Version 0.1.325 Patch [Major] - Player Fixes and Updates
Fixes
Fixed issue where pressing Y to respawn no longer worked properly
Fixed event binding for steam friend loader
Fixed stored procs userrealmcharacter_getfriendinvites and userrealmcharacter_getfriendsinvited to skip invites from deleted characters; Updated user_deleterealmcharacter to release records for friends, invites, and blocked chars at delete time
Fixed a bug with GetRandomWorldLocationOnGround where the function could endlessly loop or loop for an excessive amount of time
Fixed a bug where if the player possessed a pawn that died prior to them fully initializing ownership the player would never have their Death UI shown
Fixed a bug where if the player died during severe lag and received their death replication 3+ seconds late the Death UI would never be shown
Fixed a bug where a floating character would be left behind if the player died while switching between perspectives
Compass Performance Fix
Fixed a crash that occurred when attempting to open the inventory after logging in dead
Fixed bug where player corpses could fall through the world
Updates and Improvements
Refactored item paths to be cached locally in binary file on server; refactored related sql and C++
Re-enabled JSMN integration for C++ service classes
Created a new function called GetSafeSpawnPositionAtLocation in the FRV Function Library. This function attempts to find a safe position to spawn the player using a non-random method of checking points around the input location
Created new proc playertrait_updatesingle; rewrote APersistenceManager::DoMySqlPlayerTraitUpdates to use this.
GetThorconPlayerSpawnLocation will now always return a valid location and no longer cares about players overlapping other players
Renamed GetRandomPlayerSpawnLocation to PawnBot_GetRandomPlayerSpawnLocation to clarify that it is currently only used by bots
FindNonCollidingPlayerSpawnLocation now makes use of the new GetSafeSpawnPositionAtLocation function in the FRV Function Library. Additionally this function now prints debug information when a location fails to be found
Moved IsLocationInOcean into the FRV Function Library
RestartPlayer will now always spawn the player at the hard-coded Thorcon location
New loading widget
Refactored area data to static list and helper class (AreaNameService)
Refactored player state updates to instant-update queue system
Refactored player attribute updates to instant-update queue system
Refactored player trait updates to instant-update queue system
Created a new function called KickPlayerWithMessage in the FRV Function Library. This function as the name implies will kick the player and display an error window with the desired message
If a player is kicked in the editor the kick system will now log a message stating why the server attempted to remove them rather than ending the session
Added in various login failure handling to the player login pipeline. This will kick the client if they fail to connect rather than leaving them in a hung state until they manually reconnected
MakeDatabaseRequest now returns if it was successful. If a MakeDatabaseRequest fails during login the client is now kicked with a message informing them where persistence failed
Added failure handling for if the player's pawn fails to be spawned for any reason in FinishReadingCharacterCloudData and RespawnCharacterCompleted
If the Death UI is visible it is now forcibly set to a higher Z-Order in the viewport and user focus is checked every frame.
Created client-side events in the PersistentRPGCharacterBase class for when the pawn is possessed/unpossessed by the local controller
Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received
Refactored player stat data (energy and rai) to instant-update queue system
Refactored world item add/update/remove to instant-update queue system
Refactored inventory persistence to instant-update queue system
UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future
We know there are a lot of new people who are excited to jump in the game, but before we welcome you to Lahaina for the first time with a beta key, we want to fix some things first. We are going to take a few weeks to focus on refactoring, persistence, and stability in order to provide the best experience possible for all of our new players before we start handing out keys again. Mahalo to our great testers for not only finding things that need to be fixed but pointing out where our systems needed some upgrading. Here's a list of the bugs you found that we addressed this week.
Maikowl - UI Text Spelled wrong
Be able to select multiple screenshots to submit to bug reporter
Compass impacting performance
Eldisty - Can’t Loot Mutant
If you want to learn more about Fractured Veil head over to our Discord server.
Once again our amazing testers helped us hone in on exactly what was causing this bug and squash it before it knew what hit it! We had UI widgets being created every frame for on-screen players and enemies which resulted in this mess:
The problem only became apparent when we have enough people online so thank a big thank you to all of our testers for helping us discover what we wouldn't have been able to find on our own, you rock!
