More entity and UI logic polishing and bug fixes for Plazma Burst 3, re-implemented stickers with animation support (no new stickers as of now though), implemented a few environment generation optimizations as well as fixes (which has shortened loading times).
Some quality of life changes as well as fixes for Plazma Burst 2 H5 and Star Defenders 2D.
There isn't much visually new to show as of now, but I'm attaching screenshots of stickers in action as well as pixelated render mode.
Plazma Burst 3
Gameplay
- Fixed lack of team assignment for some of S-entities;
- Fixed a bug causing S-entities infighting when it makes no sense;
- Fixed shadow opacity under T-entity;
- Made it so sniper rifle laser sights can react to hostile vehicles, drones, turrets etc;
- Made it so sniper rifles react to neutral vehicles that are driven by enemies;
- Fixed a bug that was occasionally causing back seat drivers to collapse into one point (and explode) when exiting TGS Mobile due to incorrect seat position;
- Made it so player's velocity is added to camera's position proportionally to game's timescale for player's body rather than relative to real world timescale. This prevents camera from flying away in slow/stop motion;
- Added glow intensity change based on weapon reloading status for C9 version of TGS Mobile;
- Re-adjusted shadow sizes for TGS Mobiles to be more accurate and similar to other vehicle shadows;
- Made it so shadows under drivers will slowly disappear and re-appear when drivers enter/leave vehicles;
- Re-adjusted Hound Walker-CS shadows;
- Re-adjusted S-entity shadows;
- Re-adjusted crate shadows;
- Re-adjusted barrel shadows, made empty barrel shadows more transparent;
- Fixed a bug that was causing explosion damage to be not redirected correctly for some entities;
- Fixed shadows being too dark under up-scaled entities;
- Added texture scale dependency from rock size;
- Adjusted entity overhead rise formula so it places overhead correctly for cases when entities use unusual scale;
- Fixed D-entity vector graphics export bugs;
- Re-adjusted D-entity shadows;
- Fixed cap opening force strength for unusually scaled TGS Mobiles;
- Updated designs of some weapons by adding a bit more details;
- Redesigned E-gun;
- Made it so vector and texture quality from settings screen is used for in-game graphics;
- Fixed an issue causing occasional framerate drops when keys were held;
- Added global pixelated mode to settings (just like in Plazma Burst 2 H5);
- Fixed a bug causing Corvettes to have broken Z-position offset of their parts when they happen to be both frozen and physically resting;
- Made it so frozen Corvettes stop floating;
- Fixed an issue with part of E-gun moving the whole weapon and not just a single intended part;
- Fixed incorrect naming of boss version of S-Entity;
- Adjusted Corvette, C-Entity, S-Entity, T-Entity and D-Entity shadows to match scale and intensity of other entities;
- Fixed an issue with T-Entity causing lost fake shadows;
- Fixed an issue causing wheels to stay rotated if TGS Mobile gets its' body destroyed mid-flip;
- Fixed an issue causing glowing texture to stay enabled on vehicles that have no update logic scheduled after sudden destruction (usually in slow-motion only);
- Fixed an issue causing M-entity to not update glowing texture intensity.
Level Editor
- Fixed background terrain generation UV cache bug that caused stretched UVs occasionally, which also allowed significantly decreasing number of relax iterations and shorten terrain generation by about 2 seconds;
- Optimized nearby polygon lookup for background terrain generation, which can save about few seconds of level loading;
- Fixed an issue causing different PCs to generate seed-based background terrain differently (although terrain geometry would probably need to be saved into the maps themselves at some point anyway);
- Fixed an issue causing background color with dithering effect to not match fog color that is applied to objects in the distance;
- Fixed an issue causing confusing error messages whenever not yet undefined triggers were called by other level objects.
Interface
- Fixed crash on attempt to send too long chat messages;
- Added client-side chat text input length limit with error sound being played. Keeping limit far above visible chat messages just so long custom map commands could be sent through chat;
- Made it so short chat messages can't disappear faster than previous long messages (long messages can stay for longer);
- Added chat message staying if game was Alt-Tab-ed out just so players would be less likely to miss chat messages (there is already an "i" key that shows chat history, but this way it could be more handy);
- Implemented stickers with both static images (like it is Plazma Burst 2 H5 version) and with optional vector-based animation support;
- Implemented stickers sprite sheet generation for appropriate in-game quality setting (part of optimizations to make sure appearance of a new sticker can't lead to in-game stuttering);
- Implemented stickers layer with dynamic geometry generation for in-game polygonal texts;
- Implemented sticker replacement with spaces for texts;
- Added adjustable custom text vertical align support on per-sticker basis;
- Fixed a bug causing stickers to not appear in some cases;
- Implemented animation support for stickers;
- Implemented stickers support for tagged/colored texts;
- Fixed an issue causing same sticker to appear multiple times per each colored polygon text color layer;
- Fixed stickers brightness for in-world texts;
- Added partial support for stickers in input fields like one of chat box;
- Added sticker rendering to input fields;
- Made it so mouse interactions with input fields containing stickers are causing cursor to end up in visually correct position;
- Made it so whole sticker code is removed whenever user is pressing Delete/Backspace keys;
- Made it so stickers are jumped over when user moves cursor with arrow keys;
- Made it so clicking on the right from center of sticker puts cursor to the right rather than to the left;
- Fixed sticker alpha not matching texture bug;
- Made it so stickers can be used in parameters panel in Level Editor;
- Implemented sticker animation playback in input text fields;
- Fixed an issue occasionally causing stickers in first chat message to appear half-dark;
- Fixed stickers opacity bug;
- Made it so new sticker layers aren't made for each color in colored polygon text;
- Fixed an issue causing stickers to appear half-transparent in overheads;
- Re-implemented Plazma Burst 2 H5 stickers panel when Alt key is held;
- Readjusted position of chat messages and sticker panel;
- Made it so bottom-attached hints are hidden whenever Alt key is held;
- Implemented support for buttons that won't change game's window focus upon click (sticker buttons);
- Added sticker sending by pressing onto sticker buttons;
- Fixed out of range bug for case when sticker-replaced text was starting to take more space than its' text form;
- Fixed hover state color for obtain button for unobtainable Creations having wrong hue;
- Fixed an issue causing hover sound to be played for sub-elements of website/overlay buttons;
- Fixed an issue causing shortcut icon to be stretched when shortcut is marked for cut & paste mode in File Manager;
- Made it so UI templates related to File Manager and User Profiles are updated correctly.
