About the Patch
This patch is two week's work, so there's all the stuff in this blog, and all the stuff in last week's blog. If you didn't see it, you might want to head over and
give that a read because there's some juicy stuff in there.
We're really hoping that your framerate is better. Personally I'm experiencing 80-100fps all the time now, which is a huge difference from the 30-60 I was seeing a month ago. If you're suffering hit F2 and turn down Antiscopic Filtering and Parallax Mapping - those should give you the biggest difference.
Servers need to be wiped for this update. Players can keep their blueprints.
Arrows
Arrows now stick in stuff. Walls, the floor, people, animals. They still have a chance of breaking on impact, so sometimes they will just disappear because they don't have a gib model yet.
[embed]http://files.facepunch.com/garry/2015/June/04/arrow.mp4[/embed]
Spears
Spears are throwable. And they stick in stuff, like arrows. We're probably going to make more things throwable in the future.
[embed]http://files.facepunch.com/garry/2015/June/04/spearthrowing.mp4[/embed]
[embed]http://files.facepunch.com/garry/2015/June/04/Desktop%2006.04.2015%20-%2016.04.19.04.mp4[/embed]
Grass Displacement
Like in Legacy, the grass now displaces when you walk on it. And when animals walk on it. This was added to help you find stuff lost in the grass, but I haven't made dropped items displace the grass yet. For now you might be able to find dropped items by walking around in circles displacing the grass until you find it.
[embed]http://files.facepunch.com/garry/2015/June/04/grassdeform.mp4[/embed]
Pickups
There's a bunch of stuff you can pick up off the ground now. Right now Mushrooms, Rocks, Ore and Wood can be found lying around the world.
I'm just laying the groundwork here. We have plans to add a bunch of different items, and of course this all plays into the farming stuff.
Building Shell
Building parts now have the notion of inside and outside. When attacking the outside you'll do less damage than the attacking the inside, and right now you do a lot less damage. This is going to take some balancing to get right, and I'm sure there'll be a ton of threads on reddit about how bases are now too secure, but I'm also sure there will be the same amount of threads saying that they're too weak, and the same amount of threads saying it's just right.
So, like ladders, let's not all moan about it for weeks. Let's just play the game and see what we find, because it's not always a case of "make this stronger" and "make this weaker"; sometimes it's more interesting to find new items to solve these problems.
So to be clear: the external side of walls are stronger, the external side of doors are stronger, the sides of foundations are stronger, and the top of floors and roofs are stronger. Come at me bro.
PVE Mode
Legacy had a PVE mode. It's for people who wanted to build and survive, and it forced us to cater for the survival side of things without the noise and confusion of the PVP stuff.
When a server is in PVE mode players can't damage each other, and if you hurt a player the damage will be reflected back at you. Buildings can't be damaged when inside an active cupboard (and you're not authed).
There's a bunch of edge cases here that will probably let you hurt players, or their buildings. It's going to be a trolling paradise for a while. We'll fix shit as it happens.
Community Entity
I've been working with some of the server modders. They can do quite a lot to the game from the serverside, but they can't really do much to the clientside. For example: they can't show any kind of UI, so everything is done via chat commands.
So I've created an entity that the server modders can use. It's
open source on github, and will be accepting pull requests. Basically any kind of functionality can be added to the entity so you can fire RPCs at it from the server. Right now all you can do is create UI (and that's kind of limited right now).
It's not GMod style modding yet, but it's a start. For the end-user this means that servers can now show UI elements on your HUD.
Ragdoll Positions
You might notice that ragdoll positions are kind of crazy... even more than usual. Previously, the ragdoll was all client-side, so if it went rolling down a hill you couldn't really interact with it. Now their position is serverside, but the ragdoll itself isn't being simulated on the server. Things get a bit weird looking, like the ragdolls in Battlefield.
The good news is we can drag them around on the server now, so it'll lead to some pretty cool stuff in the future.
Health Bars
You know how you'd attack barricades and it would show a healthbar that was totally wrong in every way? Well now that health bar is totally right.
Cupboards, campfires, furnaces and storage boxes all have working health bars now too!
The Rest
- Fixed having to hold USE to pick up instead of tapping.
- Fixed not being able to pick up some items at weird distances.
- Fixed bone knife animation.
- Made crosshair tips/health less invisible in bright light.
- Added inventory.givebpall.
- Added server.pve.
Next Week
Implementing all the stuff that has built up. I'm gonna do some fun experiments too!