the cutting room mirror

2023

This is a sub-page of A Hat in Time (Windows, Mac OS X)/Version Differences/Object Code Differences.

January 22nd Experimental Build#

  • Mustache Girl now teleports back into the arena if she falls out of bounds by mistake.
  • Director tokens in Chapter 2 now heal the player when collected.
  • Camera menu changes.

January 28th Experimental Build (Version 1)#

  • Mafia Boss now crouches when using his spin attack, allowing him to be jumped over by the player without double jumping.
  • EX Mafia Boss's sandbags now spawn less often.
  • The charging Mafia that jump on stage now appear less further away from each other.
  • Minor mod level select menu changes.

January 30th Experimental Build#

  • Fixed awkward wall climbing interactions when using the Ice Hat.

February 4th Experimental Build (Version 1)#

  • Fixed some minor bugs with joining levels in Online Party.
  • The old, deprecated unused Cocoa HUD Element class was removed.
  • Level icons in the Mod Level Select menu now fade in much faster.

February 5th Experimental Build (Version 1)#

  • Text in the level tab in the Mod Level Select is slightly smaller: 1.1 -> 1.0.

February 7th Build#

  • The unused Air Attack and Lunge Attack badges were removed.
  • Fixed Challenge Road levels being out of order on the menu for it.
  • Signficant changes to the Mod Menu.
  • Major movement-related changes to wall-sliding code.

February 12th Experimental Build#

  • The first coding instances of being able to download mods temporarily are implemented.
  • A new native function that returns the current music BPS was added, and the stage lights used in the Chapter 2 boss utilize it.
  • Minor coding changes related to Challenge Road.
  • Tweaks to the Mod Select menu, mostly behind the scenes, to support the new method of temporarily downloading mods.
  • Several fixes and tweaks to how multiple Death Wish maps are handled.
  • Changes to how localization is obtained in Snatcher Contracts.

March 1st Experimental Build#

  • A new native function was added to the GameMod class, called "GetGameModScriptClasses".
  • Some failsafes were added to functions that check for the validity of loadout items.
  • Mod icons are now Surfaces instead of just Texture2Ds.
  • The Time Rift Roulette now has support for weapons being able to be obtained through it.

March 3rd Experimental Build#

  • Several more changes to the Mod Level Select menu for support for the new temporary mod download method.

March 4th Experimental Build (Version 2)#

  • Three new native functions for Online Party players were added that return "meta time stamp" data.
  • A few more tweaks to the Mod Level Select menu.

March 5th Experimental Build (Version 1)#

  • A few validity checks were added when using a Sticker and getting that Sticker's class file.
  • Online Party players no longer make footstep sounds while sprinting.
  • A few more mod-related tweaks.

March 5th Experimental Build (Version 2)#

  • Even more tweaks to the Mod Select Menu.
  • More tweaks and fixes for Challenge Road.

March 6th Build#

  • A few more minor tweaks to Challenge Road.

March 11th Experimental Build#

  • More tweaks to the Mod Select Menu.
  • The method by which mods and Creator DLC is localized is slightly changed.

May 21st Experimental Build#

  • Two new native functions were added to the GameMod class, for updating the mod info arrays.
  • Would you believe that there's even more Mod Select Menu tweaks?

June 4th Experimental Build#

  • Mod Select Menu tweaks. You know the deal.

June 5th Experimental Build (Version 3)#

  • Lazy Paw Gang cats no longer have the bug where if you defeat them immendiately after they steal an item from you, that item becomes uncollectable and lost until the level is reset.

June 5th Experimental Build (Version 4)#

  • The correct scale is now applied to items dropped by Lazy Paw Gang cats.
  • A couple validity checks were added for inventory items being added to the inventory.

June 8th Experimental Build#

  • The correct Helper Hat flair is now applied to the player upon receiving their hats back if they're taken from them (like during the Snatcher boss fight).

June 11th Experimental Build (Version 2)#

  • If the player is in a diving state when taken to Snatcher's dark bite attack area during his boss fight, they are now no longer stuck crouching and can properly attack during it.

