Transport Helicopter Update Posted: 05 Sep 2019 11:50 AM PDT The new Transport Helicopter arrives along with changes to auto turrets and various other fixes and optimizations - Unity 2019.2.0f1
- Players are automatically authed to placed cupboards
- Benchmark mode fixes
- Added powerline wires to Monument Puzzles
- Added an in-game Screen options menu for resolution, fullscreen and vsync settings
- Client is now using IL2CPP instead of Mono
- Server is available as IL2CPP version on the "release-il2cpp" branch
- World generation is now server authoritative (faster load times, more robust)
- Added doppler shift to some sounds
- Added texture streaming
- Added Transport Helicopter
- Added Horse Leading
- Added Fuel Generator
- Fixed steam refresh overlay not closing after opening bag
- Fixed possible exception when retrieving market prices
- ServerInfo will retry multiple times if failed to get info
- ServerInfo will fail gracefully if failed to get info after multiple attempts
- Fixed titles getting cut off in pie menu
- Fixed loading screen cancel button being 1 pixel smaller than the bar to its left
- Fixed steam friend inconsistencies
- Fixed unexpected palm trees behavior when helicopters would fly over
- Player map position now updates correctly when injured
- Fixed erratic map scrolling when using the left mouse button to drag
- Hotspot visuals now get cleaned up correctly when ent-killing
- Disabling the UI no longer allows you to see through smoke effects
- Can no longer spam drink back to full health
- Completing a tutorial achievement will no longer mark the whole tutorial as complete temporarily
- Fixed item icon staying on screen if inventory is closed while dragging
- Fixed High External Gates not playing SFX correctly
- Fixed compound sometimes spawning underwater
- Fixed exploit using water projectile penetration
- Fixed snapback issues when dismounting while moving fast
- Fixed swimming slightly under the waves not showing underwater properly
- Fixed crashes on AMD Phenom
- Fixed swamp fog too bright at night
- Fixed lighting on some particles (e.g. helicopter damage smoke)
- Fixed NRE on ent kill cargo ship
- Game log is written to output_log.txt in the game install folder again
- Fixed deflated HAB having inflated collision and wrecking minicopters
- Fixed rendering TopBunnies UI element all the time
- Optimized Notices UI layout
- Neatened up Notices UI
- Tweaked "new content" label on main menu
- The map now re-focuses on the player's position when injured
- The console input field now auto-focuses when opening or changing tabs.
- Max value of gc.buffer is now 4096 instead of 2048
- Log warning when doing emergency garbage collection
- Enabled crunch texture compression on workshop skin bundles
- Performance text no longer updates when nothing changed (avoids GC)
- Performance text always prints GC counter for one second after GC runs
- Simplified "perf" convar (1=FPS, 2=frame time, 3=memory, 4=ping, 5=everything)
- Debug Camera: R resets the camera
- Debug Camera: Q/E move the camera vertically
- Debug Camera: Z/C and +/- control zoom
- Debug Camera: Arrow keys control roll
- Debug Camera: Disabled inventory and crafting menus when in debug camera
- Debug Camera: Disabled vehicle controls when in debug camera
- Debug Camera: Disabled noclip control when in debug camera
- Debug Camera: Added debugcamera_save and debugcamera_load (multiple save names are supported)
- Debug Camera: Added debugcamera_autosave and debugcamera_autoload
- Debug Camera: Added camzoomlerp (likecamlerp but for zoom)
- Small maps have large monuments again (excluding launch site and excavator)
- Updated NPC helicopter sounds
- Reduced texture memory footprint (by ~1 GB) via texture streaming
- Reduced mesh memory footprint (by ~700 MB) via model optimizations
- Improved TSSAA and motion blur quality on vegetation and cloth affected by wind
- Optimized high-quality shadow mode = 2, now 25% faster
- Added new very-high-quality shadow mode = 3
- Pressure pads can now be hidden under rugs
- Pressure pads generate a small amount of electricity when stepped on
- Grenades have a more predictable landing position
- F1 grenades have a fuse length of 3 instead of 3.5
- Rocket Launcher need T2 WB( Instead of T3 )
- HV Rockets need T2 WB( Instead of T3 )
- Autoturrets never miss more than 3 shots in a row
- Autoturrets now make use of the electricity system
- Removed Vulkan graphics API
- Removed Linux client
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