In response to some of the feedback on the March release, a few more fixes have been released to address some concerns. Here is the run down:
* Changed default LUSH texture set to include 16 variations to demonstrate choice
* Improved speed of the terrain shader for lower-end machines
* Added a secondary overlay mode for the texture in the first slot (path slot)
* Removed redundant terrain texture items from Terrain Main Bar
* Fixed crash caused by the terrain blend function on some levels
* Now prompts user when switching terrain in test game to warn of possible delay
These essentially tackle the issues of speed and terrain painting capabilities reported, so thanks to Preben the terrain shader is now faster for lower-end systems (as it does less sampling than the last one) and I have added a simple yet powerful feature the way the painting works, in that you can now use slot 1 (the default path texture) as a secondary layer, ideal for carving a path over the top of any other texture details you may have created. I will make a video soon showing some of the tricks that this unlocks, and the best news is that it does not affect performance as the new channel I am using to store the 'path layer' information only samples a texture if it is used, and by default all levels up to this point have never used this new channel (green) of the paint map. Feel free to switch your Steam mode over to the Public Preview and give it a spin.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM