Patch #1.3.2
Hello, KitHackers!
We're back with another Patch mainly focused on game optimization and bug fixing. Check out the range of adjustments made below!
[h3]PHYSICS[/h3]
[h3]OPTIMIZATIONS[/h3]
[h3]FIXES[/h3]
[h3]VEHICLE EDITOR[/h3]
[h3]UI[/h3]
[h3]MODDING[/h3]
[h3]PARTS[/h3]
[h3]STOCK VEHICLES[/h3]
[h3]CONTROLS[/h3]
[h3]AUDIO[/h3]
[h3]MODS[/h3]
Happy KitHacking!
HarvesteR & Curve Games
We're back with another Patch mainly focused on game optimization and bug fixing. Check out the range of adjustments made below!
[h3]PHYSICS[/h3]
- Part breakage is now handled by FlexPhysics, instead of the old Internal Physics.
- Fixed the logic for detecting when struts are bracing a given part.
[h3]OPTIMIZATIONS[/h3]
- Part motion now happens separately from colliders, to avoid the (significant) cost of PhysX collider synchronization.
- Player RB interpolation is now kept off while the player isn't moving.
- Vehicle RB interpolation is now always disabled, for maximum physics performance.
- TX screen gauges no longer update if the view mode isn't on the player.
- Reduced Tape Gauge (alimeter) update rate to not happen every frame.
- Removed Internal Physics components from vehicles, now that Flex Physics is responsible for part breakage.
- VehicleFlex FX no longer use PlayableDirectors, and update the animations directly. This drops 90% of the FX update time (from 1.2ms down to 0.1)
- Resource Containers (fuel tanks) no longer drain while in the Vehicle Editor. This prevents an enormous lag spike from the fuel drain indirectly leading to a full vehicle analysis recalculation every frame.
- Hydrodynamic forces are now coupled to Flex Physics.
- Physics stress blobs are now a bit smaller at max intensity.
[h3]FIXES[/h3]
- Procgen fuselages should now handle missing stack profiles on other part nodes more gracefully.
- Fixed odd 'skipping' motion when moving the view to the right on external chase camera mode.
- Fixed errors from PartPhysics initialization that caused symmetry and other editor things to fail.
- Fixed interior parts not being clickable in Inspect Vehicle mode even when internal view is active.
- Vehicle Resource Networks now revert back to full automatic if any networks have issues during loading/init. (eg ports/linesnot found, bad indices, etc)
[h3]VEHICLE EDITOR[/h3]
- Removed compressed air and exhaust gas resources from parts list filters
- The small balsawood beam/nose/tail/dowel parts are now visible from interior view.
- The part directly under the cursor now has an additional 'drop-shadow' outline to stand out from its child parts
[h3]UI[/h3]
- The chat log now cycles through the entire message history with the up and down arrow keys.
- Removed non-functional finger print "find me" button in players list.
- Disabled drawing of inertia tensors in the FlexPhysics overlay (too cluttered)
[h3]MODDING[/h3]
- PartModules and PartComponents now have virtual methods for when the vehicle init is complete.
[h3]PARTS[/h3]
- Single-cell Battery now has stack nodes on both sides, R00 profile
- Backwash motor now has R0 profiles on both stack nodes (so adapters now adapt to it)
- Hummingbird motor now has R00 profiles on both stack nodes.
- Magnetar motor now has R00 profiles on its stack nodes.
- Wirraby motor now has a T profile on its stack node.
- Corrected orientation of stack nodes on 6 and 12 blade EDFs (and added a new node on both)
- Removed overly large workshop collider from End Cap
- Added a backfacing stack node to Rim Cap part.
- Removed unused electric port on passive Hinge
- Piston travel speed is now adjustable
[h3]STOCK VEHICLES[/h3]
- Replaced Seafury MkI by new MkII design.
- Updated the Aeromite 100 to use the newer parts, and gave it an intrepid pilot.
[h3]CONTROLS[/h3]
- In all input presets, Shift+Return now opens Team Chat, and Return opens All Chat (defaults swapped around).
[h3]AUDIO[/h3]
- Default sound level for Vehicle sounds reduced.
[h3]MODS[/h3]
- PolygonApocalypse map mod signed as MP-Safe.
Happy KitHacking!
HarvesteR & Curve Games