New patch! Main changes are crumbling blocks when destroyed, and bandit bases being moved the LotPack system. Minor bugfixes and a speculative fix for elevator fragging.
https://www.youtube.com/watch?v=oIkPeMj3jfo
EDIT: Increased particle limit for high end machines. Entity particle limit is now: clamp (drawDistance*3/4, 200, 400)
EDIT2: command to spawn a burning barrel is actually /give "Grey Burning Barrel"
VERSION: 1.0.19 - 19/10/17
================
- [Feature] - Blocks crumble when destroyed. Blowing them up sends pieces flying everywhere!
- [Misc] - Bandit Bases have a chance to repair when leveling up (or when it would level up if not capped at level 5). This only effects maps generated in 1.0.19 onwards!
- [Modding] - Moved bandit bases, ruins and faction bases to the LotPack system. See lots/packs/vanilla.txt. This means that you can add new bases as lot pack items.
You can specify a lot as:
FACTION_BASE to spawn as an AI Faction base
RUIN to spawn as a ruin
MOBBASE_VACANT to spawn as a bandit base in any vacant lot, rural or urban
MOBBASE_RURAL to spawn as a bandit base in only rural lots
MOBBASE_URBAN to spawn as a bandit base in only the city
MOBBASE_HILLS to spawn as a bandit base in the hills
MOBBASE_SEA to spawn as a bandit base in the sea
MOBBASE_BIG to spawn as the big 2x3 bandit base in the city
You will have to add a barrel to the base yourself before you save it with /lot export (/give "Grey Burning Barrel")
- [Modding] - You can now specify a YOFFSET parameter for lots in the lot zones section. This is for when a lot needs to spawn up or down a bit. This means you can also make lot pack items with basements, though the value calculation will be off
- [Misc] - Cities generated with the BiggerCities mod will have more building spawns based on the radius of the city. (So a 2x radius city will have 2x more Helifields, etc)
- [Bugfix] - Fixed artefacts with drawing distant grass, railings and fences (usually blue or red blotches around them)
- [Bugfix] - Sea bandit bases no longer dig square holes underneath them on spawn
- [Misc] - When you use an elevator or otherwise teleport you'll be immune to gravity for 1.0 seconds. This should help prevent elevator death shenanigans.
- [Misc] - While you are logging into a server you'll be immune to gravity clientside (helps prevent teleport into lava on login)
- [Misc] - If you are taking more than 20 seconds to log into a MP server the client will jump to the next connection stage. So if its at "downloading chunks" for at least 20 seconds it'll jump to "rendering chunks". If its at "rendering chunks" for 20 seconds it'll take you into the game.
- [Misc] - Increased particle limit for high end machines. Entity particle limit is now: clamp (drawDistance*3/4, 200, 400)
Patch Notes: Version 1.0.18
EDIT: New patch, is live in default build
Patch 1.0.18 lets you save Bases as placeable fortifications! You can save them as template lots, like custom buildings can be. You can also place fortification lots from the construction menu as bases, and you can place these outside of your build radius. This means you can smack down a fortified base without having to do weird "place flag, place building, place another flag, remove first one" arrangements.
Patch 1.0.17 has more performance upgrades. Its mainly achieved though improved asynchronous data upload to the GPU, which mainly benefits AMD machines. It also fixes lighting issues and gives minor perf boosts in Shaders-Off mode.
Sorry this ones a little late - there was a CTD issue that took me a 17 hour session to fix. I'll try to have the live patch ready before the weekend next week. So there'll (hopefully) be an experimental mid-week and a live end-of-week.
VERSION: 1.0.18 - 14/10/17
================
- [Feature] - Fortification lots can be placed as bases from the construction window
- [Feature] - Vacant lots can be converted to fortification lots and saved as placeable templates
- [Feature] - Bases can be saved as placeable templates
- [Misc] - .player, .playerlist, .world and .dat (for lot data) files are now backed up with 2 layers of backups. If a file goes missing then the next backup will be loaded.
- [Misc] - The game will create a glinfo.txt file in the logs directory to help me diagnose your opengl woes should you have any.
