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Re-added regional servers, simplified invite code creation using Plazma Burst 3 website, crash fixes, more rope behavior reworks, AI characters can attack grappling hooks now, made it possible for AIs to attack teammates as revenge (if enabled), dashed connection lines are replaced with crosses if there are too many of them in Level Editor, increased mid-air control acceleration speed for characters, added support for non-latin characters in few more places, added new categories to Creations tab, added main menu soundtrack, player skin mid-game loading optimizations, official server can now report trace/warn/error messages to player initiator's DevTools console, added custom 3D model support (as decorations and as replacement for wall geometry), decorations can now replace entity parts, improved directed lights appearance, implemented support for client-side post-finalization triggers to be sent from server that is hosting a Map to connected clients (can be used for more smooth decoration animations as well as sharing custom gun class information until it is added officially), added few more hints to Level Editor whenever level designer has likely encountered a not obvious issue,

Re-added Sao Paulo (Brazil), Prague server (Europe, Czech) servers.

Started working on 3D model of scene to be later used in one of story mode levels. Also started working on tool for global illumination calculating for it to be potentially used to speed-up texture baking for 3D models just because texture baking apparently takes days to finish on my PC. In theory this tool could be available to other people in the future, or even evolve into full Model Editor. So far it looks like with a few fixes it can work as replacement for rendering software I use, and even more so for a 2.5D type of a game like Plazma Burst 3.

No video this time as I'm still trying to render the scene and it consumes approximately 100% of my CPU.

Multiplayer

- Changed approach to out of memory error management on servers;

- Configured Europe, Czech republic, Prague server;

- Made it so send_repeat_delay_for_server is reset on server termination;

- Added connection problem messages with recommendation to lower "World state receive rate" in Settings if latency stays above 1 second for more than 5 seconds. Updated "World state receive rate" description in Settings;

- Fixed a bug that was crashing servers on early custom sound playbacks;

- Fixed a rope crash related to hooking on corvette in Multiplayer;

- Fixed incorrect decoration Multiplayer snapshot caching;

- Fixed a crash related to decoration synchronization being discarded incorrectly;

- Fixed better handling of shuffled network packets;

- Fixed a bug that would result into server sending data to client at high rate even if client hasn't been replying due to connection possibly being overwhelmed;

- Made it so connection problem messages are not shown to players on inactive tabs;

- Fixed a bug that was causing grappling hooks to become invisible sometimes;

- Made it so grappling hook attachment point is updated in case of desync;

- Fixed a bug that was causing hooked rigidbodies to be sent flying forwards whenever they were hit with grappling hook in trusted player positions;

- Made it so grappling hook attachment target is always synchronized in trusted player positions mode so player can ride flying vehicles properly;

- Made it so player that is hooked onto player in trusted player positions is always sent to hooked player unless player is blinded;

- Fixed a server crash on attempt to update camera of disconnected player;

- Made some floating ice and rock optimizations;

- Made it so clients do not generate new static version of Map upon connection;

- Implemented static and dynamic 3D decorations synchronisation in Multiplayer with extra properties;

- Fixed crash on attempt to update grappling hook that is being removed in Multiplayer;

- Added more crash information for a few cases to fix later;

- Possibly fixed a bug that was causing session expiration for inactive official server host instances;

- Made it so crashed official servers freeze properly but reboot once all players leave them;

- Fixed frozen water crash on client side due to version mismatch;

- Fixed beta deathmatch disconnection bug;

- Fixed crash due to chat service timeout on attempt to host Match;

- Made it so extra surface properties from custom 3D model support addition are not sent in Multiplayer if they are not used;

- Added Brazil, Sao Paulo server;

- Fixed a crash related to hooking onto void in Multiplayer.

Gameplay

- Fixed a few more rope-related crashes;

- Made it so grappling hooks start at minimal length and expand while unattached hook travels forwards;

- Fixed a bug that was causing grappling hooks launched upwards to occasionally pass through thin walls behind the character;

- Fixed a bug that was causing grappling hooks to break occasionally when connecting to something early;

- Fixed a bug that was causing players to be pushed forwards right after grappling hook connects to something;

- Fixed an issue that was causing grappling hooks to be launched with smaller velocity whenever swords were active;

- Fixed a bug that was causing weird spinning whenever one character hooks onto another character and shrinks grappling hook fast enough while both characters are moving in a same direction;

- Implemented grappling hook length change buffer that allows linear acceleration/deceleration of length change speed;

- Made it so grappling hook length can be changed faster, changed how safe distance for automatic slow-down near walls is calculated;

