Make sure your build is at or higher than the latest build posted below. If it's lower, verify the game contents to force an update. It's also important to remember that the sandbox depot is not updated regularly. This depot is only used for confined testing. If you were working with me on one of these confined tests, please remember to opt out of the sandbox depot so you're always receiving the most up-to-date build of the game.

Tuesday, December 20, 2016

Build: 1530467

Audio Menu
The audio menu is now mostly functional. Speaker Setup and Doppler still don't have any effect, however the music, sound, and master volume should now affect their respective channels.

Now because sounds were added in various manners throughout the course of the games development, many of these sounds may or may not have the universal script being used to assign their volume. I've tried going through and playing with as many various objects as possible to see which sounds weren't being affected, but it's incredibly likely that I missed some. The main thing to test for here is what sounds aren't being affected by the volume slider.

The best way to do this would be to turn the master volume down to 0% and play the game. At this setting, the game should be producing absolutely zero sound. Any sounds should be reported so I can look into giving them the universal volume slider script.

Music on the other hand, was added alongside the audio menu functionality so this shouldn't be an issue. That being said, some music cues might still be missing so if you notice anything odd occurring with music when jumping between parts of the game, let me know and I'll check into it.

Various Fixes
  • Fixed an issue which would cause a null variable reference in levels being played prior to force field and gate switch initial activations being added to the save file data, resulting in a number of unexpected mishaps when loading these levels.
  • Hopefully resolved the issue where levels created without a timer would fail to properly assign a time. This resulted in time for these levels not being properly reset under any circumstances, often leading to you beginning the level with 0 seconds and dying the instant you start.
  • Added the "Press Action to Start" panel back.