Core Keeper - 0.7.4.0 Language Update
Author: Bridie,
published 8 months ago,
[h1]Key Features: [/h1]
[list][*]New languages added to the game
[*]French
[*]Italian
[*]Brazilian Portuguese
[*]Chinese (Traditional)
[/list]
[h1]Bug Fixes: [/h1]
[list][*]Fixed an issue where a rock in the Desert of Beginnings showing drawings of Hunters would be invisible.
[*]Fixed a bug where the Core would appear on the map while in creative mode.
[*]Fixed an issue with the Materializer always playing spawn effects when entering the screen if any enemy spawned from it was active.
[*]Fixed a bug where Shroomans would not fully play their bump animation when hitting a player.
[*]Fixed an issue where the shortcuts window would sometimes go outside the screen in certain languages.
[*]If the player exits the game while dying or teleporting using a recall idol, the game now waits for the player to spawn before exiting to avoid issues previously occurring in these cases.
[*]Players can no longer fish while the inventory is open.
[*]The fishing line tension bar now looks correct if the map UI is open while fishing.
[*]Fixed a bug where sometimes the wrong wire on the Alien Event Terminals would light up during the event.
[*]Fixed a bug where Alien Event Terminals could be destroyed with bombs after completing the event.
[*]Fixed the description of the Glass Piece in the Glass Smelter.
[/list]
[h1]Performance: [/h1]
[list][*]Store unchanging parameters once per object type instead of once per object, thereby reducing the in-memory size of many of our game objects. In addition to reducing the game’s memory footprint, this more compact memory layout also makes processing the objects for various tasks more efficient.
[*]Process health changes in a more efficient way by storing them in a central location instead of having it attached to each game object.
[*]Data specifically related to saving the world to disk is now only checked periodically and when a new save is pending, rather than in every frame.
[*]Gravestones and boss chests no longer recompute their appearance every frame.
[*]Disabled a large number of particle systems (most notably for torches) when the particle quality setting is set to low.
[*]Moved part of the recomputation of tile appearances to a worker thread.
[*]General statistics for the tile types close to the player are now computed once on a worker thread and reused instead of being computed from scratch multiple times per frame.
[*]Improved performance for computing ambient sounds and cache the result to reuse for multiple frames.
[*]Objects that the player can interact with now only update if the player is sufficiently close.
[*]Changed how graphical object updates are called to avoid calling objects that don’t need to update.
[*]Many UI elements now cache the data they display and do not update unless this data has changed.
[*]Created dedicated shader for the health and hunger bars to make them more efficient to render.
[*]Some features related to mod support are now skipped when no mods are installed.
[*]Refactored several systems to use the more efficient ISystem types available in Unity Entities 1.0.
[*]Removed several sources of managed memory allocations.
[*]Improved how objects that are synchronized between client and server are created.
[*]Game objects are no longer disabled all at once, which avoids lag spikes when leaving areas containing large numbers of objects.
[*]The player animator no longer runs in an expensive separate animation pass.
[/list]
[h1]Other: [/h1]
[list][*]A mod that fails to load will now abort the entire mod loading process and show an error message to the player. The player can choose to disable the mod to get rid of the error.
[*]A mod which doesn’t explicitly support the current version will not load by default. The player will be shown a message where they can choose to disable the mod or load the mod anyway.
[*]The text in the main menu indicating how many mods have been loaded has been improved to be less obtrusive and also to show if there are any pending changes in what mods are loaded.
[*]Pet names are now hidden as well when choosing to hide character names in the UI settings.
[*]Changed some text input fields to use the ‘*’ character to hide the input.
[/list]