Multiplayer
- Added server-side text length limit checks for chat messages and hint object prompts.
Sounds
- Made sounds for Creation obtaining buttons (4 sounds);
- Made sounds for File Manager clicks and location changes (2 sounds).
Plazma Burst 2 H5
- Hopefully fixed a bug that was causing players to occasionally not appear holding their guns in cases like spectating and losing limbs;
- Added scroll reset for match list when returning from scrolled skill/reputation lists;
- Fixed a bug that was causing screen to be rendered twice in unlimited framerate mode;
- Fixed a bug causing save to fail on starting match with some of gameplay modifications;
- Added gameplay modification hint for match lobby list when hovering over match names;
- Hopefully fixed connection throttling issues that would happen to some players, added connection proxy selection in settings;
- Added notification for other players when some player gets excluded from the match due to join criteria being not met;
- Delayed AFK kick time from 1 to 5 minutes;
- Implemented a hopefully better distinction algorithms for reputation and skill tracking;
- Added VPN detection, made VPN users start with 0 reputation;
- Implemented some more basic cheating detections;
- Barrel-related multiplayer error fix;
- Implemented UI HTML text field occlusion with scroll container visible areas, confirm boxes and Map ID drop-down list;
- Implemented API request timeouts for server;
- Started implementing peer-to-peer connection support, added confirmation pop-ups;
- Improved some alt detections and ban evading cases;
- Made it so arms are no longer hittable unless character is dying or dead - previously they had a tiny circle hitbox that was occasionally blocking projectiles that could otherwise end up being headshots;
- Made it so players are automatically reconnected to main server if that happened to change connection settings while in-game;
- Increased maximum number of guest matches to 8 and for registered users to 4, made it so it closes not the earliest but less populated match instead;
- Fixed a bug causing last activity on account to be not updated if player was authenticated with incorrect upper/lower-case login name in Multiplayer;
- Fixed scrollbar not working in Firefox;
- Fixed a bug causing custom decorations to have incorrect occlusion bounds if they were initially set as "nothing" (for example in map "francis localhost-csraid1");
- Fixed custom song looping bug;
- Hopefully made Multiplayer mode initialization faster;
- Fixed global chat binding to T key option, made keybind triggers disallow using T key for chat;
- Made it so map keybinds are not triggered while player is typing in chat;
- Slightly better map loading error reporting (shows Map ID now);
- Added support < and > in custom map decoration texts;
- Custom text color support for map-initiated chat messages (for example in map "inolupp135-campaign01");
- Fixed blood color alternation trigger actions (for example in map "boom5-almost vanilla-1");
- Hopefully fixed a bug that was causing players to die twice on attempt to heal themselves;
- Added some more alt detection tools;
- Added blending mode selection support for swords of custom skins;
- Fixed a bug making it impossible to change custom skin of character who already has custom skin without changing back to built-in skin in the middle;
- Some moderation tool improvements;
- Fixed an issue causing player to stuck match creation screen if they tried to make match before authentication success;
- Added custom Map IDs for map rotation support;
- Made it so Map ID drop-down list scrolls with a text field;
- Made it so Map ID drop-down list closes on Esc key press;
- Added information on map rotation of each specific match before joining;
- A few new achievements just to get new players to try Multiplayer and Custom maps;
- Fixed false speed hack detections;
- Fixed issues with guests not getting any starting reputation points even if they aren't detected as VPN users;
- Improved speed hack detection so it isn't triggered by players with high ping and high packet loss;
- Limited match title and map name text sizes;
- Limited chat message sizes;
- Staff member reputation reset errors;
- Made it so match reputation automatically updates even if owner has disconnected;
- Added low reputation match filtering to multiplayer lobby;
- Temporary enabled no-VPN rule for guests.
Star Defenders 2D
- Flesh infestation raiding fix;
- Crystal duping fix via SD-BG drone;
- More objects can be carried with hands now. Including bombs, barrels, balls, cubes, slugs, viruses;
- Turrets no longer fall whenever they are frozen;
- Main menu optimization;
- Fix for a bug that made servers send objects for a single frame when they were already marked for removal;
A plenty of other Star Defenders 2D updates were done by other contributors, more here:
https://github.com/Eric-Gurt/StarDefenders2D/commits/main/
UnrealCrash
2025-05-27 21:09:59 +0000 UTCRod
2025-05-27 20:58:58 +0000 UTCNuke10
2025-05-23 20:01:30 +0000 UTC