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More Level Editor and Skin Editor features, more fixes, more optimizations, more official Multiplayer servers for Plazma Burst 3. Re-implemented dynamic lights that should be also more optimized and less blurry.

Some updates also arrive for Plazma Burst 2 and Star Defenders 2D.

PS: Been testing Plazma Burst 3 with 120 hz refresh rate monitor as of recently and it seems just the fact of using an external monitor did improve performance in case of my laptop. I guess it makes sense, although I somehow did not expect this.

Level Editor

- Made it so switches play denied sound on attempt to call a disabled trigger or trigger that has no calls left;

- Fixed a crash related to dynamic lights being attached to regions in Multiplayer;

- Added debug reporting for slow AI logic iterations to later debug the issues;

- Fixed few rare crashes that would happen in Skin Editor and Level Editor;

- Fixed infinite loop on attempt to rename IDs in Level Editor in some of cases;

- Added hint to error message related to providing non-object as channel for sound playback;

- Added hint to error message related to inviting non-DataConnection to text channels;

- Fixed crash on attempt to get properties of null or undefined using code hinting;

- Possibly fixed a crash on attempt to edit show/locked/disabled states of multiple objects at the same time using parameters panel in Level Editor;

- Possibly fixed a crash related to attempt to edit code value while code editor was not loaded fully yet;

- Fixed a bug causing impact scale property of surfaces to be only shown for terrain-generating surfaces rather than colliding walls;

- Made it possible to detonate and remove grenades/projectiles via scripting;

- Made region usage demo Map;

- Added tool-based focus mode in Level Editor (restricts selection of objects that weren't made using specific tools) via right click on tool buttons;

- Made it possible to extend/exclude focus mode tools via Ctrl/Alt keys;

- Fixed right click dragging often resulting into context menu after drag in Level Editor;

- Added context menu option to reset focus mode;

- Added context menu option to configure tool-based focus mode based on selected and hovered objects;

- Added game instance termination using pb2GameWorld.Disconnect() method call;

- Fixed a bug causing blueprint mode occasionally not enabling on Level Editor start and often preventing "Play as tester" mode from starting properly;

- Added support for USER_LOADING_COMPLETE event just so it is possible to not spawn players into a world before they have been fully loaded;

- Fixed key press/release events not working in Multiplayer mode;

- Added support for OBJECT_CAPTURE to make it possible to track ERA Trigger captures;

- Fixed an issue causing debug ping texts to be not visible if damage numbers were turned off in settings;

- Made it so camera is automatically moved to position of first assigned character, as long as it was assigned to the player instantly;

- Made it possible to specify angular ranges for dynamic lights in Level Editor;

- Made it possible to attach dynamic lights to ragdolls;

- Added live update support for dynamic lights whenever angular range is updated in Level Editor;

- Made it so attached dynamic lights can rotate if they have specified ranges;

- Made it possible to attach dynamic lights to guns;

- Made it so dynamic lights are rotated properly whenever attached to already flipped objects, added flipping logic;

- Exposed new dynamic light properties as well as previously existing attachment-related properties;

- Made it so dynamic lights update their mesh and scale without calling update method in most cases;

- Fixed a Level Editor bug that was causing constants to be replaced with ID integers for entity styles;

- Fixed a bug that was causing custom-size time warp areas to have incorrect and often inverted speed outside of default time warp area size;

- Fixed a bug that was causing sky in water reflections to become black.

Skin Editor

- Fixed a bug that was causing newly made Skins to appear as Marine unless they were saved for the second time;

- Added support for custom voice lines that can be added to skins via Skin Editor;

- Made it possible to add custom voice lines to skins, fixed saving issue related to unicode characters, added conditional lossless audio file compression, changed preferred audio format to .wav;

- Fixed an issue causing characters to spawn with collision boxes in crouching mid-air state (was causing characters to play Skin Editor animations inside of the floor);

- Added global "Voice volume" to skins (applies to custom voice lines only);

- Added audio data filtering in order to prevent external URLs referenced;

- Fixed an issue that was causing double-decoding of sound files added to skins;

- Made it so skin voice lines added as custom sounds when skin with voice lines is loaded;

- Made it so temporary voice preset is made for loaded skins that have custom voice lines;

- Fixed an issue that was causing skin hash mismatch between client-side and server-side;

- Implemented disposing of voice presets and skin voice line sounds on world destruction and skin removal;

- Fixed a bug that was causing custom voice lines to be missing in singleplayer Maps after restart.

