Oops, All Polish! [Engineering Build 0.4.1ap] (Patreon)
Content
I entered such a sublime flow-state frantically patching up last month's build before the EOTM deadline that my momentum snowballed and I ended up continuing to work feverishly, spit-shining long-neglected corners of the game throughout the first week or so of this month. In fact, I am so pleased with some of the elements that I've addressed that I couldn't possibly wait until the end of the month to show them to you.
UI
The designer has received a much-needed once-over and some of the elements that were perhaps somewhat lazily thrown together have been brought into line. Things like thumbnails for certain parameters or clothing items not really being readable (tan styles, stockings, noses, etc.), and combo boxes and tooltips that didn't really "go".
All thumbnails have been recreated in a way that hopefully makes them a bit more readable, and the overall layout of the designer has been shifted around a bit to reduce wasted space. I added a reset button in the preset and outfit save/load tabs that allows you to reset HD-chan to her default state without reloading the game or tediously trawling through all the submenus to reset everything. That being said, if you do want to reset an individual parameter that is now easier: double right click a slider or color wheel to reset to the default value.
I also redid the designer camera, giving you more freedom to pan and rotate around HD-chan in a smoother, snappier way. The "focus" mode that zooms to the appropriate area for a given customization now works better and looks cooler. It can of course still be toggled in the designer view area.
The slicker the designer gets, the shittier the sidebar menu starts to look, so I will probably dedicate some more time this month to bringing across some of the designer improvements to the sidebar as well, or perhaps reworking it into something slightly different.
Gameplay
I reimplemented the freecam (bound key is now F), which I admittedly completely forgot about while concerning myself with the new "positions-angles" structure. I also addressed an overlooked issue whereby the right-click menu did not display the appopriate camera angles for a given position.
Additionally, I noticed a rather glaring oversight in the last build concerning how throat resistance was calculated and applied. Whereas previously resistance was being applied to motion in all directions, now it only applies to the component of motion in the direction that makes sense. For example, just because HD-chan is "at her limit" with regards to depth, doesn't mean that she shouldn't still be able to move from side to side. Narrowing down how throat resistance should be calculated, and more importantly how it should feel to the player, is an open question that I continue to work on.
Customization
There has been a minor change to the way shoe heels and toes are handled which has implications for external addon creation. The guide and examples have been updated to reflect this.
Misc.
Cleanup of unused assets and game logic.