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1.3.6.B Update - Optimisationzzzzzz

Hey Neighbours!

Hope you're having a good week! This update mainly focuses on some back end optimizations and reworkings that have been a long time coming and will help me work faster and more efficiently for future updates. That said, there are still some changes that you might notice including ability to change the player voice, volume control for dialogue sounds and some petal event fixes. Also lot of the work I've done this time is around handling data in more efficient ways so if you previously experienced slow downs or lagging I'd love to know if this has made any difference!

As voted in our Discord community the next major content I'll be working on will be petal events (and I'm going to get going on polishing off the UI stuff too) so look forward to more relationship progression soon!


General:
- Private detective - Fixed incorrect bank transfer after completing quests.
- Lift menus - Fixed occasional soft lock when spamming exit buttons.
- Adjusted NPC spawn logic for less chance of them spawning into awkward spots (still WIP)

UI/Accessibility:
- Added option to turn off debug logging.
- Redesigned settings page
- Added volume options for dialogue box sfx.
- Fixed energy saver not saving/loading correctly.
- Fixed toggle/hold to run not saving/loading correctly.
- Fixed soft lock on title screen when exiting news.
- Adjusted text for toggle/hold to run to be clearer.

Player:
- Optimised movement functions for less conflicts during Petal Events.
- Adjusted collision system to prevent getting stuck in collisions .
- Adjusted collision system to prevent being sucked through circular collision objects and updated tree collisions.
- Added 2 customisation options for dialogue box voice.
- Re-added bonk sfx to collisions.
- Fix long pants doubling up during sitting facing right.

Petal Events:
- Fixed Avery PE1 crash.
- Fixed Quinn PE 1 speed problem after event.
- Added kill script for all cutscene obj.
- Fixed crash when “Exit to apartment” is used during events.

Back end and optimisations:
- Added a LOT of new trouble shooting logs
- Fixed NPC distance calculation.
- Consolidated MANY functions.
- Removed MANY depreciated variables, objects and scripts.
- Fixed naming conventions for debugger, camera, daycycle, crops, obj_crop, depthsorter, inventory, game.
- Fixed naming conventions for various enums.
- Depth sorting - added exists check for objects to prevent crashes.
- Depth sorting - no longer depth sorting or drawing objects outside of the camera window slice.
- Optimised ds_grid deletion on cleanup.
- Optimised for loops to have fewer array/grid size calls.
- Completely overhauled player sitting functions in preparation for future features.
- Completely overhauled player state functions in preparation for future features.
- Optimised NPC schedules to split into multiple grids swapped on room start.
- Optimised logging functions to be less heavy.
- Optimised tally check functions and switched to be once per second.
- Optimised shadow calculations.
- Optimised fences to call flower check less.
- Updated pathfinding grid update to only call when someone is walking a path.
- Freed a bunch of player and npc scripts to be used by multiple items.
- Removed button saving from hotbar and notifications