Open tsunamayo opened 3 years ago
Okay build is live. As it is a default patch, please dont hesitate to report any regression! This build is also in Experimental.
@tsunamayo did you get to the bottom of the ringworld moving issue talked about in #3616? That could cuase issues if it's in the stable branch. Brilliant work on all the multithreading recently! It's really changing the game experience for the better
@ProPeach of course I forgot about that one... I just repushed the build with the fix. Thanks a lot for pointing that out!
Wonderful, thank you! I really should have posted a separate thread to make it more visible, my bad
Same. I was a bit cheesed to find my ring base complex floating in space. Such is life in alpha.
Did Ambient Occlusion get added to Default? I'm not on experimental but it def looks like there's AO.
EDIT: am on Default and AO is definitely in there, fully functional.
Nice fixes!
-Item stands work again; Items centered on geometric centerpoint, and bricks appear correctly if building on them. One minor aspect: game still draws a false preview highlight a short distance away:
-Weapons with decorative "fake" barrels now fire better, in some cases there are still problems. (details in separate report)
The physics broadphase logic has been refactored. It uses custom BVH for the world and each entity children entity. This new framework is entirely multi-threaded so there is no performance impact. For now on the data-structure is updated and the query have yet to be migrated. The end goal is so to have each query (raycast, collisions) being multi-threaded, essentially making the game run at stable fps even during physics intensive scene (like space battle). For the curious you can check the debug option: View World BVH and View Entity BVH.
Bugfixes:
3629 Ship preview not visible.
3630 FPS drop after opening a ship preview.