Development update - May 31, 2023 (Patreon)
Content
Today's video will mostly showcase the current state of AI - quite unfinished. Shown AI was made long before Level Editor was made, I've already spotted multiple bugs that should be fixed. But at least final footage is 1 GB+ in size. Would have recorded it on a better PC but I think I won't be able to use it for a while.
Monthly work was put into fixes, improvements and re-addition of antigravity fields. They are no longer a pushers masked with an invisible doors and a decoration - they are a separate entity that can be both damaged and destroyed now (as long as map needs that). Damage causes them to malfunction for some time.
Also, did some Patreon API tests - I think I will be able to automate e-mail to amount of Patreon support connection when it will be needed.
Gameplay
- Fixed a bug that was causing debris particles to spawn only on a small area of broken entity parts;
- Fixed a bug that was causing hand holders to be assigned to left side instead of top side after movable started moving;
- Detached antigravity entities can play impact sounds now;
- Added a support for shadowmap-affected in-game texts (used by Antigravity);
- Fixed a crash caused by projectiles attempting to guess in-world text's transparency mask;
- Fixed a bug that was causing players to stay in push areas of antigravity whenever they leave them;
- Fixed a bug that was causing players to perform step-up logic on top of antigravity field affection areas;
- Fixed a bug that was causing swords and explosions to hit antigravity fields whenever they are hitting affection area;
- Fixed a bug that was causing guns to be pushed out of from antigravity affection areas whenever dropped (normally such logic exists to prevent guns from phasing through any kinds of walls and entities);
- Fixed a bug that was causing hand holders to stay unreachable near antigravity affection areas;
- Fixed a bug that was causing players to phase through one of antigravity types;
- Design update for antigravity, 3 kinds;
- Fixed a bug that was causing red antigravity to not react to grenades;
- Fixed optimization issue causing projectiles to not have extra trail steps when crossing antigravity affection areas (trail would turn into line that goes from gun towards the last position of a bullet, effectively shifting weirdly);
- Fixed impact prevention bug that was breaking players whenever they go left/right continuously on them;
- Added projectile pushing for antigravities;
- Fixed crash related to level restart whenever player swims in a water and drops grenades;
- Fixed a bug that was causing antigravity to speed up sword attacks;
- Fixed trail system bug causing position of a last step to be never incremented by its' velocity;
- Added horizontal lines for antigravity fields via trail system;
- Fixed a bug that was causing trails to have inconsistent thickness on rotated antigravity fields;
- Limited "noping out" boost low activation limit so it won't be activated accidentally when player simply looks near itself while going up/down on the red antigravity;
- Fixed a crash whenever projectiles goes through barrel and tries to hit barrel parts that happened to be already destroyed;
- Added mass cap support for antigravity fields;
- Added cooldown duration option for antigravity fields;
- Fixed bug causing player's head to stuck physically for few seconds (but not visually) whenever player tries to walk under low wall;
- Added freezing support for antigravity fields;
- Added support for dynamic range/strength changes of antigravity fields via level scripting. Fixed overlapped object collection mismatches whenever this happens;
- Implemented antigravity stunning with blinking whenever damage is taken;
- Added impact prevention antigravity logic;
- Standardized entity attachment behavior;
- Fixed a frustum check formula for offscreen object detection;
- Made it so deeper and infinite liquid areas are affected proportionally less by blood colors;
- Delayed sword damage boost activation slightly so it is not granted whenever player cancels it before sound has been really heard;
- Made a front side of a lava brighter;
- Added a loop sound channel release whenever door stops;
- Added a randomization to rain/snow particles spawn offset for case when zoom decreases (previously they would wall in a line because of that);
- Fixed an issue causing rain/snow particles to spawn without proper camera frustum formulas being taken into account;
- Fixed an issue causing background rain particles to not spawn splashes outside of 2D camera view projection (previously it was done for all particles due to optimization, but these background particles can still be seen);
- Fixed a bug causing jetpack trail to not vanish underwater and sometimes in walls;
- Added support for gun rotation whenever game tries to move gun close to player who dropped it while preventing it phasing through thin walls (should handle cases when sniper rifle is being dropped by player who is in a low-ceiling room;
- Fixed an issue causing rain drops to keep horizontal velocity after they've reached bottom of a screen yet previously were pushed with explosion;
- Fixed an issues causing rain particles to not spawn in proper places;
- Fixed an issue causing barrel to collide with red antigravity solely during low framerate;
- Made antigravity trails to be not spawned offscreen (optimization);
- Fixed an issue causing movable walls to be not able to start moving during level start;
- Fixed an issue causing logical size of movable walls to slightly change while they were moving;
- Made new robot skin (just visuals so far);
- Added gun collision disabling for unarmed Hound Walker-CS (guns aren't visible in this case);
- Fixed an issue causing loud friction sound whenever one of new weapons is used (M).
Level Editor
- Added entity rotation support;
- Fixed bug causing rotation to be inverted by specified side if entity does not have flip support;
- Added live update support for entity rotation;
- Added entity bounding box recalculation during rotation;
- Added automatic entity sub-type detection so level designers can use drop-down list to change antigravity or any other entity sub-type rather than enter IDs;
- Fixed bug causing antigravity trails to stay mid-air when antigravity is being removed in Level Editor;
- Made trigger groups look less like walls;
- Fixed bounds loss on entity recreation;
- Fixed issue causing entities to explode on recreation in preview;
- Made it so Level Editor won't add shadow properties to compiled map which were previously used (and are still saved) by same object while it had different sub-type. For example antigravity has range property which will not be added to a complied version of a map as a result of that. Similar happens to walls that become regions etc. It is done for map size optimization;
- Fixed issue causing fake warnings on first map load due to lack of parameters panel properties scan cache;
- Fixed false error message whenever code snippet object was edited;
- Added strength/range settings for antigravity entities;
- Added blueprint wireframe view redraw whenever objects are moved in structure list (needed to update groups);
- Added support for regions that react to movables that stop at their position (as long as sizes are same);
- Fixed a bug that was causing static lights to not spawn too far from background walls;
- Fixed a bug that was causing night sky color to override bright static lights where background walls were missing;
- Fixed crash whenever water class is being removed during preview and rain;
- Fixed issue preventing preview version recreation of objects if they were never created before preview mode was entered.
Interfaces
- Fixed vertical scroll in full-screen code editor whenever user tries to scroll via caret dragging.
Multiplayer
- Added sync logic for antigravity entities;
- Added kick sync for red antigravity;
- Implemented speculative red antigravity kick reactions;
- Added antigravity joint synchronization;
- Fixed issue causing movables and liquids to lose sync visibility way too early, especially if they have extended depth;
- Fixed default respawn module issue causing player to never respawn whenever it dies from falling into the void;
- Fixed bug causing all visible movables to briefly disappear for a sync frame after replay started/stopped or if player respawns (cache was assigned to ragdoll, but player's ragdoll changes instantly in these cases);
- Added sync for liquid depth and infinite extension to left/right;
- Increased HUD bars as well as health bar accuracy so it is no longer rounded;
- Fixed bug causing characters to play death sounds at zero coordinates when they have broken heads in 1 hit;
- Fixed bug causing doors to not have loop sounds if they happen to play it for the first time before sound was loaded (built-in sounds are loaded with delays for now).
Sounds
- Made 2 sound effects for antigravities;
- Made new match connection sound effect, removed previous one.