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Patch notes: Difference between revisions

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== v.0.2.3.63 - 07/06/2022 ==
This article lists the game versions along with the changes in each version.

=== New ===

* Added data structures for runtime cell lookups to clients lod manager
* Added lod distance handling to clients view distance option in game menu
* Added handling for dynamic audio sources to clients lod manager
* Added shadow caster optimisation to world patch exporter in server and client project
* Added terrain loader handling to clients lod manager to avoid the most amazing unity bug ever
* Added new world patch optimisation components to world patches
* Added world patch optimiser to server and client project
* Added data structures for world patch optimiser to server and client project
* Added optimised world patches to content in server and client project
* Added invisible collider handling to clients lod manager

=== Updated ===

* Updated culling mode handling of animatables in clients lod manager
* Updated lod manager initialization routine in client project
* Updated world manager in server project to handle new world patch structure
* Updated server main scene for new patch structure
* Updated recast graph generation handling during server startup routine
* Updated lightable behaviour in terms of timing values during runtime by baking update rates in lights
* Updated zone and patch structure of world in server and client project
* Updated world loaders in server and client to handle new zone and patch structure
* Updated weapon animation lock duration for ranged weapons from 95% to 50% of weapons attack rate
* Updated weapon animation lock duration for melee weapons from 95% to 90% of weapons attack rate
* Updated splatmap uv scaling to fit new patch sizes
* Removed old zone instances from main scene in server project
* Removed deprecated nav mesh configuration value from world manager in server project
* Removed world optimiser from server and client project
* Removed data structures of world optimiser from server and client project
* Removed unnecessary back reference container from server and client project
* Removed Unity Splash screen from client build

=== Fixed ===

* Fixed bug where audio sources were sorted to wrong lod container in client project
* Fixed bug where temporary world patch root object did not get cleaned up as expected in client project
* Fixed bug in client where audio source lod did not get updated as expected
* Fixed bug in world patch impostors where shadow casting flags were wrong
* Fixed bug in client where npc talking tooltips were not displayed correctly
* Fixed bug in clients world scene where terrain splatmaps were stripped out of builds due a unity bug
* Fixed broken folder structure of microsplat editor utility in server and client project
* Fixed bug in recast graph tile handler where unnecessary warning was thrown after enabling a navmeshcut
* Fixed bug in player state manager where invalid cross scene references could occur
* Fixed bug in clients world manager where invalid cross scene references could occur
* Fixed bug in the quest "Bad Choices" where players could receive the quest item more than one time
* Fixed bug in the quest "Deep dive" where items were not removed as intended
* Fixed bug in various content prefabs and presets where audio sources had unnecessary looping value
* Fixed bug in various content prefabs and presets where audio source settings where totally messed up
* Fixed bug in various content prefabs and presets where invalid animator components existed
* Fixed bug in various content prefabs and presets where dynamic light update rates mismatched
* Fixed bug in world optimiser editor tool where missing define resulted in failed client build

=== Update notes ===

* The overall graphics quality has improved. Objects will be rendered in their full beauty over a larger distance
* More stable FPS. You should experience much less situations with sudden FPS drops
* Performance should stay stable, even when we add more content the next month
* The new systems uses less VRam on the graphics card. Currently the bottleneck is more on the CPU side, not the GPU side anymore
* Much faster loading times when entering world or bunker
* Even at 30 FPS the game feels much more responsive than before


== v.0.2.3.53 - 27/05/2022 ==
== v.0.2.3.53 - 27/05/2022 ==
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