Some other fixes also made it in as we were working hard into the night and the wee hours of the morning
Fixes
Compass Performance Fix
Optimization improvements when updating player traits
Optimization improvements for steam friend loader
UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future
Version 0.1.301 Patch [Major] - Player Fixes and Updates
Updates and Improvements
Implemented loading and population of stored contents of player spawned containers
Implemented removing an item from player-spawned container to player inventory
Collision settings on Fishing hut 2
Adjusted size of water barrels in the world
Implement sign diorama spawning along roads
Regenerate dioramas and minor BP_Road preset changes
Implemented persistence for equipping items directly from player-spawned containers
Implemented persistence for unequipping items directly to player-spawned containers
Veil Building Added in as streaming level in the 1x7 area
Traffic Light material changed and lights added to 3x4
Props added in and setup in Camp + Top of Tower
Radio added to Main Room
Finished persistence for dragging items from a player-spawned container directly to ground
Reworked weapon attachment population code to store records after read time, evaluate later, and assign to bank items where needed
Adjusted the frying pan's socket rotation
Added in "CanSkipEquipAnimation" to the BaseItem class. This allows Weapons to attack prior to their equip animation finishing. The Frying Pan now makes use of this
Increased the durability modifiers for 'wrong harvesting type' to 9x
RPG Buildings can now define if they should spawn loose items around them. This now defaults to false
Implemented persistence for weapon attachments for contents of player-spawned containers
Added tracking and logging of highest transaction count per second, every 60 seconds, to node services
Changed BP_Thorcon_Entrance to use PlaySoundAtLocation instead of PlaySound, only for players with 100m; Changed the spatialization for those sounds to what the other Thorcon doors are using, 40m spread 25
Disabled Add Friend button in FRVPlayer_DetailsHeader
Set House button to collapsed in FRVPlayer_PlayerInfo
Created a new component called PersistentRPGMovementIgnoreComponent. When this component is added to a character that character will be able to move through all other actors that also have this component
Removing the MovementIgnoreComponent will now reset the actor's collision masks to their original state
The MovementIgnoreComponent now supports defining the movement mask channel that is used. By default this uses a channel that none of our other systems make use of
Added in a system that only removes the MovementIgnoreComponent after the owner is no longer being blocked by another actor
The MovementIgnoreComponent will now ensure only one instance of it exists on an actor
Fixes
Fixed bug with drone not being able to see construction buildings
Fixed collision issues on Volleyball nets and fishing huts
Fixed clipping of heads and candles in the barn
Applied pants mesh to dropped ItemActor_Pants
Fixed a bug where the Interaction Service was determining that certain interactions were possible when they otherwise weren't due to the visibility and/or the max interaction distance
Fixed a bug where the Interacted Actor returned by ProcessInteractableTraceHit was not always the actor that was tracked and stored in the ViewInteractableContext
Fixed a bug with the "Ignite Corpse" text not displaying due to the UI only showing it if the interactable actor was a Corpse Actor. The UI will now properly display the text if the actor is also a dead Character
Fixed a bug where any press of the interaction key on a dead body with the torch out would immediately ignite it. The interaction now must be held as intended
Fixed a bug where containers would fail to replicate to a player if their pawn overlapped the container prior to being owned by a controller
Players will no longer collide with each other while they are within a safe zone
A big mahalo to all of our awesome testers for helping us make Fractured Veil better! Here's a list of everything they suggested during last week's play session that we've fixed or improved.
Zaccsi - No collision on fishing huts
Steelcrusher - Thorcon door sounds are too loud
Steelcrusher - Water is too scarce
Chests take too long loading inventory
EspAion - Un/Equipping Ballistic helmet causes game to crash
Aazlor and Zaccsi - Floating Grass
Elliot - Fixed bug with drone not being able to see construction buildings
If you want to learn more about Fractured Veil head over to our Discord server.
Fixed bug with drone not being able to see construction buildings.