Multiplayer

- Fixed force accumulation sync bug when player gets revived/stops using grappling hook;

- Slightly improved dragging ragdolls in trusted player positions mode;

- Added dynamic update rate to better handle cases of some networks growing latency indefinitely if initial update rate is too frequent for them to handle;

- Separated extrapolation grouping of grappling hook and player who is using it so hook and player position are more correct;

- Fixed performance degradation on attempt to drag crates on high ping;

- Fixed a bug that was causing entities to occasionally have no client-side collisions (whenever they were scheduled for client-side removal but then reappeared two times consequently);

- Fixed a bug that was causing players to occasionally teleport into ground in Multiplayer mode on client-side if some movable been moved near zero coordinates;

- Fixed a bug that was causing high recoil weapons to be oriented based on post-recoil state at a time of firing due to server dropping or ignoring (due to newer packet's arrival) weapon orientation data when trusted player positions were enabled;

- Added information about Match location at Tab window in case of Matches hosted on official servers;

- Started renting and configured Brazil (discontinued) and Hong Kong (will be discontinued soon) servers;

- Possibly fixed an issue that was causing Multiplayer game to crash whenever controlled player had their skin updated;

- Added small nickname send optimization for low performance servers;

- Added vision check optimizations when it comes to laser mines;

- More small network optimizations;

- Removed Brazil server (to replace later);

- Configured "Europe, Czech republic" (replaces "Europe, Germany, Limburg"), new one has much better performance;

- Possibly fixed a game crash on attempt to connect to Multiplayer game after out of order Level Editor starting blueprint preview mode bug;

- Fixed a bug causing some skins to not load in Multiplayer mode;

- Fixed a bug that was causing reappearing Movables to push players near zero coordinates even though they were not overlapping, especially in trusted player positions mode;

- Fixed a bug that was causing Match re-listing to fail on official regional servers if chat service has been updated/rebooted;

- Made it so Default beta deathmatch gamemode dynamically fills missing player slots with bots rather than has fixed bots count;

- Fixed a bug that was causing death messages of enemy players to show up as dark red instead of dark green in Default beta deathmatch gamemode;

- Fixed a bug that was causing DR-Merciful to not count as attack if enemy leaves the game or clicks "Restart" in the escape menu;

- Reworked replay skipping in Default beta deathmatch gamemode so it reacts to Space key press rather than relies on character's jump action, which was especially inconsistent in case of ERA AI captures;

- Added elimination redirecting from ERA AIs to player who created these ERA AI in Default beta deathmatch;

- Fixed a bug that was causing not-yet-loaded custom sounds (basically all of them) to be never properly initialized for connected players in Multiplayer mode;

- Fixed an issue that was causing skin voice lines to load twice for connecting players;

- Hopefully fixed connection success inconsistency where connection would timeout after 20 seconds;

- Made it so reworked dynamic lights are disabled in render-less server mode;

- Implemented synchronization of dynamic light angular ranges and ragdoll/gun attachments including redirecting to speculative versions;

- Hopefully fixed an audio bug that was happening on official servers and preventing voice lines from being played.

Gameplay

- Fixed a bug that was causing water pools to be prioritized over weapons, entities and ragdolls for cursor hover tooltips;

- Fixed a bug that was causing laser mine end-points to be flood-pinged by scanners;

- Adjusted PB3 self-boost height to match PB2 self-boost height without X key being used (by increasing self-boost strength from 240 to 275). It may cause AI to stop being able to do some boosts properly. Self-boost height while holding X will still mismatch between PB2 and PB3;

- Added one of AI optimizations to prevent server-side lags on big Maps with many AI characters and many known threats;

- Taught AI not to use Drain Light while trying to damage destructible walls;

- Taught AI approximated damage formulas of Drain Light attacks;

- Taught AI to use DR-Merciful more properly;

- Made it so enemy_spotted and enemy_down lines are played, for both AI and players;

- Made it so enemy_spotted and enemy_down lines can be only heard by teammates if spoken by player-controlled characters;

- Started reworking dynamic light generation to make it more optimized and not lag behind camera position;

