NEW French translation.
Royal Straight Flush achievement.
FIXES Lots of collision masks fixes.
Fixed bots not firing.
Updated Russian and Chinese translation.
Fixed blocky bloom artifacts on ATI cards.
Various UI issues fixed.
Cancel wheel sliding events when tank become dead.
Cleaned up and improved shooting range.
Major improvement to Ocean reflections, a lot of artifacts fixed.
Fixed issue with post-match awards was sometimes given twice for primary peer.
Improved event log, smooth scrolling and fading in/out events.
TWEAKS Healer bumped.
Also improved "replanting" of undergrowth clusters.
Fixed issues with "Buy" banner in Freemium out of place and button scaled wrong when hover.
Added support for rotating the part using the mouse.
Update 1.0.12
NEW New part Health Generator.
Added achievement Savior.
FIXES Fixed a lot of issues with gameplay connect and spawn.
Ensure two-way route is available in P2P topology before node is established.
Fix armour bug.
Fixed "invisible" flamethrower bug.
Fix gamepad for turret bug.
TWEAKS Randomizing front end scene between Lava-land and Hangar, only for premium.
Minor UI tweaks.
Nerfed vintage laser and harpon.
Bumped saw and auto-missile.
Increase the other teams score for pointless death.
Lower the hungry for victory in conquest to 10 towers.
Change sensitivity for gamepad movement.
Update 1.0.11
NEW
New level "Tankodrome" added.
FIXES
Fixed scroll offset bug when updating lobby list.
Fixed sniper camera with spider legs.
Fixed correct values for tank achievement.
Fixed invisible ghosts, still need further testing.
Fixed bug causing ghost tank to get stuck in ground.
Keep ammo when re-building vehicle.
Self heal not allowed with repar unit. Will be reversed if unpopular.
Added stat and leaderboard for tracking healing. (Leaderboard soon to be added to UI.)
Smaller granularity of resource creation locks in DX11 renderer, was causing big stalls when new player enter match and also when new ghosts was created.
TWEAKS
Removed tonemapping when post processing is disabled. Now only color
correction is performed.
Randomized initial set of levels when creating new lobby.
Changed sorting in lobby list to account for XP.
Loading time optimization. Checking if threaded resource creation is allowed by driver in DX11 renderer.
Shader graph optimizations.
Script optimizations.
Localization fixes.
Text layout fixes.
Some minor polish in terrain color layers of hillside and oasis.
Don't display acceleration stat if it is 0.
Update 1.0.10
New -"Tag" game mode added.
-Support for Chinese, Czech and Polish languages.
Fixed -More work to prevent cheating.
-OSX input fixes, now using plain Cocoa events for mouse and keyboard thus should be much more supported.
-OSX chat fixed.
-Using manual upscaling on OSX, no longer change physical resolution.
-Lots of more work on network and P2P topology.
-Fixed front-end terrain with OpenGL.
-Crash fix for texture quality changes.
Tweaks -Prevent message box when leaving SP and Replayer.
-Prevent interaction with other than message box in UI.
-Updated Swedish and Russian translations.
-Widen name tags in game UI. Made name tags have the "real" team color in tag mode.
-Performance optimizations for OpenGL renderer.
-Re-enabled collision manifold callbacks from physics.
-Added "intense" sound layer to SP when running out of time.
-Localize replayer.
-Lots of script refactorisations.
-Optimized point emitter shader fragment.
Update 1.0.9
New
Grouping secondary weapons into pairs. Only one pair activated at once, use space to toggle.
Added a charge bar for weapons which have charge and not ammo.
Name tags visible in death-cam.
Some cheating countermeasures.
Fixed
Script fix when lerping follow camera head angle.
Fixed shutting down thread pool bug, might fix hang when shutting down on OSX.
Fixed minor memory leak of each rigid body instance.
Rocket parts a lot more predictable, was applying incorrectly scaled impulses due to different masses of parts and damping.
Fixed crash bug in BlendGrain sound node if child grains failed to create.
Fixed assert in Army bonus script.
Tweaks
Stealth changes. Invisiblilty depends on number of aux slots used.
Updated lua to 5.2.4.
Death follow camera updates, initial head angle correct and smoother interpolation.
Fixed some issus with text team coloring, as initial connect messages in DM was being colored red etc.
Added default "inverse gamepad" values to config.
Ignore "I am" responses in P2P topology if no "I am" has been sent, might be queued up in network since last failure.
Fixed "invalid resource id" warnings, was actually null and thus valid.
Note If you use keyboard for fire, please note that key bindings have been updated and there is a new key binding to Toggle Support Pair.
