Hello Fellow Game Makers,
Next week I will be releasing the next major update, aptly named the Monster Update. In advance of this, I want to ensure we catch as many showstoppers and critical issues as possible, and I now hand the latest build from our internal beta testers to you, the brave community members who have the Public Preview build as their version of choice.
It's been almost exactly a month since the last Public Preview and your feedback through the
Issues Tracker has been great. Since then, it feels like we have accelerated our addition of new features and fixes, so if you are reading this and want to help test the final update before we go live to everyone in the GameGuru community, go check out the Public Preview available from your Steam product page properties under beta tab and PublicPreview in the dropdown list.
As a guide to what has changed, here is the undoctored changelog for you to shy away from. Fear not, for those not interested in such detail, we have a friendlier description of the changes to announce when the final update goes out. As usual if you find any issues, you can post them in our Issues Tracker linked above:
* Fixed DX11 depth buffer problems causing z-fighting.
* Added Dynamic lights can now reflect real PBR reflections on objects.
* Standalone executables now retain settings from realshadow setup
* Fixed problems of near camea clipping, and no longer a need to reduce camera distance
* Standalone games now have the window title set to the executable filename (removing - and _ symbols)
* When you save a level, it will now make a backup of the destination .FPM file before overwriting it
* Weapon artists can now omit the GUN_D reference in GUNSPEC file to use models own PBR texture refs
* Added support for runto, empty runto, runfrom, empty runfrom for move to run to move anim transitions
* Increased maximum permitted lines within a GUNSPEC file to 1000 lines
* Melee attack when in zoom mode now zooms out properly
* Can no longer zoom in during a melee attack
* Added brass delay functionality using new GUNSPEC fields BRASSDELAY and ZOOM BRASSDELAY
* Replaced Reload sound when no ammo with NOAMMO.WAV sound effect stored in player voices folder
* When firing in automatic mode, the last bullet fired now triggers LAST END FIRE animation
* Added SMOKESIZE to GUNSPEC to allow control of the size of smoke decal displayed
* Reintroduced DRY FIRE animations when the weapon is moving, but not running
* When building standalone executables, weapons specified inside ammo entities are no longer included
* When fixing weapon jam and in zoom mode, weapon zooms out before making the fix
* When using 'shareloadedammo' mode, both jamming and unjamming apply to both weapon modes
* Moved triggering of brass ejection to END of START FIRE animation (for weapon realism)
* When using the real physics flag for projectiles, particles now follow projectile objects
* You can omit the TEXTURED in projectile settings and it will use built-in PBR texture set from model
* Can now switch weapon modes, even when currently zoomed in
* Added 'explosionSize,explosionSmokeSize,explosionSparksSize' to projectile explosion settings (100 is default)
* Added 'doesnotuseammo and alt doesnotuseammo' to flag when a weapon mode does not use any ammo (fuel)
* Prevented player start capsule from initially offsetting by its collision center (already centered)
* NOTE: Above fix prevents player from sticking in single layer EBE building
* Repaired system which generates tangent and binormal vectors for lightmapped objects
* When in PBR mode, lightmapper now uses PBR shader and overrides AO texture channel for lightmap textures
* Fixed issue of smoothing groups (normals) being destroyed by lightmapping process
* Fixed issue of sprites eating TAB TAB sprites when using importer
* Fixed legacy OLD BRIDGE in CITYSCAPE to add forceobstaclepolysize value to improve obstacle generation
* Improved obstacle generation code so sunken entities generate obstacle shape at terrain height level
* Changed the AI_FANTASYCHARACTER.LUA script to use newer AI movement and avoidance technique
* NOTE: Above fix also prevents characters from flying high into the air (bad old movement system fail)
* Added new 'apbr_animwithtran.fx' shader to allow animating PBR models that use semi-transparency modes
* Added new FPE fields for "appendanimmax, appendanimX, appendanimframeX" to append animation files to model
* Improved FPE model loading to allow animations to be appended to the final in-game model (see Dragon)
* Added new DRAGON model which will be used to showcase the new FBX Importer improvements
* Added new 'appendanimfinal' field to FPE so appended animations can be saved for future faster model loading
* Added new Water Settings Slider to allow control of water level and water attributes
* Added new Water Settings LUA Commands to control the water and its attributes (22 new commands)
* Added 'water_change_lua.lua' script to demonstrate how to control water via LUA script
* Improved access to internal weapon settings (from command SetGamePlayerStateIsMelee through to GetFireModeSettingsActionBlockStart)
* NOTE: The above additions allow optional GunID and FireMode indices to access any weapon value stored internally
* Added support for COLLISIONMODE = 2 (physics sphere) and COLLISIONMODE = 3 (physics cylinder)
* Updated all barrels in default stock assets to use cylinder physics shape
* Added new mode 2 to 'forceloadtestgameshaders' to force COMPLETE recompile of all BLOB shaders
* Fixed issue of EBE structures not lightmapping correctly and corrupting the geometry
* Fixed issue in some scenarios where entity illumination map is not used in model