June 29th Build (Version 1)#

  • Summer Event and all its related items were added.
  • Mods can now have a tag to signify that they are to be used in the Live Event.
  • A new Game Events Interface event was added: OnPostPlayerAttack. This also accidentally caused all previous Death Wish mods to crash whenever the player attacked something, since they weren't compiled with this GEI in mind.
  • Weapons are now synced in Online Party.
  • Carryables now have a bounce sound cooldown, so in case they get stuck somewhere, the sound effect isn't rapidly spammed.
  • Minor functionality additions to Skins.
  • Death Wish support for mod levels that need to be downloaded and mod rewards that need to be downloaded were added.
  • Online Party Emotes can now be obtained from the Time Rift Roulette.
  • Minor debugging code was added for save game files to debug mod weapons.

June 29th Build (Version 3)#

  • Fixed glitchy appearance when using the Summer Fairy Skin from the Summer Event on any playable character aside from Hat Kid.
  • The Quick Draw Summer Event Death Wish Candle now works properly, and can be completed.

June 30th Experimental Build (Version 1)#

  • Potentially fixed not being able to access the Summer Event's Death Wish map even if DLC 1 isn't installed.

June 30th Experimental Build (Version 2)#

  • A new function was added to the GameMod class, called "GetGameModFromMapName".
  • Skins now do an additional check to see if they try to apply a particle to a bone on a skeletal mesh to see if it's a Hat_NPC_Base.
  • Adjusted the way Death Wish contracts handle getting mods for Death Wishes that require mod downloads.

July 1st Experimental Build#

  • Minor coding tweak for Death Wishes to check for passive Death Wishes when checking map status.

July 3rd Experimental Build (Version 1)#

  • Minor coding tweak to Online Party players when attempting to join Death Wishes that require mods when other players don't have that mod installed.

July 3rd Experimental Build (Version 2)#

  • Added a few failsafe checks to Death Wish HUD map to prevent issues when a Death Wish has no icon.

July 6th Experimental Build#

  • Added some minor code to skins to prevent them from applying certain effects to the rift collapse trail, which could otherwise freak out if certain types of skins were used.
  • Attempted to fix Summer Event Death Wish levels failing to place the player in the correct spot in the hub based on game progress.

July 14th Experimental Build (Version 1)#

  • Slight tweaks to how the Death Wish map handles loading Death Wishes that use mods.
  • Tweaks to how Death Wish groups are separated and how it calculates the total number of Death Wishes needed for completion of the map.

July 14th Experimental Build (Version 2)#

  • Very minor tweak to what variable is used to calculate total number of completed stamps in Death Wish.

July 16th Experimental Build#

  • Added a small check for the ability cooldown almost complete function to check if the player is valid first.
  • One of the Summer Event Death Wishes had one of its bonuses changed from collecting Rift Tokens to Pons, as Rift Tokens could be collected outside the Death Wish, which would make the bonus impossible to complete.

July 17th Experimental Build (Version 1)#

  • An attempt was made at patching an exploit in Vanessa's Curse that involves hooking onto a hookpoint just before one of the warp events triggers, allowing a player to stay at the hookpoint instead of being warped away. This was achieved by checking the player's distance from the hookpoint and automatically unhooking them if too far away. This worked, but caused a major problem in the intro area of Alpine Skyline, breaking the intro zipline and causing the player to fall into the void. It would ultimately be reverted in a later build.
  • Minor tweak to the previously-mentioned Summer Event Death Wish so that progress properly resets when the level starts and restarts.

July 17th Experimental Build (Version 2)#

  • Minor tweak to how the game returns you to the hub.

July 20th Experimental Build (Version 2)#

  • Online Party players now make swinging noises when attacking with their weapons.
  • Minor tweaks to unlocking Death Wish objectives.

July 20th Experimental Build (Version 3)#

  • Major optimization in how Death Wish keeps track of total stamps collected when unlocking objectives.

July 21st Experimental Build#

  • Fixed being able to pause and use the Camera Badge while entering a Time Rift portal.

July 22nd Experimental Build#

  • Fixed falling into jumpfail recovery volumes sometimes causing Hat Kid to respawn at a tilted angle.

July 23rd Build#

  • Minor changes to detecting the floor beneath the player and rotation data.

July 27th Experimental Build#

  • Minor Hookshot coding tweak to fix the Alpine Skyline issue mentioned before.

July 27th Build#

  • More Hookshot coding fixes for the Alpine Skyline issue.

