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New patch! Uploaded to Beta stream, if there are no issues I'll set it live in 8 hours from posting.
Patch 1.0.18 lets you save Bases as placeable fortifications! You can save them as template lots, like custom buildings can be. You can also place fortification lots from the construction menu as bases, and you can place these outside of your build radius. This means you can smack down a fortified base without having to do weird "place flag, place building, place another flag, remove first one" arrangements.
Patch 1.0.17 has more performance upgrades. Its mainly achieved though improved asynchronous data upload to the GPU, which mainly benefits AMD machines. It also fixes lighting issues and gives minor perf boosts in Shaders-Off mode.
Sorry this ones a little late - there was a CTD issue that took me a 17 hour session to fix. I'll try to have the live patch ready before the weekend next week. So there'll (hopefully) be an experimental mid-week and a live end-of-week.
Pictures:
https://twitter.com/SnapperTheTwig/status/918113211412463616
VERSION: 1.0.18 - 14/10/17
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- [Feature] - Fortification lots can be placed as bases from the construction window
- [Feature] - Vacant lots can be converted to fortification lots and saved as placeable templates
- [Feature] - Bases can be saved as placeable templates
- [Misc] - .player, .playerlist, .world and .dat (for lot data) files are now backed up with 2 layers of backups. If a file goes missing then the next backup will be loaded.
- [Misc] - The game will create a glinfo.txt file in the logs directory to help me diagnose your opengl woes should you have any.
- [Misc] - Weapon zoom mouse movement reduction reduced
- [Misc] - LoD distance reduced for people playing on potatoes. Minimum distance is now 32m.
- [Bugfix] - Fixed a memory corruption issue that may cause CTDs.
- [Bugfix] - Speculative fix for mouse warping your view 180 degrees randomly
- [Bugfix] - Fixed flicker on geometry generation
- [Bugfix] - Fixed random CTD issue on the client
VERSION: 1.0.17 - 10/10/17
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- [Perf] - GPU Memory panic thresholds are now set to VRAM_MAX MB to enable panic mode and VRAM_MAX - 256 MB to exit (changed from VRAM_MAX * 0.7 in and VRAM_MAX * 0.5 out). This is so that 4GB machines use a bit more memory.
- [Perf] - Changed VBO upload to be asynchronous to reduce microstutter on AMD machines
- [Perf] - In non-shader mode chunk relighting calculations and GPU uploads is also done asynchronously
- [Misc] - Smoothed out the dynamic draw distance algorithm further.
- [Bugfix] - Fixed chunk lighting not updating at sunrise/sunset while running non-shader mode
- [Bugfix] - Removed cables from texture atlases - cables are no longer visible in LoD chunks
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