1.9 - Performance & Optimisation
Hey everyone!
A new update is now live, and it’s a big one under the hood!
Performance & Optimisation
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Creatures are dramatically cheaper to render. Previously, a creature could use hundreds of draw calls since each body part was rendered separately with its own submeshes. With the new mesh-baking system, an entire creature can now be combined into a single mesh! Creature Optimisation is still in testing, so it's opt-in from the settings menu for now, but it’ll be enabled by default everywhere very soon. Let me know if you run into any issues!
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Multiplayer netcode overhaul. Creature and world-item synchronisation has been optimised, reducing bandwidth usage and helping prevent hitches in busy online worlds.
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Scene optimisation. Foliage has been improved with distant tree billboards, tuned grass, and optimised shadows. The Farm map in particular has also received lots of smaller performance improvements.
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Smaller downloads and lower memory usage. Builds now use LZ4 compression and textures have been optimised.
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Smarter render distance. Creature visibility now scales based on your device instead of using a fixed distance. More powerful phones and PCs can see creatures from much further away while weaker devices can keep things running smoothly.
Fixes & Polish
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Fixed invisible creatures appearing in multiplayer.
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Fixed pets briefly spawning at the wrong scale.
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Fixed several minigame bugs.
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Fixed projectiles colliding with their own owner.
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Certain abilities (jumping, flapping, stomping, charging, breathing fire, and dancing) are now correctly blocked while diving.
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Creature ragdolls are now knocked back when killed by a charge or stomp.
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Various anti-cheat and security improvements.
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Cloud saving now includes your favourited creatures.
Cheers, Daniel
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