angles to scripted set pieces in Crisis City Second Section
- Added particles to the Rainbow Rings
- Tweaked First Person camera for better visibility
- Fixed armor breaking sound for Iblis Monsters being incorrect
- Added missing closed mouth defense animation to Iblis Crawlers/Gazers
- Fixed bug were restarting a section other than the initial one wouldn't set time to the proper time once entering the section and instead setting the last checkpoint time
- Updated most skyboxes with enhancements and additions
- Added missing feature to Silver's Psycho Shock: activating switches and triggering item boxes
- Fixed door lights on Knuckles' section sometimes disappearing
- Changed the way progress works for progression on Flame Core Section 2 after completing the cavern area with Knuckles; Sonic must now platform to the exit with the door open
- Enhanced textures to improve art direction in Tropical Jungle
- Added a few new particle effects to the caverns and enhanced placement and frail lava textures in Flame Core Section 2
- Added new BGM to the Game Over screen
- Slightly edited amigo switch animations of Silver
- Changed weather effects on Tropical Jungle playing rain for a bit when the stage started in sunny weather
- Fixed enemy health bars showing vertical white interferences when search lights project on top of them
- Tweaked Super Sonic's light speed aura to be a darker blue
- Fixed Radical Train not having proper a water reflection clip plane offset which would cause reflections not displaying properly
- Fixed the scripted loop area in Aquatic Base Section 2 making the player clip onto the door collision if entering the trigger from the sides going in reverse
- Migrated Input System to Rewired
- Improved Sonic's spindash effect
- Made Crisis City's ambience more red to feel more accurate to the original game
- Fixed some skyboxes being off scale and off position
- Updated results screen rank animations and effects
- Made character trails longer
- Slightly tweaked Sonic's super mach speed run animation
- Removed additional jumpdash particles as I simply didn't enjoy the visual anymore
- Added missing property to bombs and projectiles launched by Silver's Psychokinesis that consisted in dealing more damage or stunning the bigger the projectile is
- Fixed not all of Elise's voice clips playing along Sonic's
- Fixed Silver not being able to grab Egg Guardians when they were stunned by external factors instead of Silver's own moves
- Added missing property to Egg Guardian which consisted in dealing double damage when its core is revealed while stunned
- Updated UI with denoised versions (thanks to the glorious HyperBE32)
- Changed Silver's PSI aura to a more turquoise/cyan color
- Added more stage geometry to Wave Ocean's first section to hint at the mach section
- Improved Orca minicutscene in Sonic's Wave Ocean by adding more camera volumes
- Added new Game Data settings, where the player can see total playtime, last save performed as well as save data version in the Main Menu
- Added new camera volume that allows the camera to rotate horizontally to align to angles when sonic wall runs in Mach Speed sections
- Edited Sonic's main run animation and added it as a over top speed animation
- Fixed a very rare bug where the player would randomly get stuck at the end of a scripted path segment
- Adjusted Pole sequence in Sonic's Crisis City Section C
- Changed default settings for volume
- Enemy missile projectiles now explode when the owner dies
- Changed Mach Speed camera behaviour a bit to fix a recurrent jitter problem when going uphill slopes on Mach Speed sections
- Fixed small bug where exhausting the action gauge with silver and using the Grab All action would spawn the particle but not execute the move
- Fixed minor non-impactful glitch on stage start ups related to reading Gem data for the UI indicator
- Added credits option in Game Room
- Fixed small inconsistency with rail switching in certain parts
- Fixed an old bug present since the birth of the project related to enemy hit sound effects playing repeated times therefore saturating the sound
- Fixed Iblis Biters playing a hurt animation when jumping mid air
- Removed Unity splashscreen at start up (thanks to the chad BeatZ for providing me Unity Pro)
- Fixed ancient "bug" related to the camera spawn point when starting a stage, where the camera would spawn glued to the ground
- Fixed Red Gem object particle getting off sync as it gets culled by the camera frustrum
- Fixed players getting hurt by lasers or projectiles on frame perfect situations when homing attacking enemies
- Added heat gaze effect to Dusty Desert
- Improved tracking of Super Sonic aura when on Results Screen as well as adding tracking for shields
- Fixed jumpdash not triggering if jumping from a rail after bound attacking and jumpdashing previously
- Made Knuckles' Screwdriver Ground Pound stun item boxes and switches as well
- Made new homing attack & jumpdash animation for Sonic & Elise
- Added Idle animations to following amigo characters
