I'll be monitoring this patch closely over the next few days for any data related issues. Though thoroughly tested, there may be a few lingering edge cases. Thanks to everyone who downloaded the Public Test Branch to test this.
Completed a major re-write of the resource object code
- this should reduce patch sizes significantly going forward. There is still some work to do to reduce patch size, but that will come later.
Removed AI debug data from the log
- this should speed up the game on lower end systems a bit. I left this in initially to help with any blockers or issues.
New highlight system.
By default, objects that can be interacted with now use a much brighter glow so it is very obvious which items can be interacted with. The glow is color coded (green for loot, yellow for mission/log objects and purple for non-lootable inter-actives). This should also fix invisible highlights for systems that are using Intel chipsets without the latest drivers. Many issues with glow, screen resolution issues, crashes and other problems have been related to on-board Intel GPU chip sets using default manufacturer drivers that have never been updated.
The original, more subtle highlight shader system is still available. Now the glow is static so it does not pulse and is set to maximum highlight until you release the CTRL key or move your mouse cursor off the object. If you want the alternate (original) shader highlight, you can open the video options screen and select "Subtle object highlight".
Other fixes
---Fixed a major error in the right-click movement system - missed clicks when moving should be way less frequent now. Thank you "axed1nce", You're comment led to a fix that may help everyone!
---When leaving an area and returning to that area, you are no longer able to hack and loot chests that were previously hacked and/or looted
---If you left an area that had a chest and did not loot it, you may have lost that loot. This is fixed now.
---Pressing escape during cinematics works as expected now.
---Fixed a problem with NPC team members that was causing them to not load using the new data system, locking up the game.
---Fixed a problem with keypads and equipped hacking tools
---Fixed a problem that may have caused down-scaling of rendering resulting in low resolution graphics at high resolution screen settings on some systems.
---Reversed Q/E rotation - eventually this will be user configurable when key-mapping goes in.
---Reversed mouse wheel zoom to better match the default behavior in other games. Again, this will eventually be user configurable.
[ 2016-10-27 01:23:06 CET ] [ Original post ]