Greetings friends!
Apologies for the recent round of bugs, things keep showing up that were unexpected due to the voxel terrain rewrite. We are methodically making things better, MP is now working again, new systems are on the way in the following weeks that will continue to squash the remaining game breaking bugs so that we can move on to adding new content.
Patch Notes:
0.8.2
- Created workaround for Multiplayer bug where host gets kicked when player connects. This bug was caused by the new transvoxel update to the terrain coupled with the old water, which created too much data, making file save size huge, therefore causing the network to boot the player. Water rewrite is in progress, once water LOD is in place the save file size will be much smaller. In the meantime players can now play together but some terrain data will not be synced correctly. Real time terrain edits and block placement over the network are still completely functional.
- Fixed bug with bad height saved and player position being permanently bad. When a position is saved under the terrain, upon next load in the saved player Y position will be reset.
- Tweaked the Tone Mapping to reduce blue and bring back some yellow.
- Reduced the cost of water on FPS by reducing water quality. This is still old default Unity water and will be replaced in an upcoming update. Currently getting 55-65 FPS on our mid range testing machine due to improvements.
KNOWN ISSUES
- When playing multiplayer, everyone else but YOURSELF will appear to have the incorrect hair and beard. We hope to have a hotfix for this early next week.
- Players joining an existing world with lots of custom edits, if they have not been to this world before, will get fresh world data instead of the saved world data. Once the new water is in place we will re-enable data transfer on player connect and this bug will go away.
- The saved height issue has been corrected, however, this does not fix spawning inside of a mountain, which is random because the terrain is random. We are looking at expanding the raycast and other methods to determine when we are in a mountain (this works for being slightly underground but not in the case of the mountain). The collider viewer will enable the player once it detects terrain. To force this to happen, go into Terraform mode. Now change it from Player to FREE mode. Next, simply fly your camera up to above the terrain and press the FETCH PLAYER button. This will teleport your character to the surface and should also enable them once you exit Terraform mode.
As always, gratitude for your patience and interest in the project and have a great weekend!