3.23.2.0 Update Notes
Changelog:
Added
-
Option to use the classic crosshair shape.
-
"Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
-
Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
-
Exclude_From_Culling_Volumes [bool] option for objects.
-
Exclude_From_Level_Batching [bool] option for objects and trees.
-
"-DisableCullingVolumes" command-line flag. Not recommended.
-
"-UseLevelBatching=true/false" command-line option.
-
Valentine's day holiday condition for secret admirer note quest on Liberator.
-
Per-location option to hide from map UI.
Changed
-
Improved and re-enabled batching of level objects and trees.
-
Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
-
Use same collision height (2 meters) for all zombie types.
-
Slightly increase zombie vertical attack range by 0.1 meter.
-
Slide while standing on zombie's/animal's head.
-
Allow masks to work as underwater breathing apparatus with backpack.
-
Semi-auto repairing melee items play an impact sound.
-
Terrain tool weight target option can be used with auto foundation option.
Fixed
-
Stereo not playing the tracks not installed on the server, rendering the change in the previous update pointless.
-
Teleport animals that fall out of the map to a valid spawnpoint.
-
Pooled effects getting prematurely destroyed.
-
Transparent pixels in supersampled screenshots.
-
Some inconsistent skin/cosmetic emissive intensity values.
-
Animal collider not getting disabled on server.
-
Misaligned UVs on player/zombie ragdoll neck.
-
Extremely small network positions off by one.
-
Some inconsistencies when enabling/disabling crosshair.
-
Interior culling size of several objects.
-
Loading screen not appearing between clicking exit and reaching the main menu.
-
Legacy airdrop/location node conversion not assigning instance ID.
Patch #1:
Fixed
- Holiday object collision not disabled on server.
Batching performance improvements:
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false
For more information there are two new articles intended for map developers:
Level Batching Manual Object Culling
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.