Development update - April 12, 2024 (Patreon)
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Content
Been working on finalizing netcode for incoming damage indicators, mostly finished addition of in-game tooltips for hovered objects, fixed plenty of bugs. Today's videos shows some of previously not seen new game mechanics, some of which might be quite annoying too. But still, fun nonetheless. New visual/sound effect improvements too.
At the end of the video there is a map demo as requested by boom5, this is the same video that I posted in PBD Discord server recently.
Interface
- Fixed improper .auth file structure on .auth file export (for account migration to new device);
- Fixed an issue causing Settings screen to have no category open on new accounts;
- Fixed an issue causing two cursors (crosshair and spectator's default UI cursor) to appear at the same time when character dies;
- Added 2 incoming damage indicators opacity settings (one for arcs, another for gradients. Could probably add color configuration later);
- Fixed session error on request for unread messages counter due to account staying offline for too long;
- Added support for simple text hints under player's healthbar to be triggered by non-HUD related events;
- Made it so "Running out of air" hint does not disappear while player is still running out of air;
- Made design for in-game tooltips whenever player is hovering over various objects;
- Added lookup for objects under the cursor, added disappearance timers, entity type prioritization and conditions for tooltip appearance based on object types;
- Added in-game tooltip disappearance whenever player tries to do primary or secondary attack;
- Added in-game tooltips appearance and positioning logic while taking screen edges into account;
- Added in-game tooltips for liquids, grenades, guns, players;
- Made it so in-game tooltip's circle reacts to camera shake but the text itself does not;
- Made it so in-game tooltips are not shown for invisible weapons;
- Added entity descriptions for in-game tooltips;
- Added liquid titles and descriptions for in-game tooltips;
- Added in-game tooltips for in-world button/switches;
- Fixed an issue causing liquids to override players in in-game tooltip target lookups;
- Added even more information for in-game tooltips for weapons;
- Tried to calculate per-weapon rating score but many new weapons are too hard to reflect in this way, in most cases score is just not accurate or does not represent really anything;
- Fixed a bug that was causing leaderboard to appear for a single frame in top left corner of screen because newly made windows from render callback of their parent window would appear earlier in the update list than parent due to new modality sorting model;
- Fixed an issue causing lack of "Dying" prefix in multiplayer on client-side;
- Fixed an issue causing in-game tooltips to target client-side version of player in multiplayer on client-side (and label it as "Ally");
- Tried adding in-game tooltip's pointer positioning interpolation through segments of connected player joints, but it probably looks better if it doesn't slide as much, reverted;
- Fixed a bug that was causing weapons to teleport to cursor;
- Added sword information to player descriptions for in-game tooltips when it is known (teammates & enemies with visible swords);
- Added anti-gravity descriptions for in-game tooltips;
- Made so weapon description of weapon that is installed into entity is recolored into grey color for in-game tooltips;
- Implemented similarity caching for in-game tooltips, so they are instantly updated whenever hovered object changes some of its' states (dying, dead, frozen, poisoned etc);
- Fixed description for T-entity in disassembled state.
Gameplay
- Fixed a bug causing incoming damage indicators to stay in place when character was removed but camera continued to follow the remaining ragdoll;
- Fixed a visual bug causing liquids that do not deal structural damage to players to increase damage numbers post-death indefinitely;
- Made it so turret placement errors are reported under the HUD;
- Fixed an issue causing turret overheads to appear for a one frame even if they can not be placed somewhere;
- Fixed a crash that would happen if T-entity falls out of map bounds together with driver since T-entity's weapon was still relying on existence of driver;
- Fixed a bug causing white segment on health bar to instantly disappear whenever simple text hints under player's healthbar are appearing/disappearing;
- Fixed a bug causing cloth physics accessories to fly from zero coordinates to player they supposed to be attached to whenever this player appears on screen. Bug was due to hibernation happening before first mesh position update;
- Added a missing hint message during attempt to install turret without any weapon equipped;
- Added dithering for background image;
- Fixed a bug causing toxic clouds to deal increased damage within range of slow-motion areas;
- Fixed a bug causing radioactive clouds to deal increased damage within range of slow-motion areas;
- Added radioactive tics near radioactive clouds;
- Added radioactive tics near non-structural-damaging liquids;
- Made new A-weapon with, perhaps, interesting mechanics (more like an upgraded version of existing weapon);
- Fixed a bug causing zoomed-in camera to cause incoming damage indicators to have weird polygonal offsets;
- Fixed an issue causing "Can't vote when dead" text to be appended to count-down text and extend the size of poll window. Replaced full seconds with just number of seconds being shown;
- Fixed an issue allowing in-world poll objects to be visually clickable by spectators that don't have any player;
- Added red laser sound to laser trap gadgets;
- Fixed an issue causing slow-motion areas to influence grouped sound sources that are placed outside of slow-motion areas yet their grouped center is in it (for example when two laser mines were placed on left and on right from slow-motion area);
