Date: March 20, 2013
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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