- [Misc] - Weapon zoom mouse movement reduction reduced
- [Misc] - LoD distance reduced for people playing on potatoes. Minimum distance is now 32m.
- [Bugfix] - Fixed a memory corruption issue that may cause CTDs.
- [Bugfix] - Speculative fix for mouse warping your view 180 degrees randomly
- [Bugfix] - Fixed flicker on geometry generation
- [Bugfix] - Fixed random CTD issue on the client
VERSION: 1.0.17 - 10/10/17
================
- [Perf] - GPU Memory panic thresholds are now set to VRAM_MAX MB to enable panic mode and VRAM_MAX - 256 MB to exit (changed from VRAM_MAX * 0.7 in and VRAM_MAX * 0.5 out). This is so that 4GB machines use a bit more memory.
- [Perf] - Changed VBO upload to be asynchronous to reduce microstutter on AMD machines
- [Perf] - In non-shader mode chunk relighting calculations and GPU uploads is also done asynchronously
- [Misc] - Smoothed out the dynamic draw distance algorithm further.
- [Bugfix] - Fixed chunk lighting not updating at sunrise/sunset while running non-shader mode
- [Bugfix] - Removed cables from texture atlases - cables are no longer visible in LoD chunks
More Perf Boosts - Patch Notes: Version 1.0.17 (Experimental)
Version 1.0.17 (Experimental) is live. Select through the Experiment branch in Steam's beta section (Steam -> Right Click Voxel Turf -> Betas -> select Experimental). Please give it a go!
More performance upgrades for AMD machines and low end machines. More stuff has been multithreaded or moved to worker threads, most importantly geometry upload. This should reduce stutter when loading new areas and make non-shader mode lighting updates faster.
My RX 570 now performs significantly better than my GTX 1080 did on launch.
All machines should see better performance when driving around and loading new areas though. Also the game will try to utilise more VRAM (panic thresholds have been raised), as in general more VRAM usage = more LoD = more FPS.
VERSION: 1.0.17 - 10/10/17
================
- [Perf] - GPU Memory panic thresholds are now set to VRAM_MAX MB to enable panic mode and VRAM_MAX - 256 MB to exit (changed from VRAM_MAX * 0.7 in and VRAM_MAX * 0.5 out). This is so that 4GB machines use a bit more memory.
- [Perf] - Changed VBO upload to be asynchronous to reduce microstutter on AMD machines
- [Perf] - In non-shader mode chunk relighting calculations and GPU uploads is also done asynchronously. More stringent limits on lighting updates have been applied
- [Misc] - Smoothed out the dynamic draw distance algorithm further.
- [Bugfix] - Fixed chunk lighting not updating at sunrise/sunset while running non-shader mode
- [Bugfix] - Removed cables from texture atlases - cables are no longer visible in LoD chunks
Patch Notes: Version 1.0.16
EDIT: Patch is live
EDIT 2: Hotfix is live: Restores the "convert to base" button for already owned vacant lots.
The main major change is that you can't buy land outside of bases. This is because people were buying up all the vacant land on MP servers and scaring away new players. Instead you can just press the "convert to base" button on a vacant lot to make it your base.
Another major QoL change is that rescuing the Bank, Gun Shop and Jewellery store from bandits in missions is no longer a "Crime". You'll get immunity from minor crimes while rescuing them, the immunity region is bigger and last for 5 seconds after completing the objective.
Finally (for 1.0.16), the AI Base Attack strength has been nerfed in Medium and Easy difficulties. In both Med/Easy the strength has been capped at Level 2/Level 1 and the requirements for the AI to launch multiple attacks have been raised.
1.0.15 is finally done. I attempted to decrease VRAM consumption but ATI was like "no memory optimisation for you!". They slapped my Half-Float solution out of my hands then stomped on it. But at least 1.0.15 gives improved handling of the memory it does use. It implements a "GPU" panic mode when it detects low free VRAM which makes it aggressively unload out-of-draw distance terrain. It also implements a dynamic draw distance, so if you wander into a particularly built up area you don't have to put up with a persistant frame rate drop. Finally it also implements a gradual upload of geometry data to prevent bursts of geometry data causing stutter (again this was mainly affecting ATI cards).