Fixed collision issues on Volleyball nets and fishing huts
Fixed clipping of heads and candles in the barn
Applied pants mesh to dropped ItemActor_Pants
Content and Improvements
Implemented loading and population of stored contents of player spawned containers;
Implemented removing an item from player-spawned container to player inventory
Collision settings on Fishing hut 2
Adjusted size of water barrels in the world
Implement sign diorama spawning along roads
Regenerate dioramas and minor BP_Road preset changes
Implemented persistence for equipping items directly from player-spawned containers
Implemented persistence for unequipping items directly to player-spawned containers
Veil Building Added in as streaming level in the 1x7 area
Traffic Light material changed and lights added to 3x4
Props added in and setup in Camp + Top of Tower
Radio added to Main Room
Cables to relife machines added to all machines
Power Washer added in to Locker room and Control room
More Water barrels added to the world
Tool Upgrades, Harvesting Improvements, and Player Fixes
Updates and Improvements
The drone will now auto restart after 5 cycles of refuelling to avoid issues from staying online too long
The drone will now request a player location to move to from the server if a player hasn't been seen in the last 5 minutes
Added in a system that displays the loading screen when a player is teleported
The World Comp system is now used to determine when the client's loading screen should be hidden
Reworked parts of the loading screen code to ensure a single function is used for hiding the loading screen
Added upkeep cost per day and total upkeep time to UI for totems
Added support for placing construction attachments by detecting the construction piece under the cursor
Increased the number of levels the loading screen can display
Improved the weak point hit detection code to be based off a calculated distance from the center of the player's view point
Using the wrong tool on trees and rocks will now apply a 3x decay multiplier
Using the wrong tool will now only give 1 resource when harvesting trees and rocks
Added a hint message that is displayed when the wrong tool is used for harvesting
Added proper tool decay to chests, totems, attachments, doors, etc.
Fixes
Fixed crash in rare case when the construction replication object wasn't fully initialized but replication updates were incoming
Removed a LOD from the barrel's explosion effect that was causing it to pop-in if shot from far away
Fixed a bug where barrels weren't always exploding when shot at
Fixed crash when trying to replicate a construction piece that was cleaned up by prediction
Fixed bug where new players wouldn't have their construction player id set properly
Fixed bug with tool decay not always working properly
Fixed player death replicating a world time value that was not synced between the client and the server
Fixed player corpses not being visible to newly relevant players
Fixed bug where non foundations could be damaged by decay processes
Fixed impact sounds not playing the right sound for the material hit
Fixed bug with construction attachment healthbars not working
Fixed bug with construction pieces vanishing for clients after being placed
Fixed a bug where AI were not being overlapped by the drone
Fixed the loading screen popping up while running around the world due to world origin shifting
Fixed sequencing issues with the new loading screen system that could cause the loading screen to hide sooner than intended
Fixed the new loading screen system not accounting for levels that had not yet determined if they should be loaded at all
Fixed the decay multiplier not working on foliage instances
Fixed the resource multiplier not being used
Fixed resource multipliers only being applied to the first hit
Fixed lit camp fires not dealing damage due to the server disabling overlap detection as an optimization
Mahalo to all of our great testers for their help making Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
vampire70 - Hold F to recycle construction bar isn’t showing
Azshire The Great - The drawback of the bow feels like it is a bit slow
Palaman/Fatih/40 and wags - Can’t hit weakpoints in 3rd person
Saur - Code Locks are not accepting codes being entered
Aqua - Constructed objects/bodies don’t persist between server restarts after a crash
Nubkid - Bodies disappear too quickly, less than 5 minutes
Nubkid - If you die when looking in a bag you can’t respawn or do anything
Kruton - Building walls would disappear, appear, disappear
Larry - Make the hatchet take way more damage when hitting rocks vs wood
Larry - Standing in a campfire doesn’t damage you
Azshire The Great - Take all doesn’t work
Azshire The Great - Party Members are offset
If you want to see your ideas in Fractured Veil head over to our Discord server and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.
Our test sessions are a lot of fun! If you’d like to travel to Lahaina in the year 2120 and try out your survival skills while helping us test the game we’d love to have you. Click the link to join our Discord and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.
This week a group of testers built one of the most impressive structures yet, a massive tower that rivaled the Thorcon Power Plant in height. Here’s a couple shots from a player and one of the drones showing just how awesome this player constructed building was.
Construction Updates, Animation Improvements, and Fixes
Updates and Improvements
Refactored weapon hiding to make use of a single function
Implemented procedural spawning of player damage volumes 100m wide along map edges of playable cells
When playing a pose animation the first-person, third-person, and weapon animations now all have their play length synchronized
Updated thatch damage table with new info
Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary.
