
We’re adding an update today centered on optimizations and tech fixes. This update should vanquish many issues, some of them longstanding. Please put this update to test!
Update 0.998k – Notes – The GamesCom Update
- Building manager replaced with an all-new version. Old multithreaded mechanism packing buildings into meshes for display is replaced with multithreaded mechanism managing distant building parts into instanced render data.
- Lowered memory consumption, dynamic allocations/deallocations, RAM-VRAM dynamic traffic and memory fragmentation that could lead to crashes on some PCs.
- Data compression and memory pipeline optimizations.
- Improved the reduction of memory consumption.
- Various internal optimizations and robust memory cleaning.
- Increased number of object shot angles for billboard representation for more detailed object blending.
- Improved dithering for object and LOD transition.
- Improvements to terrain render.
- Improvements to billboard render.
- Improvements to controller detection routines.
- Improvements to internal string caching and search routines.
- Improvements to socket memory storage and search per frame.
- Improvements to socket caching and socket search per frame.
- Several optimization fixes to NPC animation parameters.
- Optimized calculations for character nodes and node matrix buffers during animations.
- Optimizations for NPC tools and working FX.
- Fixes to sowing hand animation.
- Restored working seedling menus in one of the purchased greenhouse cabinets.
- Proper transport cables between a vehicle crane and green shingle container (where appropriate).
- Proper level of details for new vehicles.
- Fixed gardening warnings when holding non-gardening tools like fishing rod.
- Fixed false-positive blockade of bus stops (a rare occurrence).
- Number of changes to main render pipeline regarding texture and mesh render optimizations, buffer operations and texture swaps.
- Huge decrease of small dynamic allocations per object create/delete, texture associations and visibility selection.
- Unified several shader families in skinmesh renderer resulting in fewer skinmesh draw calls.
- Fixed several smaller bugs in skinmesh renderer.
- Fixed several bugs in NPC animation wait states and refresh routines.
- Removed overhead search calls in idle animation settings for invisible NPCS.
- Fixed planting vegetables in the middle of farm greenhouse.
- Fixed blinking of greenhouse vegetables. No more D&D spells for them.
- Cat doing his job properly (could have let some mice in before).
- Fixed upper lights for CA type tractor.
- Proper capacity for RAUCH TWS 7000 (8560l).
- Removed exhaust smoke from old pickup. Instant green tech for the win!
- Forbade a player jump when there are obstacles just over head (to avoid possible clipping).
- Reformatted farm stats window to fit new vegetables etc.
- Cat and dog ownership shown properly in farm statistics.
- Increased vertex-cache hits.
- Decreased video memory consumption.
- Better (esp. For lower-end/min req. pcs) and more stable FPS.
- Distant buildings cast shadows except for lowest shadow settings.
- Fixes to trees shadow render (disappearing leaves for trees behind) for higher shadow settings.
- Fixes to blinking transparencies.
- A number of smaller bugfixes and code cleaning.