james
October 24, 2017, 1:31pm
41
It’s actually: IDSPISPOPD
6 Likes
Uh-oh… now you’ve done it…
4 Likes
didn’t realize current mapping system was 2D, or that it was asked for so frequently…
your reasoning makes perfect sence, thank you for your quick response.
3 Likes
james
October 24, 2017, 4:51pm
44
Updated OP with details of Testing 181.1.
james:
Testing 181.1:
Fix being able to bulk craft with out the skill.
Fix crash entering none ASCII text.
Fix crash right clicking on items in storage.
Fix sign colour crafting and placement.
Fixed an issue where the death penalty reduction skill was actually increasing the death penalty
Fixed an issue with remapping the interact button to a key other than ‘E’. NOTE: If you have already remapped the interact button you will need to select “Reset Controls To Defaults” on the Main Menu and redo your button choices before you’ll see a change.
Fixed memory leak when changing world and moving to new areas.
Significantly reduced memory use in the culling mesh and lighting generators. Can save >200mb in complex environments.
11 Likes
I wanted to supply another suggestion around the new craft from backpack (inventory) component.
As I stated in my last post I do think there needs to be a setting or something to select whether to pull from backpack or not.
I just went to craft some quick refined stone, so in this case it would have been nice to have a check box up near the crafting menu that I could select to “pull from backpack”. If it was a persistent setting that would carry over then that would be fine. Because in this case I went to many machines and could have left the items in my backpack since that was all that was there and pulled from there. Then in the future if I don’t want to pull from the backpack I can uncheck the box and it will stay that way until I select it again.
That would be the best way I could see interacting with this feature compared to the current method it is being deployed as. It makes it a bit easier to manage.
1 Like
Omnifob
October 24, 2017, 7:54pm
46
Did the spawning mechanic change for wildstock? It could be a coincidence, but I’ve only seen them in flock so far.
I thought that was already the way it worked
Omnifob
October 25, 2017, 9:55am
48
I have only ever seen them 2-3 together on live, but kinda spread out.
On testing I’ve seen at least 3 groups of 5-7 wildstock frollicking close to eachother.
1 Like
That’s cool, I haven’t really explored enough on testing to see whether that happens
Omnifob:
I have only ever seen them 2-3 together on live, but kinda spread out.
On testing I’ve seen at least 3 groups of 5-7 wildstock frollicking close to eachother.
OR … They are plotting against you and study you to catch you off guard.
2 Likes
Omnifob
October 25, 2017, 3:20pm
51
Ah, so that’s why there were 6x lvl4 wildstock right outside my door. I think I’ll stay inside from now on.
1 Like
james
October 30, 2017, 1:25pm
54
Updated OP with release notes for Testing 181.2.
james:
Testing 181.2:
Sanctum + Tutorial + Objectives + Progression:
Removed objective claiming to fully complete an objective. Now the objectives autocomplete automatically when the player completes all the subtasks.
GUI + HUD:
Updated GUI’s newsflash presentation.
Added new newsflash events.
The Boundless Characters of all of your Steam friends are now automatically added to your in-game friends list making it easier for new players to connect with their friends already in the game.
Engine:
Holding a torch or other light-emitting block in your hand, and placing it onto the ground should now produce very similar results in terms of the characteristics of the light’s brightness and falloff, though holding it in your hand will still produce a “spherical” falloff rather than the “diamond” shapes falloff that lights placed in the world will have so along diagonals, the hand-held light will still reach a bit further.
Changed the interaction distance to be the same as the block placement distance.
Removed options to disable weather and volumetricFog. These are debug options which persisted into the GUI. The PostEffects option is also removed to simplify the screen as all it did was hide some of the other option toggles. There will be more changes here in the near future.
Portals and Warps and World:
The way the client chooses which meshes to use across different levels of detail has been updated and should remove the vast majority of z-fighting seen whilst waiting for the world meshes to be created, and you should no longer ever find yourself stood inside of low-level detail meshes for the world.
Portals/Warps should generally load in much faster than before, with the game better prioritising what to load and create meshes for.
Portals/Warps that are open, but not “fully rendered” (showing the “Waiting for Data” message) will now show a progress bar of the loading in the HUD so you can have an idea of how long it will take to fully load and become able to be walked through.
The the way the server deals with physics meshes has changed, making them a persistent part of the world instead of created on-demand. This means the server no longer has to create physics meshes for the world which would often cause stalling/laggy behaviour when there were more players/creatures on the world due to it being too slow to create them, they are now loaded out of the world data directly and is much more responsive, this should hopefully mean that you never see laggy behaviour when going through portals/falling from heights/speeding around with the grappling hooks on busier worlds.
Travelling through a portal/warp should virtually never cause mispredictions or rubberbanding even if changing inputs whilst going through.
Travelling through a portal/warp, it was previously quite easy in more confined areas to end up teleporting up out of the ground after going through the portal because the spawn location calculated was inside of the terrain. This should no longer be possible.
Bug fixes:
Fixed a crash bug when the players travel through portals/warps.
Fixed the latency graph to sample the max latency every 0.1 seconds rather than the current value every 0.1 seconds.
12 Likes
ctrl-64
October 30, 2017, 2:39pm
55
It just keeps getting better and better!
1 Like
I find this one very interesting.
No more trouble when interacting with a spark core or crafting table when its placed a bit higher or in a corner?
3 Likes
So it’s going to be…0.1 seconds?
So will we not be able to move through the portal or warp, or will we just end up inside the terrain? I understand the problem, I just don’t see a straightforward explanation of the new outcome.
As in you won’t be able to end up teleporting up, you will be able to go through
Okay–I remember being cranky about that a few weeks back.
Now, about that 0.1 to 0.1 thing…
james
October 31, 2017, 12:55pm
60
Previously latency was sampled on the 0.1 second tick, now it’s the maximum of all the ticks in the past 0.1 seconds. It was hence possible to miss a micro latency glitch.