1.0.15 also does some network optimisations and gives the server more configurability, though settings/server_prefs_1003.txt
VERSION: 1.0.16 - 06/10/17
- [Exploit] - You may not buy land outside of your base range. This is to stop griefers buying up the entire map in MP. This is a serverside change
- [Misc] - If you lose a base in a war you forced to sell OWNED lots (vacant/hills/roads/etc) in range that aren't in range of other bases. This doesn't include owned buildings. This is to prevent people putting down bases then buying up the map then removing the bases.
- [Feature] - Pressing "t" to open the chat console will show all the previous messages (that fit on the screen).
- [Misc] - Greyed out the "Convert To Base" button when you are at your base limit
- [Misc] - Greyed out the "Buy Lot" button when the lot is out of your base range
- [Misc] - Removed the "Sell Lot" button for bases
- [Misc] - Enforcement costs now quintupples between 10 and 60 bases. Fromula:
-- baseCountMulti = clamp((baseCount - 10)/10, 1, 5);
-- newEnforcementCost = baseCountMulti * oldEnforcementCost
-- Again, this is temporary until I make meaningful money sinks (polution and traffic mechanics + civics). This is mainly to slow down a few players in MP annexing the entire map. Players at this stage are typically still swimming in money anyway
- [Misc] - Mission objectives that give you crime immunity (such as bandit killing missions) now give you crime immunity 16m away from the lot containing the bandit
- [Misc] - Mission objectives that give you crime immunity now give you immunity for 5 seconds after completing the objective
- [Misc] - Mission objectives that give you crime immunity now give you immunity to the "armed robbery" crime if the objective is to rescue that lot
- [Misc] - "Establish a Base" and "Establish a Protection Racket" are no longer Co-Op missions
- [Misc] - The "Establish a Protection Racket" mission in the Tutorial now sets your reputation to 5 if it is less than 5 so you can actually complete it
- [Misc] - The "CDF icons guide" now appears in the main game if you are less than level 2
- [Misc] - AI Base Attacks are capped at Level 2 on Medium difficulty and Level 1 on Easy difficulty
- [Misc] - AI Base factions require 5 bases to launch 2 attacks on Medium difficulty and 6 to launch 2 on Easy. The formula:
-- N_SIMULTANEOUS_ATTACKS = floor ( sqrt ( nBases - difficulty ) );
-- Where difficulty = 2 on Easy and difficulty = 1 on Medium
- [Misc] - Your relative coordinates in a lot are dislayed in the F3 screen. Useful for modders making lot zones.
- [Bugfix] - You can't buy bandit bases anymore and have them still be bandit bases
- [Bugfix] - Fixed load game screen scrollbar
- [Bugfix] - Fixed tourch/flashlight being turned on/off while typing
- [Bugfix] - Fixed some lot zone player position rounding issues
VERSION: 1.0.15 All
- [Bugfix] - Fixed client CTD when:
-- Rapidly switching between special buildings
-- Entering an office tower spam area.
-- These were both due to the same multithreading race condition
VtClient Memory management & performance:
Note: None of these situations should be encountered in normal gameplay! This is for situations where you drive into an office tower spammed region, or if you're playing on a potato and the game becomes unplayable
- [Misc] - Draw distance reduces in stressful situations
- [Misc] - When the client hits 70% VRAM usage it'll enter a panic mode to save the remaining 30%:
- It'll stop creating LoD chunks
- It'll aggressively unload chunks not in the draw distance
- It'll exit panic mode when below 50%.
- If the client hits 100% VRAM usage it gets a lot more aggressive
- [Misc] - The client will stop building chunk meshes that are significantly out of your draw distance. This is to stop all your VRAM being eaten
- [Misc] - If you're at the "Rendering Chunks" screen and GPU panic mode engages it'll take you right into the game
- [Misc] - Moved geometry upload to after swapbuffers() because ATI likes to wait (and pause!) for vsync to upload geometry, causing microstutter.
