1. Poached : Hunt The Hunter
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  3. Early Access Update V0.8.7.6

Early Access Update V0.8.7.6

Optimizations:
  • 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.