Din's Champion patch 0.725
Author: Soldak Entertainment,
published 1 month ago,
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.
0.725 change list:
[list]
[*]now cache vert lighting - fps increased ~21.3%
[*]now only active entities think every frame, inactive entities think less often but still account for the full time, ~5.3% fps increase in test (could be much more if lots of entities)
[*]changed BlockRenderSurface array to not use pointers - this and other BlockRenderSurface changes ~4.4% fps increase
[*]changed ParticleRenderSurface array to not use pointers
[*]now cache cull tile results - ~3.7% fps increase
[*]now don't go through every single entity in the game to figure out what needs to be sent across to players
[*]optimized minimap some - ~5% fps increase
[*]fixed possible crash in GameClient::getHighestThreatQuestValue
[*]sped up ClientSystem::getSelectionBounds (now only check 2 points instead of 8 - because of side view don't need to)
[*]now put town attack icon on map where last damage was taken
[*]now partially compress server messages to local client (saved about 28% space of single player data message in test)
[*]no longer save server messages to local client - not needed (wasted space/cpu time)
[*]now client & server keeps _workingPackedData around so not allocating space every message
[*]now server keeps _savedMessageData around so not allocating space every message
[*]changed x, y, _blockShape, and _blockBackgroundShape in blocks to 8 bits instead of 32 bits (saves 12 bytes per block)
[*]now numChunks sent across network uses 10 bits instead of 32 bits
[*]now 8 of the recruit stats sent across network use less bits
[*]fixed Ninja and Elementalist going over max skill limit
[*]increased Guardian HealthMult from 2.0 to 3.0
[*]killing a critter no longer counts in any kill stats
[*]fixed an issue buying stacked items, having no room to put it anywhere, and 1 count of the item would disappear
[*]now non-basic blocks on ground have item effects
[*]now background objects don't get in the way of things like player teleporting in to that spot
[*]now shows better than + on crafting screen on items that are better than what you have currently equipped
[*]pickaxe no longer tries to do damage to surrounding things when hits a block
[*]monsters will no longer attack OpaqueWorld objects when something is in their way
[*]removed all unused data from BlockRenderSurface
[*]now wells have a NoDuplicatesInRange of 1000.0 (Eric)
[*]fixed cap on boss retreats not working correctly
[*]increased MaxLiquidsToProcessEachFrame from 300 to 400
[*]replaced several cursed magic modifiers on unique items with non-cursed magic modifiers (Delilah)
[*]decreased SkillKrallEarthquake UseCheckChance from 0.05 to 0.03
[*]fixed pick axe anim on other player only drawing about half of animation - needed CHAR_STAT_ATTACK_SPEED_IN_MS & CHAR_STAT_SKILL_SPEED_IN_MS
[*]now lifestone healths scale with number of town npcs correctly
[*]now obelisks, lifestones/healthstones, signs, and buttons/levers all won't spawn too close to another object of its type
[*]fixed not getting some npc messages (started fight, stopped fight, left town, etc)
[*]fixed npc skill levels not getting sent to clients
[*]now town attack quest location more accurate
[*]now show yellow + on items and crafting if item is better than something on your hotbar
[*]fixed not being able to look at town npcs from npc screen that are too far away
[*]fixed a gravity problem with liquids sometimes inverting terminal velocity and bouncing things upwards
[*]now if applying more than 1 frame time of gravity, stops applying if doesn't move in a frame
[*]now if pathing fails a couple times, melee behavior will clear enemy
[*]fixed liquids and gases not marked as non-solid (confusing some stuck stuff)
[*]now if Actor::tryAttackBlocks doesn't have a valid position, ignore it
[*]improved ReturnHome behavior if fail pathfinding
[*]improved Idle behavior if fail pathfinding
[*]can no longer place blocks on top of monsters or players
[*]added ItemTypeCraftingStation translation
[*]critters can no longer get special miss types
[*]rebuilt brick slope textures with clamping
[*]fixed a few effects using fog1.tga without additive (making them almost black)
[*]replaced trade skill level up to something that doesn't sound like a windows sound
[*]turned off ObjectGroundCrack & ObjectCeilingDrip for now
[*]fixed getting running backwards animation stuck some times
[*]increased variation in pitch on almost all pain sounds
[*]added pain sounds to brutes
[*]separated BlockRenderSurface / TileRenderSurface (just a duplicate right now)
[*]made tile determination in GraphicsSystem::renderSurface project specific to optimize it
[*]got rid of generateNonSquareTileGeometry (in block path now)
[*]now fix surface pointers if block/particle arrays resize (problem never live)
[*]snd file can now specify a next sound to play - can't point to self, can only chain 10 times (infinite loop prevention)
[*]improved some anvil sounds (3 dings instead of 1)
[*]improved night started sound (3 bells instead of 1)
[*]now show bag capacity when almost or completely full
[*]fixed braziers and torch models always being fullbright
[*]removed blood from impale attacks
[*]decreased lurker scale from 1.0 to 0.75
[*]changed PROTOCOL_VERSION to 133
[*]at least for now chest names are limited to letters, numbers, and spaces
[*]added wind sway to more plants
[*]fixed a way lighting could be slightly off on blends & cracks
[*]fixed a way lighting could be off by a full tile on block hit shake (never live)
[*]added a "Can't drop item from hotbar!" warning
[*]now NoDuplicatesInRange just does exact copies
[*]now can specify NoDuplicatesBase to be more specific on which base things don't want duplicates of
[*]fixed dropItem calls in cheat_playtest
[*]changed fire and frost novas to move in z instead of y direction
[*]now vendors have a max of 2 unique items
[*]guards no longer show up as better than items (nothing to compare to)
[*]player can no longer teleport to a position that has no tile or block (just a precaution)
[*]turned QuestUniqueMachineIce off for now
[*]placed torches should now go out if under water
[*]decreased torch WeatherTime from 10.0 to 5.0
[*]made signs smaller and fixed their bounds so they should fit places better
[*]fixed particle pointers when make array larger (never live)
[*]made Infernal Hound texture darker
[*]fixed gravity applying full amount for inactive entities all at once (instead of a frame time at a time - never live)
[*]added printNumActiveEntities
[*]now items that aren't falling, attachments, and effects no longer go active
[*]now items can be marked as CantGoActive (for now simple plants, rocks, trees, and fiber plants)
[*]critters should now be immune to the pickaxe (Delilah)
[*]no longer save dig target entities for trapped monsters
[*]for now turned off ObjectSteamLeakGround (infinite water source)
[*]removed 3d block path - not maintained so mostly broken
[*]removed top blend stuff since no longer supporting 3d blocks
[*]fixed screen shake getting added to view twice which was causing some gaps in block drawing
[/list]