- [Misc] - Geometry upload is now done asynchronously for far-away chunks. This reduces microstutter, the tradeoff is that far away buildings may flicker when first loaded.
VtServer:
- [Misc] - When connecting to a server, city downloading progress is displayed (instead of displaying a frozen "Downloading Chunks 0%" which makes players think that the connection is buggered up)
- [Misc] - The server will allocate more bandwidth to players if there are only a couple on the server.
- NewBandwidth = (2/(nPlayersConnected^2) + 1) * OldBandwidth
- The number "2" is a define. Edit settings/serverprefs_1003.txt and set "Bandwidth multiplier"
- If the server detects packet drops with a player this "bonus" is set to zero (NewBandwidth = OldBandwidth)
- This is change is because the default server configuration is a little pessimistic and doesn't scale with player count
- [Misc] - You can specify the spawn/despawn distance for AI cars and civilians in settings/serverprefs_1003.txt
Balance:
- [Misc] - The gunshop now has a customer demand of 600 (down from 1200).
- [Misc] - The (unmodified) income per person for a building is now capped at $400 (this is to prevent LexxyFox's giant steel cubes of infinite wealth)
QoL:
- [Misc] - Slider for mouse sensitivity now goes down further
- [Bugfix] - Fixed AI factions declaring war on allies and war allies
- [Bugfix] - Fixed "nn" appearing in loading screen tips
- [Bugfix] - Fixed AI declaring war on their allies
Patch Notes: Version 1.0.15 (Experimental)
EDIT EDIT: 1.0.15b Removed memory optimisation as it wasn't working on some ATI machines. Reduces microstutter on loading new areas, polishes dynamic draw distance, fixes CTD due to multithreaded race condition.
VERSION: 1.0.15b
================
- [Misc] - Reverted the graphics memory optimisations back to 1.0.14, because ATI's half-float support is garbage.
- [Misc] - Moved geometry upload to after swapbuffers() because ATI likes to wait (and pause!) for vsync to upload geometry, causing microstutter.
- [Misc] - Geometry upload is now done asynchronously for far-away chunks. This reduces microstutter, the tradeoff is that far away buildings may flicker when first loaded.
- [Bugfix] - Fixed client CTD when:
-- Rapidly switching between special buildings
-- Entering an office tower spam area.
-- These were both due to the same multithreading race condition
- [Misc] - Smoothed out the dynamic draw distance algorithm. It'll now start reducing draw distance when your framerate drops below 51.00 fps, and gradually restore when above 59.94 fps.
EDIT: Version 1.0.15a fixes shaders on ATI cards (again)
VERSION: 1.0.15a
================
- [Misc] - Vertices now use floats for position and half-floats for textures (because ATI doesn't support half-float vec3s *headdesk*)
This means that memory reduction from 1.0.14 is now 15% (down from 30%).
- [Misc] - The game now attempts to fetch the video memory size on ATI cards
Version 1.0.15 (Experimental) is live. Select through the Experiment branch in Steam's beta section (Steam -> Right Click Voxel Turf -> Betas -> select Experimental). Please give it a go!
Saves are compatible backwards and forwards with 1.0.14 (and down to 1.0.12)
Massively reduces VRAM usage and provides scaling draw distance for the client. Because this changes vertex format in graphics memory I need feedback before I can set it live for everyone.
VERSION: 1.0.15
=================
VtClient Memory management & performance:
Note: None of these situations should be encountered in normal gameplay! This is for situations where you drive into an office tower spammed region, or if you're playing on a potato and the game becomes unplayable
- [Misc] - The game uses half-floats to store vertex data on the GPU, reducing all-case vram usage due to geometry by 30%
- [Misc] - Draw distance reduces in stressful situations
- [Misc] - When the client hits 70% VRAM usage it'll enter a panic mode to save the remaining 30%:
- - It'll stop creating LoD chunks
- - It'll aggressively unload chunks not in the draw distance
- - It'll exit panic mode when below 50%.
