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Date: March 20, 2013

Blog Post

Changelog

Optimization

  • Fixed issue where video cards with small amounts of off-board memory would unload textures unnecessarily.
  • Optimized lighting shaders.
  • Optimized occlusion culling rasterization using SIMD.
  • Infestation is no longer derived from entity and produces less network traffic.
  • Multi-threaded effect updating.
  • Infestation updates less often when it is “stable”
  • Smoother velocity input for player animations.
  • Flinches are updated less often on the Client.
  • Optimized lighting.
  • Removed need to constantly check if a unit should be deselected based on LOS.
  • The code that determines what effects to trigger now has a memory.
  • Disabled unnecessary C++ features.

Change

  • Units appear now red on minimap when under attack.
  • Score board will now reset on round start (instead on round end)
  • Babbler Bait is now hit scan when the target is close enough.
  • When building more than 3 babbler eggs, the first babblers will get destroyed (same as Clogs and Hydras)
  • Babblers now follow more disciplined the Gorges orders and will cling onto an Alien until told to leave.
  • Increased Babbler lifetime to 5 minutes, up from 2.

Feature

  • Added “FollowAndWeld” order for the MAC. The MAC will follow a target and attempt to weld/construct anything in range.

Fix

  • Fixed bug where “Removing old version of mod” would not actually remove the mod from disk.
  • Fixed issue where HUD and other important textures would take a long time to load on some Machines.
  • Decreased the number of performance samples stored on the server to prevent hitches while the admin is using web admin.
  • Fixed rounding error for damage numbers.
  • Fixed script error caused by a render model not being initialized in some cases.
  • Fixed potential crash when dequeuing a texture for loading.
  • Fixed crash when docking windows in the Editor.
  • Don’t show the game needs a restart message on computers with no input and/or output devices.
  • Fixed Flamethrower showing flame effect during deploying.
  • Fixed death messages being incorrect when multiples of the same unit die in the same server tick.
  • Fixed LOS not being reset when viewer dies.
  • Fixed certain Marine structures not ragdolling.
  • Fixed crash when calling Server.GetClientAddress with a nil value.
  • Fixed script error caused by a Commander being ejected.
  • Fixed bug where cached shader files would not always be rebuilt when necessary.

Editor

  • Added ambient_sound_player entity, useful for making a button play nearby ambient sounds for a jukebox as an example.

Sdk

  • Added Entity:AddTimedCallback() API, replaces the old TimedCallbackMixin.
  • Increased the maximum number of entities to 4096.

Refinery

  • Reduced travel time from Flow Control by moving Smelting & Transit further west.
  • Tracked down and deleted some prop entities that had invalid file references.
  • Made cosmetic improvements to Flow Control and Exchange


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