Sparks rework, trike glitch fix, physics update, and more!
[p]Hey Trailmakers![/p][p]We just released an update to your game. It’s not the tank tracks. It’s actually not a content update at all but that doesn’t mean it’s not impactful. [/p][p]Highlights[/p]
This one requires a bit of an explanation: [/p][p]To allow us to keep on delivering Trailmakers content to you for many more updates to come, it has been necessary for us to update our version of Unity. This also means our physics solver, PhysX has been updated. This change is for the better overall in both the short and long term, but it does mean that not every structure will behave the exact same as it did previously. We, with the immeasurable help of our Discord Tester community, have strived to get many different types of structures, from mechs, ornithopters, piston glitched monstrosities and more to behave as close as possible to what they did with the old PhysX. We believe we have hit a spot where the majority of things feel right and we are happy to release this update so we can get broader feedback around areas that may need a little more fine tuning.[/p][p]To account for changes with the new PhysX we have also increased the Max Strength limit on Hinges, Servos and more (basically any block that uses the hingeblock behaviour set up). This should account for changes with PhysX and allow further fine tuning of your existing, and future, structures to get them feeling just right.[/p][p]With these big changes to the game, there have been a couple of casualties when it comes to known glitches. Both the Hinge Glitch (the one used for propulsion) and Quantum Glitch no longer function. Since these were not intended behaviours with the old PhysX system, we have not made attempts to make them “work” again…but who knows what new propulsion glitches are out there waiting to be found with the new PhysX…[/p][p]We are also aware that free-floating hinges are not quite behaving as before, they’re a bit stiffer now, along with piston accelerated weapons not behaving as before. We are considering our options when it comes to these two.[/p][p]We’ll be monitoring closely across all of our channels once the update is live and making targeted fixes for high priority issues.[/p][p]
[/p]
- [p]GENERAL - We have reworked the sparks that occur when a structure collides with itself. Now they should only appear in a localised area when a structure is actually taking damage from itself. One less thing you can stop spamming about in our TikTok comments.[/p]
- [p]GENERAL - Due to the physics changes (more about that further down!) and death of certain glitches, we have reset the Race Leaderboards.[/p]
- [p]GENERAL - Fixed the Trike Glitch, can we get a hell yeah in chat.[/p]
- [p]BLOCKS - We have increased the Max Strength value on Hinges, Servos, Ailerons etc to 200 to allow for further refinement and structure behaviour.[/p]
- [p]BLOCKS - Made Landmines dispensable when underwater. The game now has sea mines- hoooold on a minute we might have done something goofy.[/p]
- [p]MODDING - Parsing of audio banks is now done dynamically, adding over 200 (226 to be precise!) new sounds that have been missing from Space Sector and Airborne.[/p]
- [p]GENERAL - Fixed a soft lock that would occur when playing with Controller and being within the Colour or Decal Picker.[/p]
- [p]GENERAL - Fixed a soft lock that could occur when playing with Controller and performing specific actions in Mirror Mode.[/p]
- [p]GENERAL - Fixed an Oh No that could occur when a client late joins a game with specific structure set ups. Oh Yes![/p]
- [p]GENERAL - Fixed a bug where terrain was not correctly being rendered on very specific set of integrated GPUs.[/p]
- [p]BLOCKS - Fixed a bug with Suspension where Stiffness and Damping values above 1 didn’t actually change anything. For old structures with these values set above 1.0, they will fall back to being set to 1.0.[/p]
- [p]BLOCKS - Fixed the collider on the Depth Charge projectile being double the size it should have been.[/p]
- [p]PIONEERS - Fixed an issue with the Tutorial having two active missions and giving duplicate blocks and resources.[/p]
- [p]HIGH SEAS - Fixed an issue with some trees in High Seas not being rendered correctly.[/p]
- [p]HIGH SEAS - Fixed an issue with instanced area details in High Seas not being rendered correctly.[/p]
- [p]HIGH SEAS - Fixed an issue with the Sea Worm having incorrect material set up.[/p]
This one requires a bit of an explanation: [/p][p]To allow us to keep on delivering Trailmakers content to you for many more updates to come, it has been necessary for us to update our version of Unity. This also means our physics solver, PhysX has been updated. This change is for the better overall in both the short and long term, but it does mean that not every structure will behave the exact same as it did previously. We, with the immeasurable help of our Discord Tester community, have strived to get many different types of structures, from mechs, ornithopters, piston glitched monstrosities and more to behave as close as possible to what they did with the old PhysX. We believe we have hit a spot where the majority of things feel right and we are happy to release this update so we can get broader feedback around areas that may need a little more fine tuning.[/p][p]To account for changes with the new PhysX we have also increased the Max Strength limit on Hinges, Servos and more (basically any block that uses the hingeblock behaviour set up). This should account for changes with PhysX and allow further fine tuning of your existing, and future, structures to get them feeling just right.[/p][p]With these big changes to the game, there have been a couple of casualties when it comes to known glitches. Both the Hinge Glitch (the one used for propulsion) and Quantum Glitch no longer function. Since these were not intended behaviours with the old PhysX system, we have not made attempts to make them “work” again…but who knows what new propulsion glitches are out there waiting to be found with the new PhysX…[/p][p]We are also aware that free-floating hinges are not quite behaving as before, they’re a bit stiffer now, along with piston accelerated weapons not behaving as before. We are considering our options when it comes to these two.[/p][p]We’ll be monitoring closely across all of our channels once the update is live and making targeted fixes for high priority issues.[/p][p]
[/p]