- Fixed Sonic amigo not getting TGS animations if the option for it is enabled
- Added new SFX to indicate when Knuckles' Screwdriver attack is in full charge to deal full damage to enemies
- Made snowboard jump ramp indicators brighter
- Added objects to better point the player to the switch in the final laser wall in Tails' area of Sonic's White Acropolis
- Added a few camera volumes in Sonic's Tropical Jungle
- Fixed camera lens effects not applying properly in widescreen ratios
- Added new effects to mercury ball ride laser walls in Sonic's Aquatic Base
- Greem Gem Tornado can now be performed when getting control again from springs and jump panels, and other stage specific objects
- Made Adventure Spin Effect spindash sounds closer to SA1's
- Removed collision fix on Wave Ocean Mach Speed Section's straw roofs
- Speed gained from Kick Dashes while riding a board with Sonic has been slightly increased
- Removed/Tweaked some Dash Panels in every stage
- Edited the "Press Start" text in the Title Screen for the more logical PS3 version "Press Start Button"
- Edited E3 Loading Screen to look more faithful (XBLA restored loading screeen as reference)
- Added option to disable enemy healthbars in the UI Customization menu
- Slightly increased Tails' Dummy Ring damage radius
- Tweaked the speed of a few jump panels in Wave Ocean, Radical Train & Kingdom Valley
- Tweaked the speed of a few springs in Kingdom Valley
- (Hopefully) found a way to make Gem and Action Gauge stats be saved more reliably when changing sections
- Gem and Action Gauge stats now save properly if changing sections with amigos, Sonic will keep his stats intact
- Added ability for Tails to perform constant tail swipes with the help of the Rythm Badge
- Extended Sonic's White Acropolis First Section ending a slight bit
- Improved volcano particles in Flame Core Section 1
- Touched up the particles of Checkpoints and Dummy Rings
- Completely reworked the Rings shader
- Amigo characters can now interact with common launcher objects, jump over obstacles in their way, and pick up rings and itemboxes for the main character when standing idle
- Grouped together Effects and Lights group managers to reduce Object Manager overhead in majority of stages that had 2 of them separated into their own group
- Added steam exhaust effects to Radical Train's Freight Trains
- Touched up Crisis City chasing tornado to look closer to the XBLA Trailer tornado and enhanced its visuals
- Added unique intro animations for Mach Speed Sonic if on Crisis City or Kingdom Valley
- Fixed sometimes being able to pause while on the Results Screen if pausing in frame perfect fashion
- Tweaked materials for Amigo characters for better visual fidelity
- Fixed some dashpanels in Crisis City and Kingdom Valley having short lock timers allowing to break sequences
- Added extra jump panels to the start of Kingdom Valley Section 3 in the rare situation of sonic not exactly landing in the center of the path
- Adjusted dash panels in Tropical Jungle Section 1's final scripted sequence to avoid being able to break them as much as possible
- White Gem can now be used after the same conditions the jumpdash can be used in
- Added missing feature from the original game which consists of the action gauge being able to replenish while grinding
- Reconverted Bound Attack descent speed to better match the original game's visual speed
- Rainbow Gem can now be used when getting out of launch states when gaining control back, after a homing attack and while on a spindash
- Sonic can now Bound Attack + Jumpdash after falling off a Chain Jump sequence
- Recreated first set of jump panels from E3 Kingdom Valley Mach Speed Section
- Slightly increased Light Dash radius for Mach Speed Sonic
- Updated E3 Loading Screen Stage Names to look closer to the actual E3 look
- Fixed an ancient bug related to the Time on a stage being set to when it was first entered when respawning on a checkpoint
- Extended invisible walls to avoid more breaking out of bounds in Flame Core Section 1
- Slightly nerfed the amount of jump time that can be held when performing jumps with the Purple Gem
- UI Display now disappears when in-game cutscenes enter in action
- Green Gem can now be performed after a few more states
- Added one more snowboard jump area in Sonic's White Acropolis
- Adjusted some lightdash ring lines in Sonic's Wave Ocean Mach Speed Section
- Disabled light emission on Eggman Train Cargo explosion splinters in Radical Train
- Adjusted jump panels in Radical Train Mach Speed Section to point to their objectives & and added an extra chainjump to an unused tower at the side of the jump panels
- Fixed animation bug sometimes happening when grabbing the swinging pole with Sonic in Wave Ocean & Crisis City
- Fixed animation bug with Super Sonic's Light Arrow Attack if performing it after a homing attack
- Added E3 pulsing glow to Hint Ring question mark material
- Checkpoint save times and combo trick UIs no longer appear in the results screen if activated just in time
