Change log:
Implemented:
-Started adding planned additional wall decals (play field starting to look less bare now)
-Multiple new audio tracks edited and worked.
-Replaced a couple of audio place holders with proper audio.
-Special token "anti grav flip" (flips the board upside down then lets the gems drop, triggering combos')
-Player special attack/bomb partial implemented and basically functional (minus animation atm)
-Bigger range of variation for the shrapnel fragments.
Fixed/Altered:
-Fixed a bug with the score popups during multi player
-Fixed a couple of logic gaps/bugs with the in play token. RE them misbehaving while flipping/shuffling during landing.
-Fixed a bug in the engine that caused .png transparency textures to artifact and not display correctly. (big rework but showing now as should with shadows now showing instead of glitching)
-Fixed an animation timing bug that caused micro stammer throughout the engine.
-Fixed a engine shader/equipment bug that caused the game to run with missing gfx effects on dx 9 and 10 gfx gpu's (engine couldn't find the correct shader fall back settings if dx 11 wasn't available.)
-Altered token speed versus current level to make it harder (the specials, once fully implemented will balance out the difficulty)
-Reduced overheads further for swarm engine and shader gpu usage.
-Ran tests with hardware based tessellation with a view to implementing it on the play field. (atm it has a large footprint and is debatable if it makes the game look better or worse)