Procgen10.1
This month’s wiping update brings some tweaks and fixes to the world generation.
- Lowered field rocks.
- Reduced waterside rock scale.
- Tweaked per-biome forest shape, size and frequency.
- Cliffside topology (to be used for new object spawns).
- Support for empty topologies (relevant for custom maps).
Projectile Penetration, Part 2
Since everybody has tested out projectile penetration of body parts for a week now, I’m confident that the system is solid enough to take the next step. I added projectile penetration to certain deployables and building parts this week. I’m starting slowly to avoid making things completely unbalanced.
- Wood barricades can be penetrated by certain rifle bullets and shotgun slugs.
- Twig building parts can be penetrated by all bullet types.
- Increased health of twig building parts from 5 to 10.
- Reduced the penetration power of arrows and throwables.
Of course, same as for body part penetration, bullets deal less damage after penetrating objects than they do with a direct hit.
Reflection Improvements
To beef up our reflections, especially on water, I added the clouds, sun, moon and stars to our reflection pass. This greatly improves the specular highlights from the sun and makes water look a lot more interesting.
Diogo is working on improving our screen space reflections and adding them back to the water shader, for more details on that see his section.
Smooth Time Sync
Something that’s been around for a long time is the issue that the sun and moon could slightly desync between client and server and jump a certain distance when resynchronized. This is now fixed.
Collider Batching
This won’t make it into this week’s update since it’s not completely done yet and needs some good testing on dev before we can release it to everybody. Since we’ll be wiping this week, the collider limit won’t be a problem for the next 2-3 weeks anyhow.
I’d like to provide a little background on the issue for those who are interested. When switching to Unity 5 we expected the 65k collider limit to be solved. While this turned out to be true, a bug in the PhysX version Unity upgraded to causes another limit around 256k colliders. Since Unity isn’t planning to upgrade PhysX in the immediate future, we have to solve it on our end.
There’s a lot of bullshit involved in making this work, like the fact that once a collider is batched you have to implement some way to quickly and efficiently look up the original collider from the triangle that has been hit. The backend of this is all done and I’m currently working on exposing it in a way that doesn’t make all programmers want to hang themselves when using it.
Other Stuff
- Censor shader no longer falls back to a black rectangle on low shader LODs.
- Server events like the airdrop are no longer always triggered after a server restart.
Next Week
Wrap up collider batching, then move on to some tool development to make Vince’s work on the new dungeons a bit easier.