* Fixed issue of zoomout animation not working when switch firemode
* Fixed issue of zoomout using simplezoom mode of alternate during firemode switch
* Fixed issue of missing illumination map on multi-textured gun models
* Fixed issue of holding down SHIFT then press W to instantly run, now graduates from walk anim
* Fixed issue of letting go of W just as transition to run, now no longer glitches animation
* Reloading while running now transitions back to move animation before reload animation begins
* When switching firemodes while running, weapon transitions back to move anim, then back again
* After melee attack while running, animation transitions back to run animation smoothly
* When guns are switched, any brass still using physics is reset (fixes missing brass issue)
* Prevented old fire or melee random selector to mess animations right after switching firemode
* Ensured editing of weapon entity properties panel do not erase firemode one settings
* The Sun Factor Slider now only affects lightmapped objects (the intended target for this value)
* All per pixel lights now use PBR light reflections
* Setup.ini (maxtotalmeshlights) allow you to define the max number of lights a single mesh can have lit at any time
* Setup.ini (maxpixelmeshlights) allow you to set how many per pixel lights a single mesh can have lit at any time
* NOTE: If above number is exceeded everything will switch to way faster per vertex light
* Setup.ini (terrainoldlight) allow you to switch terrain to use the old fading light system, can be faster in some cases
* Setup.ini (terrainusevertexlights) set the terrain only use the way faster per vertex light system
* Setup.ini (maxterrainlights) allow you to set how many lights the terrain can have lit at the same time
* Setup.ini (terrainlightfadedistance) set the fade distance for terrain lights
* NOTE: Terrain light fade is only active if you use more then the total, if use less all light is always on
* Setup.ini (showstaticlightinrealtime) enable static light to always light unless in pre-bake mode, see the static light while editing
* Range and intentity is decreased by 30% to try to match light mapper
* Spot light added to all shaders
* Added Spot light selection box to GUI
* Support for "gun flash light","fireball dynamic light","explosion light". Now use the new light system
* Fixed pbroverride=0 so all shaders get support for the new light system
* Dynamic lights now remove shadows
* Toned down dynamic spot flash for traditional intensity
* Fixed issue of dryfire loop clicks when running with shotguns
* Fixed issue of idle frame glitch when transitioning between firemodes
* Fixed issue causing memory to be corrected due to new appendanim feature
* Corrected mesh issue with sandstone structure (17) entity
* Corrected mesh issues with the Galaxy Seed path entities
* No longer crashes if limb name uses LOD_0 thru LOD_2 but has no mesh
* Fixed GARBAGE entity so it no longer flickers or casts a shadows
* Added new 'usespotlighting' to FPE to allow light markers defaulting to spot
* Updated light markers so they have spot light forward if switch to spotlight
* CRITICAL : SCIFI DRONE level, crash when second drone fires at player
* Added new markers, including ones for images, text, ambient music and spot lights
* Fixed long standing light mapper issue causing rotated entities to use incorrect normals
* Removes left over dynamic lights from terrain when select New Level from FILE menu
Additionally, you will also find a new dynamic lighting system in operation which has quite a lot happening under the hood. To help understand it, here is a short description of the additions, courtesy of the pioneer to created it, the mighty Preben:
New Dynamic Lights System Explained
A new dynamic light that run using a mesh based system, what this means is that lights is now always lit no matter how many dynamic lights you have, each mesh on a level can have up to 40 light calculations. It work by ignoring lights that do not reach a mesh , so on a per pixel basic it know how many lights the pixel have and ONLY process those, so if you have a screenshot of you level , only the pixel that are actually lit by dynamic lights will do the calculation the rest dont make any calculations, so you can have one mesh sampling lights from 40 sources and many that have zero light sources , so overall this will be faster and everything will always be lit.
The terrain could get lights coming in from all lights placed on a level, so the terrain ligth is by default set to use a way faster vertex light, but also have a fading system running where it will fade out the lights on the terrain at a distace you can define , this is by default set to the same range as the shadows, but ALL lights within this range will always be lit on the terrain. Also added the possibelity for you to enable the old fading system on the terrain , and also a option to set the terrain to use per pixel lights if you prefer this.
Everything is real-time so all lights on a level can be moved around with no fps drops, if you have moving lights you might consider to use per pixel terrain lights terrainusevertexlights=0 for a more smooth movement. A new spot light type has been added to the GUI so you can set a dynamic light to a spot light, use "rotate" on the light object to set where the spot points. The system is made so you can define how you like it to work Speed vs. Visuals. with no shader changes needed.
Default settings:
maxtotalmeshlights=38
maxpixelmeshlights=12
terrainoldlight=0
terrainusevertexlights=1
maxterrainlights=20
terrainlightfadedistance=4500
showstaticlightinrealtime=1
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM