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Tutorial - Car Building for Beginners

[p]Hey all! We've been loving your enjoyment and feedback of our in-game tutorial. We definitely want to build more in-game tutorials for more specific features, but we've also decided to start a new series of video tutorials too![/p][p]Our first video tutorial is on how to build a simple car in just one minute:[/p][previewyoutube][/previewyoutube][p]The next Brickadia video tutorial will be about vehicle tuning - guidance on how to create cars that are more fun to drive. Our video tutorials are going to always be uploaded in full on our Youtube channel with shorter versions on all of our other social medias, so follow and subscribe to become the most skilled builder around![/p]

Changelog CL11795

[p]Gallery[/p]
  • [p]The gallery front page now has a "TOP" section showing most liked content posted in the last week and a "TOP ALL TIME" section showing the most liked content overall.[/p]
[p]Building[/p]
  • [p]You can no longer build on other player's physics grids without trust.[/p]
  • [p]Added a permission for building on physics grids without trust.[/p]
  • [p]Clarified the message when the global entity limit is reached.[/p]
[p]Wires[/p]
  • [p]Get, Write, and Increment gates no longer change their type to Number when disconnected from a Variable.[/p]
[p]Tutorial[/p]
  • [p]Several hint messages were improved.[/p]
[p]Engine[/p]
  • [p]Updated DLSS plugin to version 8.2.0-NGX310.3.0.[/p]
  • [p]Updated FSR plugin to version 3.1.4.[/p]
  • [p]Updated PhysX to version 5.6.1.[/p]
  • [p]Updated sqlite to version 3.50.4.[/p]
  • [p]Updated Embree4, TBB and snmalloc, improving performance slightly.[/p]
  • [p]Now compiling with Clang 20.1.8 on Windows, improving performance slightly.[/p]
[p]Bugs[/p]
  • [p]Fixed crash connecting rerouters in a cycle (the previous fix did not work).[/p]
  • [p]Fixed crash reloading certain weapons while empty (the previous fix did not work).[/p]
  • [p]Fixed rare crash due to passing uninitialized parameters to Embree4 when generating Lumen cards.[/p]
  • [p]Fixed rare crash due to shipping different version of TBB than was linked with Embree4.[/p]
  • [p]Fixed brick replication sometimes writing a single gigantic message, disconnecting clients.[/p]
  • [p]Fixed passing Exec wires through Buffers not working correctly.[/p]
  • [p]Fixed Positions are Percentages not being replicated to clients.[/p]
  • [p]Fixed server list not displaying brick count from all physics grids.[/p]
  • [p]Fixed loading screen behaving strangely when the server host loads a new world.[/p]

Changelog CL11751

[p]Wires[/p]
  • [p]Added "Positions are Percentages" setting to Servo.[/p]
[p]Bugs[/p]
  • [p]Fixed server crash connecting a wire to a cycle of rerouters.[/p]
  • [p]Fixed crash closing server or leaving world as a client.[/p]
  • [p]Fixed world serializer sometimes deleting chunk files that are still in use, corrupting the world.[/p]
  • [p]Fixed large memory leak increasing memory usage every time a world was saved due to not freeing compression contexts.[/p]
  • [p]Fixed clients being disconnected when large brick replication message is sent with a full packet window.[/p]
  • [p]Fixed performance issues related to certain resizable bricks.[/p]
  • [p]Fixed very long hang picking zone brick to place.[/p]
  • [p]Fixed error loading world containing maximum length string on hint gate.[/p]
  • [p]Fixed incorrect transform calculation in relative teleport gate.[/p]
  • [p]Fixed potential extreme log spam by unnecessary warning message.[/p]
  • [p]Fixed some unused legacy files being included with the build.[/p]

Changelog CL11730

[p]Wires[/p]
  • [p]The Constant gate has been removed, old Constants now automatically migrate to Variables.[/p]
[p]Bugs[/p]
  • [p]Fixed frequent GPU crash affecting AMD GPUs on DirectX 12 by disabling compute light culling. This temporarily breaks the ability to use virtual shadow maps and may cause slight performance degradation. We will revisit whether we can re-enable it once we upgraded to Unreal Engine 5.6 as Epic has rewritten the broken culling shader there.[/p]
  • [p]Fixed rare GPU crash and rendering artifacts affecting AMD GPUs on both DirectX 11 and DirectX 12 that was caused by misaligned reads in the wire shader.[/p]
  • [p]Fixed server crash when exec output wire is connected to comparison gate input.[/p]
  • [p]Fixed wrong root node size on inserting new objects into OctoBVH, affecting level of detail of brick grid colliders.[/p]
  • [p]Fixed components missing when loading legacy prefabs saved before version CL11696.[/p]
  • [p]Fixed Bow, Plasma Pistol, Plasma SMG, Pump Shotgun not using the new first person firing method.[/p]
  • [p]Fixed missing display names on activated variants of switch and button bricks.[/p]
  • [p]Fixed permission tooltips not showing showing in the role editor.[/p]
  • [p]Fixed Japanese strings having shown up in French localization, again.[/p]
  • [p]Fixed world names not showing in the details view for worlds downloaded from the gallery.[/p]
  • [p]Fixed Character Leave Zone event not getting passed a character.[/p]
  • [p]Fixed that the floor plane was considered a dynamic movement base.[/p]

Changelog CL11710

[p]Localization[/p]
  • [p]Fixed several English strings having appeared in other languages.[/p]
[p]Bugs[/p]
  • [p]Speculative fix for crash downsizing OctoBVH root node after removing brick.[/p]
  • [p]Fixed server crash using variable gates on linux dedicated servers only.[/p]
  • [p]Fixed crash trying to save object and exec variant values on gates.[/p]
  • [p]Fixed crash pressing gamepad keys in specific situations.[/p]
  • [p]Fixed crash while dragging brick row with zero grid size.[/p]
  • [p]Fixed crash when clearing brick grid takes a long time.[/p]
  • [p]Fixed rare crash due to zero brick handle being considered valid.[/p]
  • [p]Fixed deactivated audio components being counted against the concurrency limit.[/p]
  • [p]Fixed Set Gravity Direction gate not correctly rotating the view on the client side.[/p]