Connection Bugfixing
Today we focused on putting together many fixes that we had been working on to help players joining large worlds and servers with higher latency. Two key fixes are in this build: no requirement to have all world chunks on game load, and room checking on load/save to reduce junk in save files.
These two things should address some of the more serious problems players were having connecting to games. Additionally, an old voice command still existed in the game that would disconnect players (even players in single player!) this was the primary cause of the "kick back to menu" that players were experiencing.
So this update should give many players a pretty big bump in stability - but as always we need to test and confirm this.
Logic unit tweaks
We also did some work with logic units. There is now a button, and a new switch, that can be used. We added some commands to the Math unit, and made a single input math unit capable of doing math operations such as ceil, floor, and more.
Already players have been able to create some pretty cool systems - such as solar auto trackers, load balancers, and much more!
Batch Writers
So one of the big problems was getting lots of devices to change, such as solars. Now there is a Batch Writer that will write a value (say vertical percent for a solar, or setting for a transformer, or On state for a light) to all of a selected type.
Here you can see an example of using this to make a light switch!
Version 0.1.1052.5350
- Fixed null reference exception that could occur on save due to room thread changing and altering. This was caused by the fix that would stop large saves with invalid rooms being initialized.
- Made visual crystals less strict so more crystals are visible
- Fixed null reference exception on Atmospheric Manager when air tank is null but waste tank is full.
- Colliders on thrown objects will no longer be turned off if there's an object close to it when it was thrown. This should help prevent items being thrown through objects
- Updated new ore types. New Uranium, copper, gold, silver, and coal models.
- Added applying chunk progress in loading screen.
- Added Unary Math unit to logic system. Able to perform Abs, Ceil, Floor, Round, Exp, and Log functions on input numbers.
- Added chat fade delay which will auto-hide chat and console text after a delay. Default 10 seconds, set to max to disable.
- Clamped auto-save interval values between 60 - 3600 (1-30 minutes, default 2 minutes).
- Added revised community French and Spanish translations. Added new language for Portuguese translations.
- Added a new Logic Switch and a Logic Button variant on the Kit (Logic Switch).
- Added Batch Writer to logic system. This allows you to write values to all types of an object on the output network. Note that this only writes to objects of the exact same type, so variants of the same type will be considered different objects. The use example is that one batch writer will allow you to write to every single solar on a given network.
- Fixed bug with Logic Writer network message not being received when switching logic writer type due to wrong network header being sent.
- Fixed splitting stackable items. When splitting, the new stack would sometimes clip thought the floor and be lost. Split item/s now fall in front of the player
- If the player has a free hand, splitting a stackable will now place the new stack in the free hand.
- Fixed exception when opening loading screen with too few saves.
- Fixed host not regenerating and applying mesh when terrain was mined outside of the chunk render distance. The host needs up to date collision mesh for all chunks.
- Fixed minables being rendered when out side of chunk render distance on the server
- Added sign recipe to autolathe.
- Allowed atmosphere analyser cartridge to read small gas canisters.
- Fixed analyzer text of water to H2O instead of HO2
- Fixed huge world saves when saving rooms.
- Disabled Frustrum culling for computers. Possible cause of FPS drops when looking away from a logic motherboard computer setup. This was because sometimes the computer was being hidden/rendered multiple times in a frame, forcing many position updates for the UI below.
- Added Mod command to Math Processor. Allows the % math function to be applied. Format is Input1 % Input2.
- Fixed bug where construction blueprint cursor is not correctly cleared upon quitting a game.
- Fixed drop position. Item will now drop where the player is looking.
- Reimplemented chunk streaming changes using the existing chunk IsRendered system and reduced the number of mesh and minable regenerations. Result is improved joining times and faster chunk generation.
- Fixed network problem when joining server which has large chunk data and high latency.