- Fixed a bug that was causing grappling hook to unroll when character was idling right next to it;

- Fixed a bug that was causing arm shaking when unrolling grappling hook whenever character is stands idling;

- Fixed a bug that was causing standing on grappling hook attached ragdoll to be lethal often;

- Fixed a bug that was preventing energy hooks from breaking easily after max force adjustment reworks;

- Fixed a bug that was letting players to use energy hooks for indefinite flying when grabbing on the same target with arms or laying on it;

- Fixed a bug that was occasionally causing game to render more frames than screen refresh rate allows;

- Made it so AI attacks enemy grappling hooks;

- Made it so AI doodges only projectiles it sees, with natural reaction time delay;

- Fixed a bug that was preventing AI from doing trace shots;

- Fixed a bug that was preventing AI from hunting their attacker after taking damage from them;

- Made it so AI reacts properly to enemy projectiles nearby even if they have slow reaction time;

- Added personal teammate enemy list tracking for AIs if it is enabled in AI configuration;

- Fixed a bug that was causing AIs to get hostile whenever they collide with teammates;

- Made it so AI starts knowing that invisible character is a threat whenever AI sees their grappling hook;

- Fixed few new AI-related crashes;

- Increased acceleration strength of mid-air control for characters;

- Fixed a bug that was causing projectile AI announce logic mess with projectile trail and in-water particles spawn logic;

- Fixed an entity parts attachment check crash whenever unknown entity was attached to the entity;

- Likely fixed an AI path finding crash whenever AI character suddenly became unable to find walkable ground at its' position;

- Fixed one of hook-less rope crashes;

- Fixed a bug that was causing AI enemies to not play enemy spotted/down voice lines;

- Fixed ERA AI-related crash;

- Fixed a bug that was causing crashed game to auto-resume whenever tab becomes inactive;

- Made a demo Map that automatically fills with destructible rock entities as players progress ("Digging for rewards");

- Made some static world snapshot for Multiplayer server optimizations;

- Fixed a bug that was causing uncancellable loading if any of images failed to load;

- Fixed a bug that was causing AIs who took self-damage to be stuck trying to slice themselves with swords;

- Implemented better directed light smoothing near start;

- Fixed lava fire flickering;

- Updated light illumination from glowing surfaces;

- Fixed an issue that was causing lethal outcome on grabbing static rocks/ice in trusted player positions;

- Hopefully fixed occasional new material finalization crashes;

- Added more information to hopefully catch rare crash related to physics;

- Started working on 3D model of scene for it to be potentially used in story mode;

- Added better catch for rare crash related to unexpected ragdoll removal while character logic is being handled;

- Fixed a crash related to Alt-Tab-ing while game is loading.

Level Editor

- Fixed a bug that was causing out of bounds object scanner to occasionally remove moved regions, causing powerups in Default Beta DM Map to stop working;

- Fixed a bug that was preventing parameter panel buttons to not work on repeated clicks if clicked on the left part of the row;

- Made it possible for Modules to limit the maximum file size of dynamically requested Creations, such as Skins;

- Fixed foliage polygon generation corruption on larger Maps;

- Fixed a bug that was causing foliage to not spawn past the default terrain depth;

- Fixed a bug that was causing background foliage to bounce on stutter frames if wind was is enabled on a Map.

- Added "Maximum foliage animation distance" to game world configuration object;

- Made it so dashed relation lines between objects become crosses in Level Editor whenever there is more than 30 to be shown;

- Fixed a Level Editor crash with non-hook ropes;

- Possibly fixed a few crashes that seemed to happen in Level Editor for one of Brave browser users;

- Fixed a bug that was causing Map compilation error on attempt to add closing brackets to last object that has been disabled;

- Fixed a bug that was causing Map compilation errors whenever inline timers were disabled;

- Made it so Level Editor shows warning about lack of characters that have "Controllable by player" as "Yes" after attempt to "Play as tester" if no character was ever assigned to Map designer;

- Fixed a bug that was making some Maps not work outside of Level Editor;

- Added support for DrawDebugPoint, DrawDebugLine, DrawDebugArrow, DrawDebugRect, DrawDebugRectByDimensions methods in Level Editor;

- Made it so server skips sound resources it has failed to download instead of making clients wait on them forever;

- Made it possible for servers to retransmit trace/warn/error messages to player-initiator of a specific Match;

- Made it so server tells Match initiator about sound load errors;

- Started adding 3D model import support to Level Editor;

- Fixed vector objects not working in Level Editor;

