Still, the most time consuming thing is a model for new entity - I believe there are 3 models like that in a game in total now (not counting PB2 crate). Felt like I wanted to switch to something else from coding for some time. New model seems finished for the most part, then new "T" entity still needs an in-game logic, physics, sound effects and network sync logic.
Preview of this new "T" entity is confusing but you'll likely recognize it in the game itself. Probably not instantly.
Skin Editor
- Fixed a bug causing accessories to appear whenever new accessory is added;
- Fixed a crash as a result of corrupted skin file load;
- Fixed a crash as a result of incorrect .svg file insertion;
- Fixed improper cropping during rasterization for one of new skins;
- Limited number of accessories per skin to 4 for now;
- Added support for mass deletion of selected accessories;
- Optimized some of common skin draw operations during rasterization.
Level Editor
- Fixed a crash during click on parameters panel of Level Editor whenever no objects are selected;
- Added foliage preview settings to global Level Editing settings;
- Implemented "Allow skin shape altering" property for characters which prohibits skin .svg/draw/erase/draw behind operations (could be used to allow custom skins but prevent unfair skins);
- Fixed a bug causing "Allow skin shape altering" property to not work on level restart;
- Fixed a bug causing world loading state to not be properly reset whenever new map has been started without saving;
- Implemented initial velocity stability for characters;
- Implemented initial stability for characters;
- Implemented initial rotation for characters;
- Added live update for characters rotation in Level Editor;
- Fixed a bug causing level scripting to be executed in Level Editor if purposely improper trigger name was given;
- Fixed a bug causing lack of skin & team objects by the time character using them is created whenever partial preview mode is enabled (partial preview would result into improper sorting whenever triggers are used);
- Implemented quicker verification for properties in case of simple values (such as numbers, strings, boolean values without formulas that reference variables and other object properties) which improves saving and preview generation times;
- Fixed a bug that would prevent level designers from creating objects at the very end of structure list before trigger's closing "bracket".
- Implemented support for common global level objects that are auto-imported from included modules (teams, skins, surfaces) and for them to be referenced in drop-down lists (could be used to auto-update character's name on all maps within series, alter material properties & textures etc);
- Added hint towards referenced global object in context menu.
Gameplay
- Fixed bug causing blood decals to be updated with delay whenever camera is moved too quickly due to bug in offscreen optimizations;
- Optimized character cloth accessories performance;
- Improved character accessory collisions accuracy;
- Started working on model & UV for new "T" entity, seems like it is finished by now;
- Created multiple textures for lightmap, baked specular, diffuse (fixed seams, prepared multiple lightmap versions for some cases I plan to use in campaign).
Star Defenders 2D
- Performance issue fixes for open world servers;
- Disabling backups if server happened to be fully hibernated for a long time;
- Singleplayer mode now behaves more similar to how servers behave (including snapshot saving);
- Fix for light flickering whenever static entities are burning;
- Allowing events in singleplayer mode by default;
- Singleplayer lost effect fix when loaded from snapshot;
- Large liquid pools optimizations, "far lands" optimizations;
- Background drawing optimizations for "far lands" and deep down cases;
- Better crystal shards, higher quality some of sound effects;
- Fixes to singleplayer - still snapshot occasionally gets removed/overridden with empty one;
- Better singleplayer saving, better first spawn on a new world, 0 matter shards fix, reworked how sound effects are added to sdCharacters;
- Other fixes.
UnrealCrash
2023-10-09 14:14:54 +0000 UTCMisha
2023-10-05 07:10:31 +0000 UTCJubi
2023-10-04 14:56:35 +0000 UTCUnrealCrash
2023-10-04 01:21:12 +0000 UTCUnrealCrash
2023-10-04 01:17:58 +0000 UTCUnrealCrash
2023-10-04 01:15:23 +0000 UTCMisha
2023-10-03 01:06:45 +0000 UTCMisha
2023-10-03 01:06:02 +0000 UTCJubi
2023-10-01 13:48:25 +0000 UTCUnrealCrash
2023-09-28 18:37:51 +0000 UTCMisha
2023-09-28 01:35:06 +0000 UTCUnrealCrash
2023-09-13 10:18:47 +0000 UTCPatty
2023-09-11 19:00:20 +0000 UTCUnrealCrash
2023-09-10 18:17:15 +0000 UTCPaddy D.
2023-09-10 10:18:20 +0000 UTC