GetDistanceVisibleLevels is now updated over multiple frames on the client to improve per-frame performance
Performance improvements
Added health and destruction to placed chests
Construction attachments are now easier to place
AK Audio Components now only update their location when they are actively playing a sound
Added code to notify realm persistence when a player-spawned container is spawned
Added spawn exclusion for totems as well as chests
Streaming performance improvements
Added in a "frv.debug.controller.groupplayers" command that teleports all players to the caller
Recipes now update as you gather resources
Made it more obvious that totems need to be built and stocked with resources to auto-repair
Allow bandages on the toolbar
Added progress bar on recycling buildings
Code Locks now accept codes
Adjusted the time it takes for bodies to disappear
Improved AI animation performance
Fixes
Fixed a bug that would return the wrong animation play length
Fixed a bug where the PersistentRPGWeapon was clearing the AnimationTimer before the PersistentRPGBaseItem could react to it
Fixed an exploit where players could cancel a reload when not actually reloading
Removed a timer from the PersistentRPGWeapon's BeginPlay that was causing the weapon to be hidden/shown when other systems were not ready for it to be
Fixed a bug where the first construction object loaded in on clients wouldn't replicate properly
Fixed a bug where the construction cooldown was being applied to all players as a single entity instead of having a unique cooldown for all players.
Fixed a bug where the construction id wasn't being replicated to new players
Fixed a bug with rounded floors not aligning to rounded walls when other walls were present
Fixed a bug with the recycle progress bar not always working
Fixed a navigation hitch that would occur on the client during level streaming
Fixed an actor iterator that was running every frame when not playing on Lahaina
Fixed more bugs that were preventing proper construction ids from being used on clients
Reworked parts of the Fire Component to better support dynamic toggling of its enabled state
The Fire Component now defaults to off on AI and is only enabled when the AI is killed
Fixed "Take all"
Road decals no longer applied to wooden crates
Constructed objects and bodies now persist between server restarts after a crash
Fixed minimap and main map to accurately reflect players position
Fixed AI Spawner Volumes ticking on the client
Fixed mouse input being tied to the current frame rate
A big mahalo to all of the testers for their great suggestions to make Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
nubkid - Road decals are being applied to wooden crates and other objects
Aqua - Recipes not updating as you gather resources
kruton @Schism3110 - "Take all" is broken
Palaman/Fatih/40 - Can’t build campfire in your building
Saur - Round floors not rotating properly
Aqua - Building pieces disappearing 5 seconds after being placed, mainly walls/windows
Palaman/Faith/40 - Need to make it more obvious that totems need to be built and stocked with resources to auto-repair
Palaman/Faith/40 - Can place iron ore in campfire and it disappears
Sckiz1 - Can’t put bandages on the toolbar
Dreis - No progress bar on recycling buildings
Saur - Code Locks are not accepting codes being entered
Aqua - Constructed objects and bodies are not persisting between server restarts after a crash
nubkid - Bodies disappear too quickly, less than 5 minutes
TrublsmScHOLAR - Task: If player is holding a torch, hold f on dead body to ignite
TrublsmScHOLAR - Persist hints on screen for longer
Dreis - Mouse look and feels a little clunky, not as smooth and responsive as other games
If you want to see your ideas in Fractured Veil, head over to our Discord server to help us test the game and share your thoughts
Diorama updates and everything new we've put in the game since last week.
Created a FRV World Spawner Manager subclass that ensures there are no dynamically constructed buildings on top of an AI's spawn point. This fixes a bug where AI could randomly spawn inside constructed buildings.
Cannibals can now return to a dead body they were previously consuming if they were interrupted during cannibalization. Additionally the cannibal will now only receive their cannibalization buff if they completely finish consuming the body.
New Roads generated in map grids 3x4, 3x3 and 4x3
Made additions to the industrial pit in map grid 3x4
River extended river upwards towards source in map grid 3x4
Dioramas now have debug information in-engine
Roads now spawn street light dioramas. Tiki torches are spawned next to dirt and gravel paths
Integrated new corpse and barrier dioramas.
Added hanging corpses from random street lights
Created vehicles filled with flies and corpses; Added to diorama datatable
Regenerated dioramas in all tiles containing roads with new settings being applied