Audiosurf 2

Audiosurf 2

Rainbowdrive
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Update: 5 Sep, 2024 @ 7:46pm

v06.03.04:
-Removed unused load asset

Update: 4 Sep, 2024 @ 9:46pm

v06.03.03:
-Updated all skins code
-Added user settings
-Reorganized files
-Added asset bundle

-Minor changes to spawn rate of HexSpheres
-Minor changes to variable names

Update: 4 Sep, 2024 @ 7:28pm

v06.03.02
-Bugfix where skin was trying to load asset bundle shader that didn't exist

Update: 4 Sep, 2024 @ 7:02pm

v06.03.01
-Added more user settings
-Cleaned up some of the code the user settings used

Update: 3 Sep, 2024 @ 8:27pm

v06.02.03:
-bugfix for end cookie not appearing
-reorganized assets again

from v06.02.02:
-bugfix for skywire not appearing in lower qualities

from v06.02.01:
-Heavily adjusted skin scripting to reduce unused legacy code
-Added User Settings at the top of the script for color palette, ship type, and backgound
-Added hyperdriveproject asset bundle
-New shader for color blocks that's one step closer to the original
-Reorganized files in skin folder (unfortunately this will only affect new installs of the skin since workshop updates don't remove old files)
-Made some adjustments to wakeboard modes so they're a bit more supported

Update: 3 Sep, 2024 @ 7:40pm

v06.02.02
-bugfix for skywire not appearing in lower qualities

from previous update:
-Heavily adjusted skin scripting to reduce unused legacy code
-Added User Settings at the top of the script for color palette, ship type, and backgound
-Added hyperdriveproject asset bundle
-New shader for color blocks that's one step closer to the original
-Reorganized files in skin folder (unfortunately this will only affect new installs of the skin since workshop updates don't remove old files)
-Made some adjustments to wakeboard modes so they're a bit more supported

Update: 3 Sep, 2024 @ 1:32pm

v06.02.01
-Heavily adjusted skin scripting to reduce unused legacy code
-Added User Settings at the top of the script for color palette, ship type, and backgound
-Added hyperdriveproject asset bundle
-New shader for color blocks that's one step closer to the original
-Reorganized files in skin folder (unfortunately this will only affect new installs of the skin since workshop updates don't remove old files)
-Made some adjustments to wakeboard modes so they're a bit more supported

Update: 27 Aug, 2024 @ 12:49pm

v06.01.1

-Fixed bug with SideBoxCloneMe mesh code that caused the skin to break on qualities below Ultra
-Increased glowpasses setting back to legacy amounts
-Decreased glowspread setting back to legacy amounts (this is unchanged at High or above quality)
-Increased radial blue strength from 1.85 to 2.0

Update: 24 Aug, 2024 @ 9:56pm

Update v06.01.0
-Updated puzzle material while in the grid to scale harder with song intensity to hopefully make it more visible during faster song sections
-Updated block shader and texture to be more similar to their classic Hyperdrive style (I still can't get the border to be white unfortunately)
-Updated block mesh to reduce weird visual artifact due to new shader

Skin specific changes:
-Cleaned up inconsistent code between Rainbowdrive and the other skins (Hyperdrive 2, Turbodrive, Flashdrive) surrounding:
-Spawning of Hex Spheres (frequency and amount visible at one time)
-Hex Spheres morph weights and buildmesh generation
-Spawning of pyramids

Update: 1 Aug, 2022 @ 10:26pm

Update v05.01.0
-Rewrote HexSphere spawning code and math
-New objects labeled "PyramidBot" and "PyramidTop" are spawned around the track on Ultra setting
-Adjusted the hexsphere mesh layout: baselines + 4 meshes > baseline + 3 meshes
-Added unique morphweights for hexsphere mesh (hopefully makes it feel more responsive to particular parts of the music rather than just moving randomly): 5 morph groups > 4 morph groups
-Adjusted spawning frequency of hexspheres: per 80 nodes > per 100 nodes
-Adjusted collisionlayers of HexSpheres and Pyramids: -1 for Pyramids, -2 for Hexspheres
-Adjusted render layers of various objects: skyscreen 13 > 18, Hexspheres 12 > 11
-The white lines (wake guides) on the side of the track will appear a little different but I had to change their shader so they rendered at the correct level (they would render behind objects): VertexColorUnlitTintedAddDouble > VertexColorUnlitTinted
-Changed wake guide colormode: highwayinverted > static

Skin specific changes:

Raibowdrive: Slightly lowered strafefactor to match other skins: 0.77 > 0.75

Hyperdrive 2:
-Made the final red color more saturated, like the classic color palette the skin had, for nostalgia: {r=227, g=38, b=0} > {r=250, g=36, b=0}