- - If the client hits 100% VRAM usage it gets a lot more aggressive
- [Misc] - The client will stop building chunk meshes that are significantly out of your draw distance. This is to stop all your VRAM being eten
- [Misc] - If you're at the "Rendering Chunks" screen and GPU panic mode engages it'll take you right into the game
VtServer:
- [Misc] - When connecting to a server, city downloading progress is displayed (instead of displaying a frozen "Downloading Chunks 0%" which makes players think that the connection is buggered up)
- [Misc] - The server will allocate more bandwidth to players if there are only a couple on the server.
-- NewBandwidth = (2/(nPlayersConnected^2) + 1) * OldBandwidth
-- The number "2" is a define. Edit settings/serverprefs_1003.txt and set "Bandwidth multiplier"
-- If the server detects packet drops with a player this "bonus" is set to zero (NewBandwidth = OldBandwidth)
-- This is change is because the default server configuration is a little pesimistic and doesn't scale with player count
- [Misc] - You can specify the spawn/despawn distance for AI cars and civilians in settings/serverprefs_1003.txt
Balance:
- [Misc] - The gunshop now has a customer demand of 600 (down from 1200).
- [Misc] - The (unmodified) income per person for a building is now capped at $400 (this is to prevent LexxyFox's giant steel cubes of infinite wealth)
QoL:
- [Misc] - Slider for mouse sensitivity now goes down further
- [Bugfix] - Fixed AI factions declaring war on allies and war allies
- [Bugfix] - Fixed "nn" appearing in loading screen tips
MAJOR Performance Boosts - Patch Notes: Version 1.0.14
EDIT: Hotfix for 1.0.14 is now live (as of edit). Fixes CTD with cables and decals.
Major performance boosts. On my machine I get 3x the framerate I was getting before (a 35fps 450 draw distance render now renders at 109fps). The game now implements LoD which means that geometry that is further away from the camera is rendered with a reduced resolution. LoD currently kicks in at max(MaxDrawDistance/4, 64) metres.
This also reduces the amount of binds (texture and geometry) that have to be done, which was what was killing GPU utilisation.
Also fixed a crash on starting the game + disabled shader compilation on machines that have shaders turned off, which may increase stability with Intel integrated graphics machines.
VERSION: 1.0.14 - 29/09/17
=================
- [Bugfix] - Fixed a client CTD when connecting to a server/joining a game
- [Misc] - Fixed LoD decals not appearing.
VERSION: 1.0.13 - 29/09/17
=================
- [Performance] - Implemented LoD. This increases framerates by 3x (+200%) on my machine.
- [Misc] - The game now creates a lock file when compiling shaders. If your intel machine crashes on shader compile they will be auto disabled on startup
- [Bugfix] - If you are not running shaders then they won't be compiled on startup. Fixes a CTD on intel machines that can't even compile shaders without throwing a tantrum
Patch Notes: 1.0.12
Today's update is pure QoL + an exploit fix. In 1.0.11 strip mining was way too powerful. Now to get blocks back from using the "remove" item you have to place blocks.
In Build mode you can still regenerate infinite blocks back to your inventory.
VERSION: 1.0.12 - 28/09/17
=================
- [Feature] - If a server is running in multiplayer mode then it'll create a logs/server_status.txt file every 30 seconds. You can poll this to update your community website.
- [Exploit] - Infinite block regeneration with the remove item has been nerfed. You now have a pool of "8" free regenerations. Placing a block adds a regenerations, removing a block consumes one and gives back the block. There is a max of 32 removes that can be pooled.
- This is moddable, use thePlayerEntity:giveInfiniteBlockRegenerations() on a server lua script to give infinite block regens. If you have infinite regens the counter goes away (is not visible).
- Finally in Build mode infinite regens are enabled by default.
- [Misc] - You can set the sell price for materials in db/material_costs.txt
- [Misc] - Crosshairs are larger and partially transparent, and the colours have been inverted
- [Misc] - Tutorial missions have more detailed descriptions
- [Exploit] - Sell Price for ALL blocks have been halved. Moddable by setting turf.BlockPlacingItem.BlockItemSellMod = VAL.
