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Experimental v1.3.0

[p]Hey everyone! I've been kept busy with everything going on since the Early Access launch, and I am finally ready to share some of the fruits of my labor! Pouring through all the feedback I heard 2 main things: Fix performance, and add content. I wanted to first focus on the foundations, so this experimental is going to be targeting primarily the core engine.[/p][p][/p][p]This is definitely experimental, things such as hardware compatibility are pretty unknown, however I expect anyone who gets to the main menu to be able to play with this.[/p]
Experimental v1.3.0
[h2]Graphics[/h2]
  • [p]Moved from OpenGL to Vulkan, which should help with modern GPU compatibility[/p]
  • [p]Transparency dithering has been drastically improved[/p]
  • [p]Multisample Antialiasing (MSAA) options for 1x, 2x, 4x, and 8x are now available, which improve both dithering and edges of geometry (this is very expensive on some GPUs at 8x)[/p]
  • [p]Anisotropic Filtering options for Off, 2x, 4x, 8x, 16x are now available, which improve texture readability (this should be pretty much free)[/p]
  • [p]All textures are now able to be globally animated, not just voxels, so things like items can be animated now[/p]
[h2]Soundtracks[/h2]
  • [p]KINETIC - Progress[/p]
  • [p]SPARKS - Early Industry[/p]
[h2]Changes[/h2]
  • [p]Leaves are now supported by 2 instead of 3 voxels[/p]
  • [p]Wrench now stacks to 1[/p]
  • [p]When in "placement mode" you no longer can interact with machines[/p]
  • [p]The main menu now runs the full renderer, a character model has been added (eventually your personalized one?)[/p]
[h2]Fixes[/h2]
  • [p]Game clock should be less unstable, as well as having a bit less latency[/p]
  • [p]Coyote time should no longer cause glitching while jumping[/p]
  • [p]Crafters will no longer make a crafting noise when failing an attempt at crafting[/p]
  • [p]Interacting with the Workbench no longer causes a script error[/p]
[h2]Modding[/h2]
  • [p]Voxel textures now reference normal textures, requiring them to be added to your "mod_data" like other textures[/p]
  • [p]Custom shaders and post processing shaders are now hot reloadable (modding post processing will be added soon)[/p]
  • [p]Prior custom shaders will need to be redone due to dramatic changes, reference the standard shader[/p]
  • [p]Animated texture .toml configs have had "frames" renamed to "frame_layout", with a new field "frames" containing the total amount of frames in the animation sheet[/p]
  • [p]"Prediction Debug" is now available which shows any basic prediction errors the game can detect, letting you see how many things I still need to (maybe) predict[/p]
  • [p]You can now mark a TextureBuilder for linear or cubic texture interpolation[/p]
[h2]Removals[/h2]
  • [p]Support for v3 and v4 world saves has been removed, leaving v5 and the new v6 available[/p]
  • [p]The "Terrain Rate" setting has been removed, this is too confusing, so for now chunks are just generated immediately if they're in render distance[/p]
[h2]Known Issues[/h2]
  • [p]The skybox is a solid color, this will soon return to glory as well as be improved[/p]
  • [p]The main menu character's lighting is unstable until you enter and exit a world[/p]
  • [p]HDR displays and / or Linux AMD cards result in the screen being brighter than it should be[/p]