- Optimized checkpoint save times and combo trick UIs by no longer instantiating them when needed, and visually modified them when using the E3 UI
- Updated UI Customization option text to be more descriptive
- Increased laser amount in Sonic shortcut passage in White Acropolis Section 2
- Changed glow color of Radical Train's switch to help it be distinguishable from Silver's Psychokinesis colors
- Adjusted Rainbow Ring placement in Sonic's Flame Core Section 2
- Added lightdash spline to last set of rings in Sonic's Kingdom Valley Section 2
- Sonic now looks back at the big snowball for a moment while snowboarding down the hill in White Acropolis
- Added lightdash spline to a set of rings in Tropical Jungle to accomodate for the removal of a dash panel
- Characters now can't be hurt if they're on a in-game cutscene sequence
- Silver can now levitate if pushing against a wall on the air
- Bound Attack + Jumpdash combo can now be performed after a rope fling in Kingdom Valley
- Fixed looping issues with Kingdom Valley's "The Lakeside" music
- Extended invisible boundaries in Silver's in-game cutscene in Kingdom Valley Section 3 to avoid more breaking
- Added a new stance transition animation based on the TGS screenshots to normal idle animation for Sonic in Kingdom Valley's Silver cutscene
- Increased temperature of Wave Ocean's Color Grading Post Processing to make yellows pop out more
- Changed fire torches in Flame Core Section 1 for dark fire torches, and improved the dark fire torch effects as well
- Increased launch speed of volcanic rocks in Flame Core Section 1, better watch out when approaching the volcano...
- Made Mach Speed Sonic's speed lines more subtle
- Green Shields now carry over to characters the player switches to, if changing section and the character is the same as in the previous section, shields will carry on too
- Removed camera change when using upgraded Purple Gem
- Removed shrinking of Purple Gem and replaced it with semi-transparency to better execute the stealth mode the gem posesses in its third level
- Added mini-cutscene to the start of Sonic's Kingdom Valley
- Added stage statistics in the act trial select when selecting a stage
- Added unused star UI graphic meant to show up if new records are made after beating a stage
- Added missing feature to Wave Ocean's revolving nets; Adds small speed boost when going under them
- Added unused camera volume mod that moves between 2 points while looking at the player; This is now used in the final folding platforms area of Sonic's Dusty Desert
- Disabling dialogue in the main options menu now skips in-game cutscenes that have high use of dialogue
- Fixed very rare bug where characters would disappear into absolute oblivion and out of boundaries darkness/void when picking up a swinging vine in Tropical Jungle
- TRIED to (emphasis on the TRIED) optimize the rain weather effects, and made them look a bit nicer
- Added brand new environment effects for Radical Train
- Fixed epic dashpanels never being reachable in the loop of Radical Train Section 1 cause Sonic Team(tm)
- Flatened weird bumps in normal map of the color changing part of Sonic's Gem Shoes
- Added missing moving target follow feature to the camera for a few camera angle modes
- Attempted smoothing rotation on ground and on air of Snowboard Sonic
- Fixed characters randomly rotating to a random direction for a single frame after quitting a scripted path sequence
- Made rotation interpolation on springs closer to the original game's behaviour; character would tilt left or right depending on the angle that the spring was touched from
- Properly recreated the glow effect of the Psychokinesis Landmarks, removed old particles
- Added cubemap reflections to the castle windows of Kingdom Valley
- Sky Gem can now be performed after a few more states
- Simplified object placement of Crisis City's Mach Speed section a bit more
- Disabled culling on some big objects that had easily noticeable popping in in Radical Train and Kingdom Valley
- Softened curvature of Sonic's eyes in his facial expressions
- Fixed some enemy chain properties in Tails' Wave Ocean
- Added E3 main menu and title screen video to BG Video options
- Slightly tweaked the snowboard snow effects
- Made cursor invisible when it's on the game screen
- Added new leaf particles to Sonic's Tropical Jungle Section 1 at the open leaf dome area
- Added slope physics to regular ground movement states, characters will lean towards an incline and increase speeds going downhill
- Purple Gem can now be used anywhere but a few key states
- Fixed old inconsistency related to Sonic not being able to lightdash on a Bound Attack descent
- Fixed bug where the Sky Gem throw state was able to break the results screen state
- Super Sonic transformation can now be performed on a spindash (Volcano's suggestion lol)
- Improved camera resetting when on arena camera volume
- Slightly modified some stage placement to accomodate the new slope physics (CSC)
- Amplified the volumes of the music themes of the Test Stage as they were a bit quiet in the pas