- [Exploit] - Sell Price for GRASS, CLAY, SOIL, STONE and SAND have been reduced by 75%. This is multiplicative with above
- [Bugfix] - "E" no longer closes the custom lot form.
- [Misc] - ESC now closes all of the uipages (Map, Buy menu, Inventory, Diplomacy, etc)
Patch Notes: 1.0.11
QoL improvements. The Remove item returns blocks to your inventory (or creates a drop), if you shaders on you can toggle a torch by pressing F and the minimap is bigger.
VERSION: 1.0.11 - 25/09/17
=================
- [Feature] - Using the "remove" item on a block now returns that block to your inventory. If your inventory is full it'll create a drop.
- [Feature] - Added /annex WHO and /eliminate WHO server commands. This can be used to annex or remove a player from the map.
- [Feature] - You can now attach your roads to an allied road tile. This doesn't transfer ownership of the tile to you.
- [Feature] - Added a torch/flashlight. Press F to toggle, does not require anything to be equipped. Requires shaders be enabled.
- [Misc] - Helicopter camera now does not pitch with the helicopter (should make things less wonky)
- [Misc] - Minimap is bigger and has a night mode. Icons are bigger in the minimap.
- [Misc] - When you exit a vehicle you are now facing forward (not towards the vehicle like before)
- [Misc] - Softened custom building population requirements.
- [Misc] - Did some tweaks on bullet hit particles + hit particles when you hit a human
- [Bugfix] - .player files now quarantine the sections of data saved, so if part of the file gets corrupted you don't lose everything. (So a corrupted inventory will no longer corrupt your stat points)
- [Bugfix] - .playerlist files now quarantined per player.
- [Bugfix] - vtserver.exe now uses a different steam appId than the client (again), so you can start the client through even if you are running the server in the background. The client will tell the server where any installed mods are when it starts up anyway
- [Modding] - Exposed some more paramters to turf.WeaponModItem
- [Modding] - Exposed LotContainer:stripAllLotsOwnedBy(from, to) function
Patch Notes: 1.0.10
Hey everyone, new patch (big one today!). QoL improvements include Shift Click in inventory, more tooltips, brighter moonlight and improved /fly mode.
Server performance improved by stopping low priority stuff while under stress (eg, will no longer spawn mobs while behind on simulation). Chat log spam reduced
Balance changes: acumen has been nerfed hard as players were getting +150% income by spamming buildings then spamming acumen. CoOp payouts now scale with number of players participating (but you still get a bonus in CoOp). Exp and reputation gain from placing buildings scales down with networth.
Base upkeep grows with the population that you control. I know this is a "magic number because you're big" thing, but it is a placeholder until I get around to making money sinks (such as utilities and public services)
Exploits fixed: Burning barrels are now "cheat" items to stop people spamming them in MP, and are stripped from buildings when placed.
VERSION: 1.0.10 - 23/09/17
=================
- [Feature] - Shift click can now be used in inventory management (in the N screen)
- [Feature] - Possible offline mode support, give it a go.
- [Balance] - Acumen income boost formula is now:
(acumen > 10 ? 10 + (sqrt((acumen - 10)*2)*0.5+(acumen-10)*0.01)*0.2 : acumen) / 10.0;
This is to prevent +150% income scenarios.
- [Balance] - Upkeep for bases is now dependent on the total population under your control.
UpkeepPerBase = $0.2 * totalPop * ln(totalPop) * ln(totalBases) / totalBases
Where totalPop is the sum of your industrial, residential, commercial and office population in the world (both racketeered and owned) and ln is the natural logrithim function.
Note that low pop buildings have higher income/population, so you can try to reduce maintenance by building low density stuff.
The $0.2 value is a lua define, change it by changing turf.PlayerCredentials.BASE_ENFORCEMENT_COST;
IMPORTANT: This is a temporary solution, I intend to make a polution/traffic system that will counter high density developments, and a population cap system that is raised by providing public utilities to citizens
- [Balance] - CoOp mission rewards now scale with the amount of players doing them.