- Fixed a bug that was causing errors in code snipets with for...in/of loops if they had conditions nested in them without brackets;

- Made it so error messages redirected from servers have more information in them;

- Made it possible to preload 3D models and later use them for decorations;

- Made it possible for floating ice/rocks to be welded to specific objects upon creation in Level Editor;

- Made it so triggers can return value when used in combination with code snippets;

- Fixed a bug that was causing static decorations to disappear whenever any of their properties were changed in Level Editor;

- Made it possible to specify glowing layer image for 3D decorations;

- Added adjustable decoration glow intensity property for 3D decorations;

- Made it possible to multiply glow with a color for 3D decorations;

- Made it possible for 3D decorations to use transparent textures, fixed an issue that was causing transparent 3D decorations to block rendering of other transparent sprites;

- Made it so custom 3D models are reset on world destruction;

- Made it so decoration's undefined glowing_intensity makes it so entity limb glowing_intensity is inherited as long as inherit_effects is enabled;

- Added support for decorations to replace entity parts;

- Made it so Shading is not selectable by 3D decorations as it is handled via 2 separate textures and glowing intensity there;

- Made it so custom 3D models use 3D entity-like shader;

- Implemented simple 3D model compression;

- Made it so 3D models work after model format compression/decompression;

- Added error messages for server being unable to send textures to clients due to access errors;

- Removed unneeded decoration properties from compiled version of a Map;

- Fixed a bug that was causing pb2StartDetails.testing_in_level_editor to be not set;

- Fixed potential sandbox escape bug (I found it myself, it wasn't reported to me and I did not find it in any Maps/Modules);

- Fixed a bug that was causing a silent crash in one of user-made Maps that loads Textures in inline mode yet does not provide callback;

- Fixed a bug that was causing "user is offline" error to be never fired whenever user property request was being processed by Map or Module, updated Beta DM gamemode so it does not try to update stats for bots;

- Fixed a bug that was causing directed dynamic lights to lose rotation accuracy if attachment object has rotated a few times;

- Fixed a bug that was causing decoration-replaced guns to lose dynamic lights;

- Implemented support for client-side post-finalization triggers to be sent from server that is hosting a Map (can be used for more smooth decoration animations as well as sharing custom gun class information until it is added officially);

- Made it so objects and triggers created within client-side triggers have all IDs declared properly;

- Made it so decorations created via client-side triggers are allowed to be both static and dynamic, fixed issues that were causing decorations to be made twice;

- Made it possible to disallow ricochet and penetrating shots for AI presets;

- Made it so resistence to different kinds of damage can be altered via scripting;

- Made it so per-limb character health and limb health damage multipliers can be changed via scripting;

- Added support for 3D models to be used instead of default surface generation logic;

- Added offset and scaling for 3D models used for surface types;

- Added support for destruction of 3D models whenever used as surface type;

- Removed default value surface type properties from compiled Maps;

- Added surface type appearance that makes geometry look full bright but does not illuminate glow (texture with precalculated shadows case;

- Added surface type appearance that makes geometry appear normal but prevents shadow casting;

- Added more crash information on attempt to create pb2WindowHint attached to non-ragdoll object;

- Possibly fixed Level Editor crash on attempt to verify Map objects for errors while code editor was loaded only partially;

- Fixed a bug that was causing sensor-less pb2Region-s to have 0 .w and .h properties;

- Added more crash information for case of game crash due to attempt to play sound with invalid volume;

- Fixed a bug that was causing F1 to crash game when using in-Level Editor's ACE Code Editor;

- Exposed stability property of characters for level scripting;

- Fixed a crash related to AI not expecting regions to be attached to movables;

- Made it so 3D model importing vertex position rounding does not affect small models as much;

- Added render methods support for decorations to make it possible to put transparent objects to background with proper layer order;

- Fixed a bug that would cause Vector objects to inherit internal shell structure of b2Vec2 objects, resulting into undefined properties if previously played Map used b2Vec2 objects;

- Added hint for cases when 3D models made by other users can not be loaded on Maps that were never saved;

- Fixed a crash on attemot to spawn attached text bubble/hint to ragdoll that is about to be removed;

- Partially exposed pb2FireType for scripting.

