This and that, tit for tat [Engineering build 0.3.4ap] (Patreon)
Content
Surprise! September update coming at you fast and loose.
I was originally planning to split this update into two parts spread throughout the month of September, but got too engrossed in development to really find a nice stopping point, so its all been rolled into one.
This month brings with it a nice little selection of elements without a real clear theme. The most exciting new capability for me is the ability for the game to import skeletal meshes for use as addons. If you've played with importing models into Hyperdeep before (or just read the devlogs about it), you'll know that until this point there has been a major limitation in this functionality: static objects only. That has meant that almost all kinds of clothing, and hair that moves all swishy like the default hair, have been out of reach to modders. I'm pleased to announce however that this limitation has now been lifted!
I found another, newer runtime FBX import plugin for Unreal Engine that supports skeletal meshes, and its functionality is now implemented in the game. I will be making a post explaining how this update changes the workflow for creating and using 3rd party content soon, but for now I'll just say that this is a big step forward and gives you guys almost as much freedom as I have when creating clothing and accessories for HD-chan.
This isn't without its downsides though. The new plugin doesn't support static meshes, and trying to build the game with both plugins active fucks up because of some linking error when they both try and reference the FBX libraries. I'm in contact with the devs to see if I can fix this but if not we might just have to go full skeletal. Obviously skeletal meshes can do anything static meshes can and I don't think this will have too significant a performance impact, it's more of a matter of choice. We'll see. For this reason, this build does not support static mesh import.
Aside from that, this update brings with it some additional customization and visual improvements to HD-chan's face. New eye shapes, and sliders for various parts should hopefully boost your ability to recreate characters in the game. HD-chan now has teeth as well!
Finally, at the request of you degenerates I have added sliders to alter the limitations on how much cum is flying around the scene, go wild.
[Changelog]
Mechanics:
+ New support for skeletal mesh import
- Un-support for static mesh import
+ Presentation of external addons now integrated into general clothing/accessory menus
+ Addon creator UI (temporarily?) disabled, I figure if people take the time to make addons in 3D packages it'd be a lot easier if they did everything there (more details to come soon)
+ Facial deformations around HD-chan's mouth redone, physics and collisions should now be better behaved
+ New options in the scene tab of the ingame menu: "Refractory period" and "cum lifespan". Use at your own risk! I am not responsible for your computer literally filling up with cum and crashing.
Visuals:
+ Fixed a problem that caused color banding on HD-chan with darker or more saturated skintones
+ New facial animations for different emotions
+ Tongue animation tweaked, tongue now collides with lips
+ New anisotropic highlights added to procedural hair material
Customization:
+ Changed how customization of HD-chan's eyes, ears and nose are performed under the hood
+ Eye shape customization: Default, triangle, clamshell, square
+ 5 new sliders for eyes: scale (horizontal/vertical), height, separation, and angle
+ 2 new sliders for ears: height and angle (horizontal elf ears gigachads stay winning)
+ 2 new sliders for nose: height and angle
+ New texture parameter for nose: nose style (underutilized currently)
+ Teeth! I don't actually know if HD-chan's teeth were even visible in previous versions but they definitely weren't in the right place. Now they sit in a reasonable position.
+ Teeth customization: 5 styles of top/bottom teeth (Default, fangs, single fang L/R, and shark)
+ Socks now implemented as single clothing item with a "crop" parameter allowing you to set whatever length you want