- Mission Cash reward is now multiplied by 1.5/numberOfPlayersEverParticipated (for numberOfPlayersEverParticipated >= 2)
- Mission Reputation & Exp reward is now multiplied by 2.0/numberOfPlayersEverParticipated (for numberOfPlayersEverParticipated >= 2)
- This is to fix 10 players doing Hostile Takeover and each getting $500k. More players doing a mission still means more rewards in total, but its no longer a no-brainer.
- [Balance] - Exp & Reputation gained from placing buildings scales with networth. After your networth exceeds $1M the exp you gain is calculated by:
Exp & Rep = Building_Racketeer_Cost * 1m/(Networth)
- [Misc] - Updated the console command guide. Link:
http://www.voxelturf.net/console_command_guide.php
- [Misc] - Moonlight is now brighter
- [Misc] - Fly mode now uses the sprint key (or W+A+D) to go faster
- [Misc] - Fly mode speed is now capped at 40m/s
- [Misc] - Mobspawners (burning barrels) are now "secret" items (people were spamming them in MP. People named Chickensandwich). You now need to use the /give command to spawn them
/give "Blue Burning Barrel" 80
- [Bugfix] - Mob spawners are removed from lot pack items and template lots when they are placed.
- [Misc] - Lag spike threshold for servers raised to 2500ms (up from 250ms) to reduce console spam.
- [Misc] - Added --wsi PATH launch option for the server. This specifies a path to a mod to load (that isn't in the mods directory)
- [Misc] - Added --computePanicThresh NUM launch option to the server. The default value is 60ms (2 ticks).
- [Perf] - If the server starts taking more than (computePanicThresh) ms to execute a simulation tick then it'll shut down the AI until it comes good again.
- [Perf] - If the server starts taking more than (computePanicThresh/2) ms to execute a simulation tick it'll stop spawning bandits, base defenders, pedestrians, civilian and cdf vehicles and not grow plants nor process zoned lots until it comes good again
- [Perf] - There is now a limit of 200 entityparticles (this is stuff like flying limbs and wheels) on the client.
- [Misc] - You no longer get exp points if your goons kill a bandit.
- [Misc] - Servers in Find Server are now sorted and greyed out if you have a version or checksum mismatch. A tooltip explains how to change version.
- [Misc] - Adds abort logs. Whenever abort() is called by either the client or server a log file is created explaining why. This is to help in debugging
- [Misc] - Adds tooltips for Explosve Crates and Detonators
- [Linux Server Management] - Sending SIGHUP to a server tells it to save and shutdown, and to instruct all connected players to rejoin.
- [Bugfix] - Fixed steam workshop items not being loaded by the server while the client is running. This was done by the client telling the server all the items its subscribed to.
- [Bugfix] - You no longer shoot your own car while in a car
- [Modding] - Added a .noTelebuy field to Item so that you can choose to disable buying it from the telebuy menu
Patch Notes: 1.0.8
Version 1.0.7 fixes bad shader performance on the machines that were having it. Version 1.0.8 adds some commands that let you set the appearance of the time of day (which is useful for filming), and makes daytime 2 hours longer.
This has been set to the public Beta distribution, which can be accessed in Steam via right-click Voxel Turf -> Properties -> Beta -> (select Beta)
VERSION: 1.0.8 - 21/09/17
==================
- [Feature] - Adds /dawn, /midday, /middnight, /dusk, /afternoon commands. This makes the client render as if it is this time. This is NOT counted as a cheat
- [Feature] - Adds /unfreeze command to reverse the effects of above.
- [Misc] - Burning barrels produce a bit more light
- [Misc] - Daytime is now 2 hours longer. Sunset is now at 8pm (up from 6pm)
VERSION: 1.0.7 - 21/09/17
==================
- [Bugfix] - Experimental fix for *extremely* slow shader performance on some cards
The problem was that some cards can't handle byte vec3's, but can handle byte vec4's, and this is not documented anywhere on the internet.
- [Modding] - Exposed turf.Lot.BASE_RADIUS, ECONOMIC_RADIUS and NEAR_RADIUS to the modding api.