Experimental Build 0.4.292 - Build Notes
Explore Lutari, Moonshrooms, Moon Mantis, Infinity Terrain, and lots of Stability fixes
While half our team focused this week on data stability and multiplayer, the other half worked on adding a new moon, creature, and lots of polish and bug fixes. We also added dedicated quality assurance testers to our team, which has allowed us to really stress test the game and has already proven to be worth the cost ten times over.
Lutari
The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.
Infinity Terrain
We also added back in our “infinity terrain” system and improved it greatly. Added first to Lutari, the infinity terrain will generate in all directions at huge distances, completely removing any end of the world. We optimized the system from previous versions and improved the visuals to allow for parallax mapping and detailed shader system, the same shader system on the primary terrain area, which gives a nice cohesive look.
All the other locations will be getting the Infinity Terrain in future releases.
Moon Mantis
The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.
The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.
Moonshroom
Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.
Changes to Slipping
The controversial and much debated foot sliding mechanic has been tweaked in this version. When attempting to jump at the highest peak incline the slip now has a very small chance of causing a suit breach. The sliding duration has been drastically reduced to allow for quicker interaction after sliding.
User Interface Transitions
Something we’ve always wanted to add in and finally had a chance. We started with some nifty zoom transitions when going from menu to menu.
Lots of fixes and improvements
Huge focus on furthering the data stability since our change to the cloud file system. Countless bugs were fixed this week around these features. We also fixed party member ownership, building, and other control issues.
Change List
Here's list of what we hit this week, we kind of went a little crazy:
Added - New multiplayer buffer system
Added - mode title to Main Menu
Added - Quick Level Test spawn points to World
Added - configured Lutari LevelDesign scene with CreatureZones
Added - Lutari to Proteus2 LowOrbit
Added - AStar and configured loading settings for Lutari | Added GraphCache file
Added - Lutari WorldArt lighting pass
Added - Lutari sections file
Added - Highlighter to crab and rock pickups
Added - Creature enum for pick ups
Added - color coding for Cover during storms
Added - Set atmosphere, stars, planet and weather settings for Lutari.
Added - thin atmosphere to lower audio levels
Added - Configured Lutari plants for collection
Added - logic to request the master client save every 30 seconds while a player is attempting to join, to account for any unexpected loss in photon calls
Added - null check to weathermanager's photonview setting in awake
Added - Moonshroom item, configured to work with lutari plant prefabs
Adding - Transition system
Added - transitions to in game menus
Added - Crystal shader
Added - Lutari mineral variants
Added - lots of minerals to Lutari
Added - planets reference to Lutari_Persistent
Added - PlanetTrigger to Lutari planet in Proteus2_Persistent
Added - failsafe to not run the dynamic wave spawner if no enemies are specified
Added - finished automated backup, syncing of backup, and loading of backup-ed file in the instance of corrupted file either overall or in the instance of erroneously erased data
Added - Infinity Terrain to Lutari
Added - RTP to InInfinity Terrain
Added - More polish on Lutari materials, terrain, and rock materials
Added - Spaceship will now wait for the world save to finish before it spins up it's interplanetary drive to full speed
Fixed - Parasyte body will no longer fall beneath the world and be inaccessible
Fixed - item pickup collision settings that caused them to fall through the floor very frequently when dropped
Fixed - shadow distance options
Fixed - room names being inconsistent
Fixed - owned structures and vehicles not populating
Changed - Optimized Spaceship Landing Gear
Fixed - Player jumping over small bluffs in the terrain
Fixed - Bloom options
Fixed - Network instantiated player prefabs are now properly removed from the world when their owning player leaves
Fixed - issue causing the new buffer system to allow data desync in the buildable system due to save IDs getting desynced
Fixed - issue causing the new buffer system to save empty data entries into the persistence system, unnecessarily bloating the save files
Fixed - viewIDs not properly getting sent to remote clients for Droids
Fixed - Disabled despawning of Creatures temporarily as the system gets redesigned due to it causing severe FPS drops on clients due to creatures not being destroyed on every client
Fixed - issue preventing players from joining a master client that is inside of a vehicle
Fixed - Texture sizes for RTP
Fixed - corrupted file handling for non-data critical save files
Fixed - FileStreams remaining open due to mid-stream errors
Fixed - instances where autosave would attempt to run before the initial load has finished, causing corrupted/incomplete data
Fixed - Spaceship is now removed when a client leaves low orbit to enter space
Fixed - some errors ran into through testing multiplayer
Fixed - to Crab Pickup materials
Fixed - ghosting on selection circle sprites
Fixed - jittery camera on Mech and MechCrab
Fixed - UI on Hovercraft and GAV
Fixed -Particle system on Hovercraft
Fixed - Player now properly spawns when remote client enters planet
Fixed - small instabilities and errors in multiplayer
Fixed -issue where save IDs were not properly counting the highest ID, causing building to be problematic
Fixed - general errors during loading
Fixed - persistent data duplication issue
Fixed - divide by zero error when starting fresh in a multiplayer universe
Fixed - some null refs in item pickup
Fixed - creature logic being ran on remote clients when unintended
Fixed - Crab Mech multiplayer sync issue
Fixed - 3rd person Camera Collision from jittering
Fixed - ownership discrepancies for party members
Fixed - bug causing remote clients destroy to not clean up the item locally
Fixed - issue with buildable object manager duplicating and not properly maintaining one single instance at any given time
Fixed - Player's location is now saved when they spawn so if they respawn they are not stuck inside the pod or at 0,0,0 world space
Fixed - 3rd Person camera for Mech
Fixed - Mech sounds
Fixed - hovercraft engine material
Fixed - Hovercraft exhaust materials
Fixed - all camera distances for all vehicles
Fixed - all headlights for all vehicles
Fixed - an issue where the BuildableObjectManager would keep references to the previous planet's buildables in memory and respawn them on a new planet
Fixed - infinite loop in saving on failure to save
Fixed - backup file sync path
Fixed - gravity when planet travelling to low gravity worlds
Fixed - bugs within BuildableObjectManager
Changed - Increased ambient and sky illumination at night
Changed - Spaceship exhaust materials less bright
Changed - Harvesting berries now provides science
Changed - Looting creature bodies now provides science
Changed - Harvesting broken droids now provides extra engineering XP
Changed - Set server debug text to be wider
Changed - Gave important scene PhotonVIews their own fixed IDs
Changed - Made lingering smoke on meteor darker to make it easier to find
Changed - Updated Crab mesh pick ups and other optimized meshes
Changed - Improved Pick Up HUD
Changed - Improved always up HUD
Changed - Adjusted atmosphere settings on Proteus 2
Changed - Adjusted LOD distances for some crab and skeliopod items
Changed - Increased resolution of displacement maps on Proteus 2 terrain
Changed - Set all Lutari textures to 2K
Changed - Set camera rendering to Forward to fix RTP black terrain issue
Changed - Sped up bullets on GAV and MechaCrab
Changed - Crab Antenna Icon
Changed - Lowered timeout to 180 seconds from 360
Changed - Reworked shader for Diamonds
Changed - Disabled BuildableObjectManager's passive syncing, fixing duplication issue
Changed - Zeroed out Lutari for proper placement
Changed - Player breath is now off when in a vehicle
Changed - Switched out BuildableObjectManager's list handling with a dictionary so they can share the same persistent object IDs and not become desynced with async loading
Changed - Adjustments to incline sliding. Made sliding less time and only gives damage at a low chance percentage
Changed - Trimmed jump landing animation to make it quicker and more responsive
Removed - the need for Draw Distance limits
Removed - dummy missions from Mission Transmission