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HOTFIX 1.9.1 - Fixes some issues, scroll down to see the changelog
VERSION 1.9.1 - 26/09/2022
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- [Bugfix] - vtserver: flagShutdown() now waits for currently saving files to flush to disc (not just orderly shutdown)
- [Bugfix] - vtclient: Use manual mipmap generation for texture arrays rather than automatic (AMD drivers can crash on mipmap gen for texture arrays)
- [Misc] - vtclient: If the game crashes when trying to create Texture Arrays then Texture Arrays will be automatically disabled on next startup
- [Misc] - vtclient: Resized some non-power-of-2 block textures. Only power-of-2 block textures can now be made into texture arrays.
- [Performance] - vtserver: When a player is in a dungeon, it will now only check ~150 chunks for dungeon updates every tick instead of every chunk loaded on the server (with 40k chunks loaded this could take 16ms a tick!).
- [Performance] - vtserver: Made unloading chunks a bit faster
VERSION 1.9.0 - 24/09/2022
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- [Feature] - Added the Old Prison control point. Gives +5 Allure to whomever captures it
- [Misc] - MegaVbos now use a free list to reusue free memory
- [Misc] - Planes now go ~12% faster
VERSION 1.9.0-RC2 - 21/09/2022
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- [Bugfix] - Fixed world holes
- [Bugfix] - Fixed minimap pieces not appearing
- [Bugfix] - Fixed buildings not rendering correctly in preview window
VERSION 1.9.0-RC1 - 17/09/2022
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- [Note] - Shaders are now enabled by default for intel iGPUs, providing that they support Opengl4.6. Drivers newer than 2019 should support this.
- [Bugfix] - vtserver: Specualtive fix for save corruption - when requesting an orderly shutdown wait for the LotContainer saving thread to finish writing.
- [Bugfix] - vtclient: Fixed some crash-on-exit issues
- [Bugfix] - vtclient: Fixed some memory leaks
- [Bugfix] - Fixed white text decals not being visible on distant chunks
- [Performance] - vtclient: Implemented array-textures for near chunks. ~25% FPS increase
- [Performance] - vtclient: Implemented indirect draw for far chunks & shadow maps. Far chunks are batched into groups of 256m x 256m. Another ~25% FPS increase at 600+ draw distance
- [Performance] - vtclient: Only generate high quaility renders of chunks that are near the player (typically closest 100m). Up to 50% reduction in vbo usage/graphics memory consumption at long draw distances
- [Performance] - vtclient: Now batches the destruction of OpenGL buffers and textures. Destruction is delayed by 4 frames to prevent OpenGL sync/stall. Makes unloading/unrendering chunks much faster
- [Performance] - Both vtclient/vtserver - freshly discarded chunks are now stored in free-list to be reusued. Saves a abunch of big allocations/deletions. This pool will shrink over time to ~2048 chunks
- [Performance] - vtclient: Up to 5% (additional) fps increase by removing reduntand OpenGl calls
- [Performance] - vtclient: Stop processing network packets if we've spent 25ms already in a frame doing them (wait until next frame to continue)
- [Misc] - Added a timeout for drawing the map (the one that appears when you press M). This is to prevent the game becoming unresponsive when zoomed out on massive maps
- [Misc] - You can now choose how many render threads you have in the graphics settings menu. Default amount is square_root(num_cpu_threads), min 2.
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