August 20th Experimental Build#

  • Coding tweaks to fix launching really high under certain circumstances, and also patches out a speedrunning technique called 'Ultra Jumps'.

Septemeber 10th Experimental Build#

  • Coding tweaks to Snatcher's dweller fruits to prevent the player from getting stuck holding one that exploded.

September 12th Experimental Build#

  • A new function was added to the Hat_Pawn_Base class, called "GetPawnWalkableFloorZ".
  • Adjusted Landed coding in the Hat_Player class to fix control oddities when walking up steep surfaces.
  • Hat Adult's unused old class file was removed from the game files in this build.

October 14th Experimental Build#

  • Minor coding fix for Ice Hat flair model overrides.

October 29th Experimental Build#

  • Hat Kid's homing attack has been sped up significantly, now with barely any wind-up.

November 16th Experimental Build#

  • Adjustments to Hat Kid attacking in a 2D space, she now faces left or right completely whenever she attacks based on what direction she's facing the most.

November 17th Experimental Build#

  • A feature to skip the entrance sequence to Mafia HQ outside was added, which triggers if auto-skip cutscenes is enabled.

November 18th Experimental Build#

  • The Mafia HQ skip feature added last build was disabled by a const.
  • Dweller Bells can now call an additional interaction event if a certain variable in them is enabled.
  • Hat Kid's ledge-grabbing detection was adjusted a lot, and this would begin a multitude of tiny adjustments to this coding, as it currently now allows Hat Kid to grab onto many, MANY more things than normal.

November 19th Experimental Build#

  • A new function was added to the Hat_Player class, called "DoStartLedgeHang".

November 21st Experimental Build (Version 1)#

  • When hooking onto a hookpoint, Hat Kid's adjustment in velocity is now much smoother.
  • In the fake-out finale ending, the positioning of Hat Kid running out of the castle was adjusted to have her actually on the floor instead of floating.

November 21st Experimental Build (Version 2)#

  • Added a minor coding fix to correct hookshot chain displacement from lantern hookpoints and similar ones that swing back and forth.

November 22nd Experimental Build (Version 1)#

  • More minor ledge hang coding tweaks.
  • Hat Kid can no longer grab onto carryable objects.

November 22nd Experimental Build (Version 2)#

  • More minor ledge hand tweaks. Most of the code was rolled back, but only by a float adjustment.

November 22nd Experimental Build (Version 3)#

  • Even more ledge hang code changes. A different method was attempted here in contrast to the previous attempts. Hat Kid can no logner grab onto volumes.

November 23rd Experimental Build (Version 1)#

  • Hat Kid can now grab ladders again, as they were previously broken with all these ledge grab coding changes.

November 23rd Experimental Build (Version 2)#

  • Many behind-the-scenes coding changes for the wobble status effect, attempting to correct differences in behavior based on framerate. It didn't quite work out.

November 23rd Experimental Build (Version 3)#

  • Removed the unused spicy and torpedo status effects.

November 24th Experimental Build (Version 1)#

  • Added the torpedo status effect back in.
  • Most of the ledge hang code was disabled again, and restored the ability to grab onto sideways ledges when sliding down a wall.
  • Even more adjustments to the wobble status effect.

November 24th Experimental Build (Version 2)#

  • More ledge hang adjustments.

November 24th Experimental Build (Version 3)#

  • More ledge hang and wobble adjustments.

December 3rd Experimental Build#

  • Ledge hang code was re-enabled. Additional grab checks have been added.

December 3rd Build#

  • Changed how ledge grab checks for certain objects, and ropes can be grabbed again.

December 4th Build (Version 1)#

  • Added new Winter Event Death Wishes.
  • Added new trumpet weapon.
  • Hookshot ability got some coding additions to work with the trumpet weapon.
  • Ledge grab code was disabled again.

December 4th Build (Version 2)#

  • Fixed crashing when swinging the trumpet weapon in Online Party.

December 4th Build (Version 3)#

  • Fixed getting locked out of getting seasonal event Stickers under certain conditions.

December 17th Experimental Build#

  • Cruise delivery lines were adjusted to their current behavior mentioned in the January 2024 patch notes.

December 21st Experimental Build (Version 1)#

  • Brewing Hat crates now spawn Health Pons if the player isn't at max health when they destroy them.