Hey,I've now firmly arrived at the last 10% that (at least feels like) takes 90% of the time regarding search. But first, let's cover the 90% that are done:TaleWeaver: Our internal version of TaleWeaver now has all the new tag stuff integrated, meaning we can actually use it for our own assets. I'm happy to report that m...
Today I continue plugging away at our effect system.
I’ve been steadily writing code to handle the various ways an artist may reconfigure the effect while it runs.
It’s a lot of work, but I’m seeing the light at the end of the tunnel. Tomorrow I hope to finish the code around particles that spawn other particles, a...
Allo folks,
This dev-log is for the last two days
I’m working on the code that runs an “effect” as defined in our particle system. This code is currently called the “effect-driver” which may change, but will do for this log.
The effect-driver is a MonoBehaviour (a component that lives on Unity’s GameObjects and gi...
Heya folks,
Today I worked on updating a bunch of our libraries to support a feature in Unity: Disabled domain reload
You can find out the official details here. It does a good job at explaining it actually, so I’ll quote it here:
Domain Reloading resets your scripting state, and is enabled by default. It provid...
Friday went well enough. I was preparing to rewrite the editor code that runs the effects, as I need to make it work outside of play-mode.
This was a good time to restructure the project, so I was doing that and experimenting with what Unity allows it terms of spreading the definitions of scriptable-objects over mul...
Hey all,
Decent progress yesterday .
Fixed cases where curves connecting nodes were laid out incorrectly during certain inputs
Dedicated types for various internal IDs
Added the ability to drag/drop resources from the Unity project directly into the canvas.
Improved debugger integration
Users can now replace ...
Heya folks,
As promised, the minimally viable dev log!
I’ve continued work on the fixes post my major refactor of the particle tooling. Today has involved
A bug in node deletion
Fixing deserialize as it wasn’t preserving node-inputs with fixed values (as opposed to a connection to another node)
Improvements to...
Heya folks,For the past week, I've been working on tooling for our particle system. I wasn't blogging about it as (as you'll likely see) it doesn't make for exciting reading. However, this means things are radio silent, and that's no fun either. So prepare yourselves for a run of only marginally interesting dev-logs :PI ...
We'll be away from today until January 5, 2026. There will be reduced activity by Bouncyrock members on Discord and other Forums for development feedback and discussion.Season's greetings to you all!I hope everyone is settled in, enjoying all the festivities! As with every year, the community continues to amaze us with ...
Season's Greetings!We decided to take a quick break from our planned work to create a small Holiday pack for you all. We hope you enjoy it!This Early Access Content Pack includes the following assets:Polar Bear mini3 Decorated treesCandy cane decorVarious stringed lightsA wooden toy and a small basket of holiday cheerLa...
Hi there folks,No more patches this week, not for lack of bugs, but because I'm working on a big one. At the end of last week, I discovered a bug, and it's a serious one. However, it's the happiest I've been to find a bug in a long while. The reason is that I (like many of you) have had the general sense that TaleSpire c...
Hi folks,
Apparently, there are still bugs, who knew!
In this release, we fix the following:
An error that would occur if you joined a board while players had an open request for a multi-creature attack
A bug in physics that could cause an error on exit.
Poor handling of a reasonably rare connection issue.
A full...
Hi folks, we are coming in hot with a pile of fixes for you.
We have:
Fixed a bug where a portion of the symbiote might not be clickable.
Tweaked the tools so gm-blocks can be placed on the surface of hidden tiles & props.
Fixed a typo in the cut-tool description.
Improved symbiote documentation for the pickin...
Hi everyone,We are working on an issue where HeroForge minis that you have linked are not showing up on your boards, and their portraits may also be blank in the in-game HeroForge browser.If this affects you, please contact us at support_contact@bouncyrock.com or DM me (@baggers) on our Discord. We'd like to get this sor...
We have a couple of little fixes and a small feature improvement for you.
You can now configure which folder the photo mode saves your snaps to. You can do this from both the Settings panel and photo mode itself.
There are also little buttons to take you to the saved photos folder.
We also fixed two little things
W...
Heya folks.
It’s been a pretty smooth day over here.
I checked out the filebrowser plugin I mentioned yesterday, and it seems pretty decent. Picking a folder worked on Windows and macOS, and that’s all we needed.
With that working, I finished the feature that lets you configure where your photos are saved and then...
Today's release brings four fixes:
Unsubscribing from community content and TitanCraft minis could fail to delete the local files. TaleSpire will clean up the unwanted files on the next launch.
Fixed a case where spawning subscribed creatures from the community browser wouldn't work for almost 30 seconds after the cr...
Heya folks,
What a… week? Month? It’s been busy, that’s for sure. Every time something goes sideways in the content system, I end up disappearing for a while until I crack it. I find it just so fiddly to get right!
Case in point: the crazy memory leak bug we squashed today. It slipped right by me, even with our testi...
Thanks to the help of some lovely folks in the community who provided logs and tested builds, we have a new fix for you.
On my machine, with 300 miniatures installed, this patch reduces memory usage from 5.1GB to 1.3GB, a 3.8GB reduction.
In short, a bug caused TaleSpire to load every installed miniature into memory up...
The fix is for a case where TaleSpire could have memory issues when a mini takes many frames to load. Between this fix and the updated Nvidia drivers, we hope to have resolved the recent spate of game crashes.See you in the next release