- Implemented shadow masking for reworked dynamic lights;

- Fixed a WebGL state bug that was causing fullscreen to appear stretched due to dynamic lights rework;

- Implemented multiple levels of relevant shape and dynamic light sources collection for dynamic light shadow masking (potentially light blocking shapes for all potentially visible dynamic lights, dynamic light bounds-based, quarter bounds for each dynamic light to further optimize raycasting);

- Re-implemented nearby dynamic light sources merging;

- Implemented edge blurring for masks of dynamic light sources;

- Re-implemented old decay gradient for dynamic light sources;

- Updated light source gradients (both static and dynamic) in order for them to always decay to 0 near far limit;

- Adjusted dynamic light intensities to match old dynamic light approach;

- Made entities work with reworked dynamic lights, now they have flipped rigid bodies support;

- Tested reworked dynamic lights on a more complex terrain-like surfaces, adjusted overfill offset;

- Implemented spotlight dynamic lights, added them for TGS Mobiles;

- Updated TGS Mobile glow colors, optimized non-shadow casting rigidbodies collection;

- Made it so speculative movables do not cast shadows in Multiplayer mode;

- Re-added dynamic light passthrough for transparent surfaces;

- Fixed dynamic light flickering that would happen on low framerates if game can run at higher framerates;

- Adjusted flash effect intensity from explosions which in pair with damage report flash was causing too bright cases when attacking Corvettes;

- Made it so drain light power scales with powerup effects;

- Made it so drain light can shoot through water surface as well as anti-gravity fields;

- Made ice/lava rocks melting 4 times slower, made it so lava does not damage rocks;

- Increased time warp grenade area size from 150 to 200;

- Changed anti-rifle primary attack area time scale from 35% to 60% (less slow-down).

Interfaces

- Made lobby chat text selectable, made match join button arrow non-selectable;

- Fixed "Closed" source availability not being selected when editing Creation settings;

- Fixed an issue causing leaderboards in Map/Modules to have incorrect items count per page;

- Fixed a bug that was causing going to previous page to make website stuck at blank screen with no escape after closing Skin Editor;

- Made it so Multiplayer Match player counts are shown as semi-transparent if number of players is 0 and opaque if someone is playing in a Match (to fight cases when 3/6/8/9 numbers look too similar to 0);

- Made it so match browser shows full region and country names of official servers, not just 2-character codes;

- Made it so previously added Map is highlighted in red on attempt to combine more than one Map when starting a new game instance;

- Fixed a bug that was causing "Play" text being added to renamed Maps;

- Fixed a bug causing big image previews to be often processed after save button was pressed and thus not updated;

- Fixed a bug causing image previews to not be added to file manager items if file manager items initially did not had any preview;

- Fixed incorrectly cut corner on drag and drop of Creations onto "Delete selected item(s)" button;

- Added hint about shortcuts making;

- Made it so lobby chat messages stay for longer;

- Added rate-limited ping sounds that are played whenever someone starts or joins Multiplayer game (only sent to users who are in any of Multiplayer lobbies);

- Added graph that shows number of players who are in any of Multiplayer games;

- Fixed an issue that was causing empty nicknames to be unclickable in lobby chat;

- Made user profile text selectable;

- Inspected Esc menu flickering bug in Level Editor that happens only on Nvidia + Chrome combination, seems to be a driver bug;

- Added variety of dynamic light presets for Settings, including low quality which has dynamic light masking and raytracing disabled (better than complete darkness whenever it is disabled).

Server

- Fixed a bug causing players unable to see previews of obtained Creations after they been moved into private folders;

- Fixed an unneeded self-mentioning in source code check for Creations.

Sounds

- Made sound for case when someone starts or joins Multiplayer game (1 sound).