Skin Editor

- Fixed a bug that was causing Skin's bounds expansion to be dependant on viewer's quality setting;

- Fixed a bug that was causing sounds to be not reloaded in Skin Editor, added existing voice preset disposing while Skin Editor is open;

- Made it so .mp3 sounds work in Skin Editor (smaller file size);

- Added specific voice lines test play button to Skin Editor;

- Implemented audio file decompression on a separate thread to prevent server/client lags whenever Skins with many voice lines are loaded mid-game;

- Fixed crash on voice playback right after new delayed voice line decoding has started;

- Optimized cloth simulations for cases when there are a lot of accessories per skin as well as a lot of entities near player;

- Possibly fixed one of Skin Editor crashes;

- Possibly fixed a crash on backup creation right when Skin Editor is being closed.

Interfaces

- Updated table appearances on Creation pages;

- Fixed a bug that was causing invite code activation to work incorrectly if accept button was clicked more than one time;

- Made it so invite code can fit into field visually;

- Fixed lobby chat not scrolling to the very end of conversation whenever tab is inactive;

- Fixed confusing captions/settings when users were trying to add each other to friends yet had private messages disabled;

- Added Settings hint on how to change Direct3D9 version to Direct3D11 if user has it selected (usually manually);

- Fixed Creation preview disproportional image scaling bug;

- Fixed a bug that that was making it impossible to add comments with non-latin characters, fixed an error on attempt to use non-breaking spaces in properties of User profiles/Creations/Clans;

- Fixed a crash on attempt to load code editor via overlay while game hasn't loaded fully;

- Added "Find Creartion" and "Random Creations" folders for Creations screen, adjusted Resonance points emission, made "Featured Creations" section work;

- Made it so "Find Creation" and "Random Creation" result cache is reset upon reopening;

- Fixed a bug that was causing "Find Creation" and "Random Creation" results to disappear on click;

- Implemented "Find Creation" logic, added simple UI;

- Got permission to use "Akhlut - Babylon" soundtrack, added it to Main menu, updated Credits screen;

- Made it so Creation items near edges of visible screen area start preloading earlier;

- Fixed Creation UI style errors;

- Made it so scheduled Resonance decreases are shown on 0 Resonance Creations;

- Fixed a bug that was preventing comments with Resonance change from appearing instantly sometimes;

- Fixed some more rare UI crashes;

- Made it so mobile version of website does not zoom-in on double tap;

- Fixed an issue where Image preview would not save if it had complex transparency;

- Implemented 3D model importing into Creation settings;

- Implemented 3D model preview generation with a simplified rendering;

- Added separate Creation type for 3D model;

- Added independent option to disable main menu music;

- Fixed a crash on attempt to download contents of Creation while leaving Creation's page on in-game ovelay;

- Fixed a crash on attempt to create Creation in no-caption mode;

- Fixed rare match sorting crash;

- Made it so match start scrollbar is more visible on wider screens;

- Simplified invite creation interface for now;

- Made it so obtained and favorited Models folder is named properly.

Server

- Made a service unavailability tracker so I can get notifications about issues sooner, although it doesn't report all types of issues yet;

- Fixed a bug that was making it potentially possible to use same invite code past the use count limit in rare cases;

- Hopefully fixed a bug that was causing 403 errors when starting a game for some players;

- Fixed Creation access errors;

- Made it so official Multiplayer match hosting servers auto-start on server reboot;

- Made it so regional servers will attempt to keep their sessions active from time to time in order to prevent Creation downloading errors when idling for too long;

Files

Comments

Mikop Sampiro

It's good to see the progress of PB3 again, I hope that in its final version (and most likely) it will have millions of players.

Mokaal

We getting into 3D cutscenes!

Patty

Hey Eric! I’m loving the 3D work being done. I’m not sure how deeply I’ll dive into it myself but I’m excited to see how creators use it and how it appears in the main campaign later down the line. Here are my questions for this month: Can map creators save the newer AI configuration options as reusable custom presets or do some of them still need to be configured separately for each AI? With the personal teammate enemy list does an AI eventually forget its hostility after a certain amount of time? Can that hostility spread to other teammates or does it always remain personal to the individual AI? Can projectile reaction and dodging be configured separately? For example could an AI notice and react to an incoming projectile while remaining in position instead of dodging and could projectile dodging be disabled entirely for certain AI? You’ve mentioned before that your laptop is quite old, and this month’s rendering work is pushing your cpu quite badly. Have you considered upgrading your computer to improve your workflow and reduce rendering times? That’s everything. See you next month Eric. Keep up the good work!

Brojamon

yo gurt, pb 3 is fire

AnarchE

Will we get an in depth tutorial on how to use the level editor and other things? It's very difficult to use imo. I'm not used to it yet, I guess.

Ueu E3

Eric, will there be any way to change crosshair? Sometimes i just dont know where it is especially when theres background that perfectly is the same colour as the crosshair