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  3. Version 0.1.325 Patch [Major] - Player Fixes and Updates

Version 0.1.325 Patch [Major] - Player Fixes and Updates

[h3]Fixes[/h3]
  • Fixed issue where pressing Y to respawn no longer worked properly
  • Fixed event binding for steam friend loader
  • Fixed stored procs userrealmcharacter_getfriendinvites and userrealmcharacter_getfriendsinvited to skip invites from deleted characters; Updated user_deleterealmcharacter to release records for friends, invites, and blocked chars at delete time
  • Fixed a bug with GetRandomWorldLocationOnGround where the function could endlessly loop or loop for an excessive amount of time
  • Fixed a bug where if the player possessed a pawn that died prior to them fully initializing ownership the player would never have their Death UI shown
  • Fixed a bug where if the player died during severe lag and received their death replication 3+ seconds late the Death UI would never be shown
  • Fixed a bug where a floating character would be left behind if the player died while switching between perspectives
  • Compass Performance Fix
  • Fixed a crash that occurred when attempting to open the inventory after logging in dead
  • Fixed bug where player corpses could fall through the world

[h3]Updates and Improvements[/h3]
  • Refactored item paths to be cached locally in binary file on server; refactored related sql and C++
  • Re-enabled JSMN integration for C++ service classes
  • Created a new function called GetSafeSpawnPositionAtLocation in the FRV Function Library. This function attempts to find a safe position to spawn the player using a non-random method of checking points around the input location
  • Created new proc playertrait_updatesingle; rewrote APersistenceManager::DoMySqlPlayerTraitUpdates to use this.
  • GetThorconPlayerSpawnLocation will now always return a valid location and no longer cares about players overlapping other players
  • Renamed GetRandomPlayerSpawnLocation to PawnBot_GetRandomPlayerSpawnLocation to clarify that it is currently only used by bots
  • FindNonCollidingPlayerSpawnLocation now makes use of the new GetSafeSpawnPositionAtLocation function in the FRV Function Library. Additionally this function now prints debug information when a location fails to be found
  • Moved IsLocationInOcean into the FRV Function Library
  • RestartPlayer will now always spawn the player at the hard-coded Thorcon location
  • New loading widget
  • Refactored area data to static list and helper class (AreaNameService)
  • Refactored player state updates to instant-update queue system
  • Refactored player attribute updates to instant-update queue system
  • Refactored player trait updates to instant-update queue system
  • Created a new function called KickPlayerWithMessage in the FRV Function Library. This function as the name implies will kick the player and display an error window with the desired message
  • If a player is kicked in the editor the kick system will now log a message stating why the server attempted to remove them rather than ending the session
  • Added in various login failure handling to the player login pipeline. This will kick the client if they fail to connect rather than leaving them in a hung state until they manually reconnected
  • MakeDatabaseRequest now returns if it was successful. If a MakeDatabaseRequest fails during login the client is now kicked with a message informing them where persistence failed
  • Added failure handling for if the player's pawn fails to be spawned for any reason in FinishReadingCharacterCloudData and RespawnCharacterCompleted
  • If the Death UI is visible it is now forcibly set to a higher Z-Order in the viewport and user focus is checked every frame.
  • Created client-side events in the PersistentRPGCharacterBase class for when the pawn is possessed/unpossessed by the local controller
  • Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received
  • Refactored player stat data (energy and rai) to instant-update queue system
  • Refactored world item add/update/remove to instant-update queue system
  • Refactored inventory persistence to instant-update queue system
  • UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future

We know there are a lot of new people who are excited to jump in the game, but before we welcome you to Lahaina for the first time with a beta key, we want to fix some things first. We are going to take a few weeks to focus on refactoring, persistence, and stability in order to provide the best experience possible for all of our new players before we start handing out keys again. Mahalo to our great testers for not only finding things that need to be fixed but pointing out where our systems needed some upgrading. Here's a list of the bugs you found that we addressed this week.
  • Maikowl - UI Text Spelled wrong
  • Be able to select multiple screenshots to submit to bug reporter
  • Compass impacting performance
  • Eldisty - Can’t Loot Mutant


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[h3]More About This Game[/h3]