0.16.3.12
Author: slims,
published 10 months ago,
[b]Hello all![/b]
In this week's update, I've added a new panel to customize new game settings. You can now fine tune many aspects of gameplay from the outset, checkout some of the options below:
[img]https://clan.cloudflare.steamstatic.com/images//43547551/cb5278c39240cd99180ab0a34fdd444b403986ee.png[/img]
Also included in this patch is the refactor for inserters and the inclusion of a fixed point library to facilitate deterministic calculations for multiplayer. A side effect of this change is that the game should be more stable and bug free, especially as it relates to inserters and cargo drones.
[h2]0.16.3.12 Full Patch Notes[/h2]
[h3]New Game Settings[/h3]
Added a new tab to the New Game panel that allows the player to tweak enemy difficulty, attack strength, stability, tech, and crafting costs, as well as asteroid richness to a high degree of specification
[h3]Fixed Points[/h3]
A new Fixed Point library has been introduced into FF's code base, and is now used for connector, comet, and inserter state.
[h3]Fixed Point Inserters[/h3]
The inserter refactor has been merged to experimental. This change decouples inserter logic from rendering and local transforms. Inserter positions are now tracked using a fixed point value representing how far along the inserter is in their route.
This means that inserters are now fully (in theory) deterministic and ready for multiplayer.
A side effect of this change is that a number of race conditions with inserters, including some crashes, have been fixed. Players should no longer see warnings spamming their log about incorrect positions of inserters.
Additionally, performance should increase slightly in this patch, as inserters which are offscreen no longer have their local transforms updated, saving some precious CPU time (Unity's local transform system is one of FFs biggest bottlenecks)
Acceleration has been temporarily removed from inserter logic, but we are planning on reimplementing it in the future.
[h3]Multiplayer[/h3]
Some of the fundamental multiplayer code has been merged to master (and thus experimental) behind a feature flag. It is not currently in a good working state, but we want to start writing code moving forward with the multiplayer framework integrated.