Early Access Update V0.8.7.6
Optimizations:
Additions/Details/Changes:
Fixes
- Environment quality settings now affect the quality of skydome sphere polygon density.
- Optimized bone hierarchy for skinned meshes with skeletons that don't require parented objects in the hierarchy, such as birds and insects.
- Optimized polygon geometry for small insects such as dung beetles that don't require high detail due to their size.
- Optimized animator controllers for some birds, rodents, insects and other larger animals as they included numerous animations and blend trees not being used.
- Removed unused trigger volumes from pigeons, sparrows, owls etc. that don't react to the player such as when eating bugs or observing the player.
- Converted secret "Skip Level" snails from skinned meshes to static meshes, since they aren't animated thus no reason for extra skinning processing.
- Converted dragonfly animation system from old legacy system to new Mecanim system as well as optimized internal skeleton and hierarchy.
- Optimized texture memory of incredibly small entities such as flies, wasps & dragonflies which barely take up a few pixels even when zoomed in.
- Optimized geometry of Gardener planting flowers found in grow room Mission 1
- Optimized memory of shopkeeper animation controller
- Small optimizations to sky dome algorithm.
- Optimized shop keeper look IK algorithm.
- Programmatically removed all unused tags from project.
- Optimized internal hierarchy and memory footprint of enemy muzzle flashes
- Optimized a redundancy inside enemy controllers related to idle animations also used in non-idling characters.
- Numerous code refactors, tweaks & micro-optimizations for improved performance on lower end devices.
- Environment detail now affects the distance of tree billboarding for better performance especially when viewing large vistas from a distance such as on top of a cliff.
- Optimized handheld radio texture memory usage.
- Enemy footstep algorithm now calculated velocity of enemy with square magnitude instead of magnitude velocity.
- Enemy footsteps are now pulled from a pre-shuffled array instead of a randomized calculation.
- Optimized the sharing of various data attributes between multiple instances of duplicate classes with improved implementation of static variables, constants and scriptableObjects.
- Optimized use of magnitude calculations in all scripting and navigation entities in favor of a squared magnitude calculation.
- Optimized raindrops internal algorithm and codebase.
- Optimized car damage collision dealer algorithm.
- Optimized terrain shadow casting vertex count.
- Optimized horizon fog synchronization calculation algorithm.
Additions/Details/Changes:
- New arm accessory for Character #4 making each character arm set truly unique.
- Running Audio [Coins/Bullets jingling in pockets] now softer and more subtle for less audio fatigue. (from 0.25 to 0.15)
- Fixed weird tiling texture on shooting range operations table.
- Improved the animation blending between enemy idle states such as a poacher who is not patrolling but busy carving up an animals and their transition from that state into battle when alerted.
- Characters are now nameless as the names don't add any value, and the player can now decide in their own head what they wish the characters to be called.
- Improved quality of glass shattering when shooting out vehicle windows.
- Character selection rotation is now faster/more snappy.
- Improved quality of weapon wheel selection when using a mouse.
Fixes
- Fixed missing Vehicle Garage option from personal computer when using the upgraded mobile home instead of the caravan.
- Fixed an issue with knife in zebra ragdoll near mission 1 camp disappearing from certain angles due to misconfigured occlusion culling.
- When cinematic music is playing it is lowered when listening to the rock music station.