Plazma Burst 2

- Hopefully fixed sword projectiles duration trigger action (not tested);

- Added password failed guess attempt cooldown;

- Re-implemented screenshot support for Map previews, disabled default browser shortcuts related to F1-F4;

- Hopefully added support for Arabic, Chinese, Korean, Japanese characters in chat (not tested) as well as `, ~ and & characters;

- Multiplayer games with more than 2 teams will have teams list hidden unless Tab key is held;

- Increased speed of feature request votes losing their power, increased speed of monthly feature request points emission;

- Fixed a bug causing spectator camera to teleport with player who is being spectated but isn't being followed;

- Made it so Maps with high number of decorations would throttle downloads to prevent browser out of memory errors;

- Added session-based download caching for Maps with thousands of decorations;

- Fixed a bug causing empty string to not result into 0 for object UIDs even though it did in Flash and Level Editor;

- Fixed an issue causing custom skins to not be recolorable;

- Fixed an issue causing custom decorations to not be recolorable;

- Added elimination event logging and tracking;

- Possibly fixed a bug causing projectiles to freeze mid-air in Level 38;

- Fixed a bug causing colored texts to break rendering;

- Fixed trigger action error on attempt to access login name of talking spectator;

- Hopefully fixed a bug causing Multiplayer server to not properly start on system reboot.

Star Defenders 2D

- Updated node.js modules in downloadable version so server hosting on Windows works out of the box again;

- 2 new wall variants;

- Fixed weather effects not working in singleplayer;

- More interactions between freezing barrels and water & lava;

- Hook works while carrying items;

- It is possible to carry regular items and guns with E now;

- Fixed an issue causing walk sound to randomly sound robotic;

- Disabled excessive quotes when player sees new entities;

- Ballon crystals can now easily drop from trees when pushed by motors and steering wheels;

- Metal chunk can be carried and drops 3-6 metal shards now;

- Fixed sword glowing in dark environments;

- Added lava eruption event (32, overrides EVENT_FLESH_DIRT which was previously removed);

- Long range antenna no longer spawns enemies in chill mode, sdMeow now despawns overtime;

- Made it possible to feed pink and blue sdRift-s with crystals but using context menu;

- Solar matter distributor no longer spawns mobs in chill mode;

- Hopefully fixed stealer stealing crystals from bases whenever server has no players;

- Fixed music not working in singleplayer;

- Removed icy terrain modifier effect from default server config;

Rest Star Defenders 2D updates by other contributors are listed on project's GitHub page.

Comments

EvgeniyRech

Имба освещение🔥🔥🔥❤️‍🔥❤️‍🔥❤️‍🔥

Asu

Wiiin yes yes

Jorenho Mangoentaroeno1

Eric Why cant i play Pb3 on my msi laptop Like its giving me a warning that pb3 isnt safe and its a threatment

Mikop Sampiro

It's great that you can add sounds and such, but I've tried it and it doesn't seem to work; when I upload the .wav file, it doesn't play.

Patty

Hi Eric! Glad to see we got a video showcase again. Makes it much easier to come up with questions. I’ve never noticed the lack of voice lines on the characters. But I’m glad it’s back. Being able to select voices for characters is nice too. How would custom voices be handled? Can players set up their own voices or upload voice files to apply to characters etc? Dynamic Lights looks pretty good. Never really talked about it before but I could see a mission that heavily relies on a flashlight or some sort of lighting to navigate. Combine that with enemies like the ghost unit or just silent enemies and it can be as memorable as the ghost mission from PB2. Excited to see what can be done with dynamic lights alone. Showing us even more weapons. Starting to wonder how many weapons, grenades, and barrels you plan on having in the final version of the game. The weapon one of the enemies was using seemed really strong. Being able to completely freeze a player or NPC like that surely there is a counter for it? Or maybe it's not the final version? Still a pretty cool weapon. Love seeing weapons whose main purpose is not just to shoot a bullet or round at the enemy. That’s everything. I recently logged back into PB3 to check for changes and noticed I had to manually update the version in the bottom left corner of the main menu. Not a big issue but figured I’d ask if that's intentional. As I think it would be smarter to update automatically when a patch is ready. See you next month!

xGenooo

Hello Eric, hope you are doing good How can we change the starting HP in our maps without it conflicting with other modules? Im using a module made by someone else and its not open source and I cant figure out how to change the starting HP, I tried copying it from your deathmatch module but I cannot get anything to work. Even copying the module code 1 to 1 doesnt let the map load so im guessing you have to execute them within the map or something like that. Also, are there already any plans to simplify the Level Editor / make it easier or less complicated* to understand?

Laserman

Hello, I have some ideas for the skin creation tab. Being able to set if a skin can breath underwater or have a specific scale with a cap would be neat. Custom Swords is another idea as well. The ability to add custom sound effects are pretty cool and I've been having fun creating skins and messing with the level editor so far.