Development update - December 1, 2022 (Patreon)
Downloads
Content
Publishing this video with delay due to outages Ukraine has these times and due to being a bit sick by the time I usually upload these (I'm fine now).
In November I've mostly worked on re-implementing bullet reflections with swords and new liquid kinds as you can see them on a video:
- Regular water;
- Corrosive damage liquid (damages both health and limbs);
- Lava (damages health and limbs + sets on fire);
- Freezing water (freezes and damages health slightly, no limb damage);
- Toxic liquid (just damages health, no limb damage);
- Zero gravity without underwater sound muffle;
- Zero gravity with underwater sound muffle.
Footage was recorded with 0.5x speed but sped up in video editor later. Reflective surfaces together with screen recording weren't resulting in a good framerate unfortunately. Game does extra render for each reflective liquid kind (as they might have different reflection plane if surface of any of them is disturbed), in this case for water, corrosive and toxic liquids.
https://www.gevanni.com/projects/pb3/LiquidsAndSwordReflection.mp4
Gameplay
- Micro-optimizations that could improve performance by few percent;
- Better head turning in unstable state;
- Made incinerating grenades less fragile just to make it possible to put them on a ground (assuming player holds grab key at the moment of throw);
- Fixed bug causing damage reporting numbers being not shown as a result of damage from fire;
- Crash fix for laser beam grenades;
- Fixed issue with incredible durability of some underbarrel grenades;
- Made it possible to grab dropped grenades just like thrown ones whenever player holds the grab key (should allow more tricky throws when player wants to share grenade with some teammate perhaps?);
- Re-implemented bullet reflection via swords;
- Made 3 new short sword styles (one of them is in a video);
- Made sword that is stuck in a wall to not disappear when player switches to another weapon (only few sword kinds can stuck in walls);
- Fixed bugs related to inconsistency of sword clashing (when 2 players attack each other with swords at the same time);
- Sound of swords hitting walls has different pitch depending on damage amount now;
- Implemented oxygen requirement to stay underwater (configured on per-character basis);
- Disabled death animations whenever character is frozen;
- Implemented corrosive damage liquid (damages both health and limbs);
- Implemented lava (damages health and limbs + sets on fire);
- Implemented freezing water (freezes and damages health slightly, no limb damage);
- Implemented toxic liquid (just damages health, no limb damage);
- Implemented zero gravity without underwater sound muffle;
- Implemented zero gravity with underwater sound muffle;
- Re-implemented old liquid container area detection for rigid bodies to allow liquid class changes if they collide;
- Disabled fire effect particles and dynamic light generation while burning rigid body is in liquid like lava;
- Implemented time limit onto physical calculations step duration in order to prevent cases of too many precision critical object simulations freezing the server or game instance;
- New fire color overrides previous fire color if object was burning;
- Made it easier to grab players that are standing on the ground (they used to kind of stuck to it);
- Merged damage numbers of burning and lava damage;
- Implemented better sorting for transparent objects and flat glasses (so far only for vertical and horizontal ones);
- Implemented time warp effects support for liquid effects;
- Fixed inconsistency bugs related to freezing effect in slow-motion;
- Fixed issue causing player to not have any gadget kind selected whenever he picks up gadget of a new kind and previous gadget kind count was 0;
- Made lava and freezing liquid to not inherit blood color;
- Made it possible for gadgets to receive damage from liquids;
- Made it possible for gadgets to be set on fire from lava;
- Made and assigned lava texture for lava;
- Implemented relief on top of lava and freezing water;
- Made viscosity affect how liquid reacts to explosions, rigid bodies' movement in it and liquid's relax forces;
- Made glowing liquids affect level lightmap;
- Fixed crash related to removal of held rigid body;
- Made lava damage silent whenever it breaks limbs (same exists for fire);
- Re-assigned lava texture coordinates from world coordinates to UV coordinates of vertices just so it reacts to waves;
- Occasional splashes on lava surface;
- Another fix for reflections in liquids;
- Support for partial liquid reflections.
Multiplayer
- Fixed bug causing incredible velocities whenever remote player's sword is stuck to a wall;
- Fixed bug causing some weapons to not play sounds speculatively before delayed firing starts;
- Fixed bug causing ledges to be not speculatively grabbed by a local version of a player;
- Added sync for current oxygen amount;
- Fixed bug causing "Select references object" to not update parameters panel and not save selection action to be saved in undo/redo history.
Interface
- Fixed bug related to selected item appearing not selected in drop-down lists;
- Gadget change plays sound of newly selected gadget now (usually a throw sound);
- Implemented key repeating for certain actions (gadget scroll, weapon scroll, grenade throw, grenade drop);
- Re-assigned chat history appearance to other key "i" as it had same key used to show leaderboard before;
- Fixed color picker precision issue causing some colors being impossible to specify;
- Fixed color picker crash on attempt to pick color in Level Editor (simply disabled option to pick colors from world in Level Editor for now);
- Fixed issue making it possible for gadget change sound to be played whenever player has no grenades or only gadgets of same kind.
Level Editor
- Fixed some crashes related to loading purposely corrupted file structures;
- Fixed bug causing opacity setting to not work on water;
- Characters received settings related to projectile reflection, breathing underwater and breathing in toxic clouds.
Sounds
- Sound of sword hitting wall;
- Sound of sword reflecting bullet;
- Sound of a sword hitting another sword;
- Custom sound of drowning usurpation forces (unsure if will keep, usually it would not happen often in a game though);
- Changed sound of viruses growing in liquids;
- Sound of grappling hook length change;
- Made lava loop sound (did not assign yet).