Development update - January 28, 2023 (Patreon)
Downloads
Content
Lots of polishing of movement on custom shapes, specifically when it comes to proper sliding and ledge grabbing. Also taught myself to draw trees and drew them. Then, worked on more issues and bugfixes.
Showing background terrain generation for the first time, though with rather vibrant color scheme which is possible to with Level Editor. World generation does take long time - I had not decided whether it should be baked into map itself or be calculated on player's PC. It would take a lot of space and network traffic though - maybe actually impossible at this point since servers do send world to connected players and I'd like to keep possibility of randomly regenerated levels, which is possible with current approach. Most likely background generation could be an option too, same as shadowmap.
Sounds
- Normalized voice volume relative to sounds of limb breaking and gun shots, especially in case like plasmagun firing towards ground of characters;
- Humming for swords that changes its' volume and pitch with speed of swords (arms);
- Second sword sounds preset (showcased it in previous post);
- Sound effect for new pistol-kind of weapon charge;
- Sound effect for new shotgun-kind of weapon charge;
- Reworked sound effects of new entity (R) as previous ones started to sound too repetitive and rather annoying;
- Fixed improper automatic trimming for loop sounds;
- Sounds for sniper rifle (blips and click whenever it is ready to fire again).
Gameplay
- Fixed bug in particle and wall hit caching algorithm that would cause particles to frequently pass through walls (they still do for short period of time on low settings but blood particles don't spawn decals through walls);
- Fixed bug with improper rocket trail glow;
- Fixed bug causing impossibility to crouch in slow-motion areas (friction forces were not affected by time-warp areas);
- Fixed bug causing heads of characters move way too close in some vehicles (Hound Walker-CS and others that affect depth position of characters) whenever they blink or change facial expression;
- Fixed bug causing character head positions to be updated with decreased rate;
- Fixed issue causing possibility of indefinite jump upwards on surface that is meant to make character slide down;
- Made it so grass does not spawn on terrain model underground;
- Made it so grass sound is not played whenever character touches cliff surface;
- Implemented ledge grabbing logic for custom shapes;
- Fixed bug causing occasional possibility to jump in the middle of sliding surface due to convex segmentation of concave walls;
- Made it so small sliding edges are not considered sliding just so characters won't stuck on them while walking, since they don't trigger step-up logic either;
- Fixed bug causing certain materials that change their purpose to lack shadowmap which caused them to have blue glow;
- Made sword humming as local sound effect that has quickly decreasing its' volume with range;
- Made it so switching to swords activates disabled swords by default so they won't make as much noise. Though maybe it will change later;
- Fixed bug causing inconsistency in sword strength as well as number of attacks whenever player tries to spam slice;
- Fixed bug causing dust to spawn at position of raised leg whenever player walks while kicking;
- Added logic for characters to put leg down during kicking whenever character starts looking in opposite direction;
- More fixes for step-up logic on custom wall shapes;
- Allowed ledge grabbing during sliding;
- Fixed bug causing lack of stand reaction on a wall with custom shape that forms stairs using single wall object;
- Fixed bug causing wrong edge picked for sliding which caused characters to stuck on some custom wall shape corners;
- Improved culling of offscreen world objects that previously caused some of objects to not appear on screen in time;
- Fixed issue causing non-glowing particles to be spawned whenever lava is shot
- Fixed issue causing non-glowing particles to be spawned whenever 3D debris fall into lava;
- Fixed bug causing double-jump boost to not have trails most of the time;
- Drawn and added natural foliage to background, so far only 9 regular trees;
- Reworked previous implementation for foliage so it now works with 3 layers instead of 2 - back leaves, branches, front leaves. Back leaves and front leaves react to wind and explosions if tree is close to playable area enough. 1st and 3rd layers have some displacement now too;
- Reworked removal of completely transparent tree polygons, trees that are too far have just 2 triangles per layer;
- Fixed bug causing black matte on foliage;
- Fixed bug causing "color addition" Level Editor property to make color appear at transparent parts of foliage;
- Fixed bug causing fog to draw color at transparent parts of foliage.
Skin Editor
- Fixed bug causing sword hum effect to stop working whenever skin is updated.
Level Editor
- Fixed bug causing ammo HUD to stay visible after level designer presses Q key (hides Level Editor interface);
- Fixed crash during blueprint mode enabling;
- Fixed bug causing color picker to not open in some cases;
- Added safety measures to prevent map designers from making ground material become completely transparent for hard to understand technical reasons;
- Added safety measure for situation where terrain becomes random despite seed being specified - Level Editor now automatically fixes object ordering that seems to cause it.
Star Defenders
- Added bot facility that lets use old version of JavaScript to program bot AI (PB2.5/3 does have something similar for level designers but much more polished and works much better). Features is rather unfinished still though, but if you'll dig into source code you might figure out how to do something with it;
- Private storages can be used on long-range teleports on items player wants to keep even if his base gets be raided;
- More bug fixes;