Version 1.3.2 | Patch Notes


Changes

  • Improved hand positioning for custom characters during bite animation
  • Spring/Boing bones now support the 'collision radius' setting
  • When importing a VRM with default configuration, no pronouns will be shown

Fixes

  • Fixed default characters' collision radius (it was 20% too big)
  • Spring/Boing bone collision is now also enabled for chains that do not use gravity
  • 'Kaiju 101' and 'Crushing It' achievements could be unlocked even after the timer has run out
  • Result screen showed placeholder '100 ft' for all high scores, when no previous score existed and a custom character was in use

Files

Windows (64bit) 670 MB
Version 1.3.2 Dec 06, 2023
macOS 764 MB
Version 1.3.2 Dec 06, 2023
Linux 857 MB
Version 1.3.2 Dec 06, 2023

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Comments

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when you say that custom character jigglebones have collision, does this mean that they can damage buildings and stuff? like, if a character had, say, a jigglebone-rigged tail, and they turned around and the tail swung into a building, would it damage or even knock down that building?

Unfortunately not, sorry to say!
That's something I've been thinking about implementing--but in this case, it just means that you can set up VRM collider groups (attaached to the characters) that the jiggle bone chains will collide with, i.e. to prevent hair from clipping through the head or upper body (or... at least reduce the chance of that happening. Collisions is always a bit of a janky beast.)

gotcha, makes sense!