Source: Steam Community (opens in a new tab)
CPU AND RAM OPTIMIZATION:
- Made vehicle wheel suspension job 95% faster in the worst case scenarios.
- Made soldier grounding IK job 70% faster.
- Made helicopter and plane movement jobs about 90% faster by time slicing obstacle avoidance physics queries.
- Re-ordered systems at the end of the physics fixed step to increase multithreading.
- Improved physics collider compounding to use larger compounding areas, which saves another 25% of physics time.
- Compounded physics objects of all kinds into the same compound collider cells to drastically accelerate physics world building and broadphase.
- Compounded static road props into those same cells, reducing rigid body counts even further. Reduced physics object counts by 50%.
- Optimized pooled and unused unit indicators to have less impact on the rendering pipeline.
- Improved unit indicators system to save text processing time on indicator texts that are not being displayed or have empty texts (96% improvement = 7ms of savings in Braccia adding all threads).
- Migrated almost every object in the game to this new collider compounding system, reducing dependency on the per cell freezing I used before. This allow granular dynamic freezing at the object level even if other objects are moving around it.
- Fixed a memory leak related to the new compound colliders disposal. In the process I found another related memory leak due to collider disposal that has been there since the beginning so I ended up reducing RAM memory usage too!
OTHER IMPROVEMENTS:
- Fixed bomb target orders preview staying in place after canceling or switching to a different order type to draw(on escape? on change of order type?)
- Fixed missiles hovering sideways in the air. Now I am applying proper sideways drag instead of turning velocity vector.
- Fixed Templar negative backup ammo issue after supply. Added warnings so it doesn’t happen again to any other unit in the future.
- Increased Templar arty projectile size and explosive power.
- Fixed tank and arty projectile colliders size.
- Fixed helicopters rockets not hitting where you are aiming when moving fast.
- Improved order panel design to be less blindingly yellow and have better spacing.
- Made right click cancel any current action like building, drawing orders or the eraser tool.
- Make clicking to delete an order not cancel the eraser tool (in addition to being able to click and drag to delete orders like an eraser on a blackboard)
- Made jets stabilize their pitch and yaw angular velocity when no input is given.
- Fixed debugging issue that was making some crashes unexplicable, and fixed a crash as a result.
- Fixed some explosive projectiles randomly not exploding on impact as expected.
- Made jets 30mm cannons way more damaging, with larger and explosive rounds.
- Improved tracer rounds to match ammo calibers better.
- Made big rounds (for example from Charly) kill infantry in a small radius from impact and not only on direct hits.
- Improved helicopter shooting flash particles.
- Fixed long fire trails when vehicles are moving.
- Fixed helicopters shooting non-stop forever if they are killed exactly in the frame they are shooting
- Hiding factory icons when close to the camera and making them a bit larger.
- Reduced explosion damage radius.
- Made explosions look as powerful as they are.
- Fixed some physics freezing/unfreezing behaviors causing heavy objects to fly away at high speeds after an explosion or hard impact due to incorrect mass.
- Fixed selection outlines on units not showing up against ocean background.
- Stop helicopter rotors and dust kick-up properly on rotor destruction.
- Fixed slow footsteps still audible when soldiers are stopped or dead.