Block lights now have a quadratic falloff, and have their luminance and spread reduced when crowded by other blocks to give a much more realistic lighting feel.
Added Field Of View to Graphics Options.
Added (non-developer) /setbuilderip command to chat so users running world builder on a different machine can still connect to it (eg: /setbuilderip 10.0.0.46). It uses TCP port 8903.
Fixes:
Fix for quick-use and backpack GUI numbers going transparent.
Fix for crafted sticks not stacking with sticks already in the inventory.
Hide the health bar when using screenshot mode.
Fix for error when entity does not exist on client.
Removed over-exposure in specular reflections leading to gleam being washed out to white when crowded together.
Fixed lighting inconsistency at LOD transitions removing the visible dark bands at transition points (does not affect liquid LOD transitions).
Note from Ben: Heads up on the lighting changes for this release:
With your help, looking at your builds and how you like to use lights in Oort, weāve managed to come up with a new lighting model. Itās flexible enough to look bright with a few lights, but also looks great (and doesnāt look like a nuke has gone off) when you use lots. We looked at a lot of your builds while working on this to get the right balance.
This is however a significant change to the way lights work, and some builds will look quite different and might need some tweaks. Weāre committed to this new model, and will keep tweaks in the future to a bare minimum to not affect future builds.
The new lighting really tames the glare on my bifrost on Vaisier. I noted the nuclear intensity the other ānightā and this is a welcome improvement!
The issue with the LOD logic deciding that my four-walled fortress of dark glass and green gleam has one pink side is still there, though.
Whatās interesting is that the green and pink error has swapped faces. Under the prior logic the facing side was pink and the oblique side was green from this perspective. The currently pink side could be made to change from a vantage point in the lake. I donāt know if that still happens, and Iām running short of time to describe it. If you want me to test it, Iāll do that after dinner tonight.
There are two servers involved here, one is the ādiscoveryā server (the universe) which runs as soon as the world builder starts up, this is the one that runs on 8903 and lists available game-servers (read: visualisation windows) which open on additional ports.
Some things you can try, though Iām not sure how much logging there might be: Run the world builder from command line to try and see if there are any additional logs from the world builder itself that wouldnāt be visible in the app, and take a look at the game logs too (gist it to post here),
So I tried it again, this time using my MacBook Pro and it worked. Hereās a screenshot of the Visualization window in the Mave editor on my Linux machine:
And hereās the results of the command line (from which I started the editor):
ā¦at which point the world quit on me and I was returned to the āSelect a serverā or āQuite Gameā screen. Iām not sure where to get a copy of the application log on the Mac. If you can walk me through that, Iāll provide a Gist of that also.
ā¦ So the imgur album settings are gone or brokenā¦
Anywho, The lighting is much better than 112 ^^. I havenāt explored deeper into the builds yet, but so far it seems that I may need to adjust to this kind of lighting to avoid a cluster of silhouettes at night.
The pink/green gleam thing is a known issue. The water issues here will be fixed shortly (itās caused by the water being at a bad height in the world that means it is not flat across all LODs, and our current reflection system requires the water to be a fixed plane. Weāre going to fix existing worlds by pushing the entire world up/down as required so that the water āwillā be flat).