Update 1.0.8
Discard lobbies that doesn't have complete meta data.
Fixed potential crash when destroying render resources.
Implemented checkboxes for mouse and gamepad inverted input (finally!).
Parameter value replication no longer verified against network time but instead a simple counter scheme for determine if values are up-to-date when received.
Added sanity check for number of coins to prevent corrupted data in savegame.
Update 1.0.7
New
Added gamma slider to the Display settings.
Logging number of cores according to Win API as well as from CPUINFO.
Logging of all attached monitors to each GPU device.
Logging whether Windows is 32- or 64-bit.
Spawn protection removed when player fires weapon.
Fixed
Stop updating camp team balance after the match is finished.
Filtering out data received from not yet established peers.
Fixed incorrectly colored parts in part shop.
Fixed Slimeball, Power Tracks, Tracks Basic and Jack Knife Tracks beind displayed incorrectly in the Part Shop.
Tweaks
Redesigned the blue home base for Atoll map.
Moved spawn effect emitters up a bit.
Added manual pivot points for each part in the shop.
3 second spawn protection only in DM.
Update 1.0.6
New
Generic loading screen implemented for Replayer, Army and Shooting Range.
New splash screen.
In game event log remade using icons.
Implemented "Change team" feature at spawn selection screen.
Added spawn selection screen to Team Deathmatch.
Smooth camera blend between ordinary player camera and UI camera.
Able to define a separate "spread angle" of snipers when firing "no scope". Set some pretty conservative values in Basic and Desecrator but still effective.
Updated to latest Steamworks SDK.
Added command line option, -force-render-device=, to force selection of render device.
Fixed
Fixed camera clipping issues while in game tank customizer.
Fixed bad format of player name in kill message.
A lot of UI control scripts refactored and cleaned up.
Prevent camera clipping with ocean waves.
Implemented proper UI texture mipmapping.
Remove deserter effect after death camera.
A lot of CPU optimizations.
Fixed "escaping mouse cursor" syndrome.
Fixed network issues with invisible/invulnerable/wrong team etc.
Fixed visual seams glitch in terrain, especially noticable in low quality setting.
Tweaks <*> Increased time to live of ANTI cannon, also added air "impact" event to ANTI cannon.
<*> Changed DXGI setup to only permit one frame queued by driver to reduce input/visual latency.
<*> A lot of UI tweaks and cleanups.
<*> Map changes for TDM game mode.
<*> Island: Removed unnecessary prefab parts. Adjusted some pickups.
<*> ConSite: Renamed camps. Adjusted pickups.
<*> Valley: Adjusted some TDM spawns. A little material paint. Renamed camps. Added missing repair pickup to DM and TDM modes.
<*> Dockyard: Slight adjustments to TDM spawns. Added some TDM pickups. Renamed camps.
<*> Arena: Slight adjustments to TDM spawns. Renamed camps.
<*> Oasis: Adjusted TDM spawns.
<*> Atoll: simplifications. Renamed camps. Fixed TDM spawns.
Update 1.0.5 B
Added Italian, German and Romanian as available languages.
Prevent multiple release of DX11 resources if destroy being issued for multiple threads (could cause crashes at end of rounds).
In-game UI optimization, mini/big map markers stopped and hidden instead of using _alpha.
A lot of CPU optimizations.
No locks in sound channel class when attaching sounds to channel.
Changed MaxAimDistance for flamethrowers (affected support weapons).
Made sure map is always on top of crosshair and below hit direction indicator.
Fixed minor issues with instance meshes.
Fixed description for Harpoon.
Implemented smoke puff for spawning tank.
Fixed respawn glitch of ghosts.
Aborting while connecting sends the player to lobby list instead of main menu.
Fixed a lot of tweens being created in crosshair code.
We plan to add a Shield and need your feedback.
Dear Gear Up community,
We’re constantly thinking about cool, new parts to add to the Gear Up part roster. Right now we’re prototyping a deployable shield, and we’d like to hear what you think about it.
Our idea:
The shield attaches to a support socket. By default the shield is inactive and offers no protection (lower right corner picture). By pressing LMB RMB the shield activates and deploys a semi-sphere around that side of the tank. The shield lasts for a number of seconds before it collapses. After a cooldown the player can activate the shield again.
The shield could also have a set number of armor points. Once they’re depleted the shield collapses as well.
We’re also considering disabling weapons while the shield is active.
Now it’s your turn. Are we on the right track? How can we make it more interesting? Are there any foreseeable consequences that we’re missing? Do they look totally lame?