Decay
Buildings now decay over time. This works in the most simple way possible, and for the most part should be completely invisible to people. The end effect is that abandoned buildings should fall down.
This is probably going to get more complicated over time as we see how it goes, but for now we thought it was best to keep it simple and then find out what we need to change via seeing it in action, rather than as a theory.
Server Performance
We had a lot of performance issues right after last week's patch. This was probably to be expected, as it hadn't been tested on 200+ player servers before then. It flagged up a few issues that we quickly fixed and got the servers running back up to speed.
One of the biggest problems was physics CPU usage. The changes to dropped items lead to situations like this.
Which I guess we should have expected, but we didn't. We had to take some steps towards reigning that behaviour in a bit (they don't collide with each other anymore).
Non-Procedural Maps
I looked into what needed to be done to enable non-procedural maps. The long-term goal is to let people make their own maps--and that has to happen sooner rather than later--so I wanted to get on this ASAP. This also means that it won't hold Petur up, because we all know how desperate he is to stop focusing on what it looks like and get the first version of his map playable.
So in this update there's a quick proof of concept of that: a map called CraggyIsland. It's a tiny island. Player spawning
and a bunch of other stuff doesn't work properly, but you can run around and build. That's a big enough step for this week.
Sign Crashes
We've been seeing a lot of issues with signs crashing. This seems to stem from
this error, where Unity has issues creating the font texture because there's too many glyphs on it. An old post I found about this error explained that this was usually caused when "Best Fit" was enabled on text labels. Best Fit automatically changes the font size to fit text in a particular rectangle. The post said that the way Unity's font stuff works, it has to add glyphs to the texture for every size it tests, so it wastes a lot of space.
I stopped using Best Fit for signs, which makes it a lot harder to create nice looking and multi-line text. So signs are now limited to one line, and hopefully that's going to fix all our problems. If not, we might have to look into restricting it more, and if that still doesn't work I'll likely come at it from another angle and just have you draw on the sign yourself instead of using fonts.
I also fixed a couple of bugs with the text changing size when you went away from a sign and came back.
The Rest
- Fixed some out of order stuff when receiving snapshots/loading.
- Added horses (not ridable).
- Load screen has different music.
- Ambient sounds don't start until you're in the game.
- Fixed tracers not drawing.
- Updated EAC (should fix OSX/Linux hanging on exit).
- Disabled SpeedTree smooth LODs (performance test).
- Fixed alpha cut-off on a bunch of trees/billboards.
- Fixed trees sometimes popping in and out.
- Shader Level targets only specific shaders.
- Fixed wind not affecting trees.
- Symbols and crash work.
- Fixed some exceptions not getting reported.
- Fixed player distance rendering.
- Ragdolls should fall over properly now, instead of kneeling in place.
- Can remove sleeping bags from death screen.
- Fixed underwater sound effect staying when disconnecting from server.
- Fixed building blocks sometimes showing the wrong impact effects.