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Preview Build 0.2.2.9 Plants, Optimizing, And Memory Management

Change Notes 0.2.2.9

  • Implemented modifiable plants
  • Fixed all data structure out-of-bounds reads/writes
  • Reduced memory usage
  • Reduced texture swaps (optimization)
  • Made minor optimizations to some game logic
  • Minor optimizations made to terrain rendering (batching improved)
  • Adjusted text position on item display
  • Fixed a few issues in the mod documentation

Plants Are Finally Here

I set up plants to be mod-friendly this time around. You can change the growth rate, item drops, and even random drops. You will be able to add your own plants of course which I hope will encourage people to add hundreds of crops.

Memory Leaks Have Been Plugged

There have been a number of memory issues in the past with Project Explore but there has always been a large memory leak due to the way world tiles, the world temperature grid, and the world biome grid were being handled. I have fixed these leaks for good and in the process I optimized a few lines of code that involved some math behind it all.

Cleaning Up Old Code

A lot of code that I had written for the previous inventory system and various player scripts have since become obsolete. There were around 30 variables and 6 data structures (that were obselete) still being initialized when the game started. I cleaned all this up and organized my code in those areas.

Even More Optimizing

I've reduced the number of texture swaps and vertex batches. I made sure that I optimized the game as much as possible in terms of rendering. If you have frame rate issues in the current stable build, I'd like to know what kind of difference the preview build makes for those of you with older hardware.

What's Next?

I will be finishing the framework for mod suuport soon and shortly after that I plan on integrating the Steam Workshop. And after that will be multiplayer. I may go for the multiplayer before the Steam Workshop support of but we will see how things work out.