- Added laser damage sound to laser trap gadgets and other laser weaponry;
- Fixed a bug causing slow-motion grenades to not have darkening around them, fixed crash when slow-motion grenade was broken in slow-motion;
- Made it so global slow-motion affects laser sounds, laser sound attacks and anti-gravity sounds. Made a separate sound classification for these;
- Made it so wooden entities are set on fire when damaged by strong enough lasers (this fire deals small damage and is kind of aesthetic);
- Fixed a bug causing barrel debris to have incorrect offset because they were colliding with initial barrel that was being destroyed;
- Fixed a bug causing placeable turret to be unable to fire laser weapons at certain angles due to logic that attempted to prevent guns from being fired through walls, but the turret itself was placing logical centers weapons into the walls if weapons are long enough;
- Fixed a bug causing dynamic lights to completely stop working if camera was zoomed out, due to incorrect rounding in blur algorithm;
- Fixed a bug causing alien shotgun to spawn projectiles somewhere in the sky due to incorrect offset management after laser weapon on turrets fix;
- Fixed a bug in screen bounds calculating where vertical camera shake amplitude was used;
- Made it so players can walk around while controlling the turret manually;
- Fixed a bug that was causing players to swing and play sword attack sounds while controlling the turret manually;
- Increased maximum range of vehicle entry for big players (there is still line-of-sight tests so they won't enter anything through walls);
- Fixed an issue causing weak floor friction for big players;
- Made it so 50% sized players do not fall randomly while sprinting with swords;
- Fixed an issue causing some entity to reset overall dimming on part loss;
- Fixed an issue causing structural damage liquids deal damage to parts of entities that are supposed to redirect incoming damage to other parts;
- Made it so that on-wall hot-spot from swords is wider than one from bullets;
- Renamed sword names into more meaningful, especially since some of new swords suit names of previously added swords more;
- Fixed a bug that was preventing controllable characters looping whenever controlled player died from impact damage;
- Re-tested eye hit registration by lasers and turns out game was assuming eyes were on the forehead, fixed and added proper repositioning for scaled characters as well.
Multiplayer
- Implemented synchronization for incoming damage indicators as well as screen fill amount;
- Fixed an issue causing reported total damage from liquids to not increase over time for clients;
- Fixed an issue causing damage indicators to disappear on character's death due to damage indicator change counter staying the same on a different character controller;
- Made it so replay speed is taken into account for damage indicators whenever replays are played;
- Fixed an issue causing T-entity to have incorrect offsets of some of its' parts during rotation desync, because client was thinking that T-entity was destroyed, likely due to dynamic assembly. Implemented resurrection for entities and support for disableable joints;
- Fixed a bug causing player's death callback to be called about 8 times whenever player falls out of the map bounds (resulting into 8 respawns of a same player in some cases);
- Implemented synchronization of simple text hints that are used under player's healthbar, for example for cases when player tries to install turrets but can't. Fixed an issue causing grenade name & count info to override these warnings;
- Fixed a crash that would happen when client sees activation of admin grappling hook initiated by other player;
- Fixed an issue causing client disconnection to not trigger disconnection event listeners due to character controller dispose happening before callback was fired;
- Added delay for space key to be considered as intended replay skip attempt;
- Fixed a bug in incorrect lookup for attachment ragdoll in client-side logic of hint-like objects;
- Fixed an issue causing in-world polls to require Ctrl key being held if someone else already casted their vote earlier;
- Fixed an issue causing grenade scroll sound to be played every time replay starts;
- Implemented synchronization of custom-made slow-motion areas;
- Made it so required properties of liquids to make them sound correctly are synced;
- Fixed a bug that was causing radioactive tic sounds to occasionally inherit playback effects of other sounds;
- Added synchronization of intensity of radioactive clouds so tic sound can be properly played on client-side;
- Implemented obfuscation of boost style (self-boost, jetpack or double-jump) until it was activated by players for the first time for non-teammates;
- Implemented obfuscation of sword style if swords aren't visible;
- Fixed a bug causing camera being pulled near zero coordinates when player was losing pelvis due to impact on death;
- Fixed a crash when client would press Tab key due to outdated UI captions synchronization;
- Fixed a bug causing other players to visually shake when they standing on idling movables on client-side, due to incorrect idling state detection when position prediction was enabled.
Sounds
- Made a sound to be played on turret installation failure;
- Reworked sound of energy projectiles hitting walls (like C-01r). I feel like old sound was too low quality;
- Made a sound for radioactive tics;
- Made sound effects for new A-weapon;
- Made acid hissing sound effect for liquids that deal structural damage;
- Made sound for red lasers;
- Made sound that is played when lasers damage anything;
- Made a virus gadget sound effect when grenades are scrolled, though I already don't like it now.