Soft Group Limits Server Optimization Patch
No Pachy yet, but that will come soon. This patch has mostly bug fixes / optimizations, and will require a complete wipe of all server-side save data, including all player bans, mutes, and regular save data.
MECHANICS/BALANCE
+Pteranodon should now be able to fly away with carcasses it's capable of picking up
+Re-implemented soft limits for groups - needs testing
+Pteranodon now plays water sounds while swimming
+Elasmosaurus now has swimmy sounds when it's sprinting underwater, like Mosa and Krono do
+Re-Implemented Soft group limits
-If soft group limits are enabled, players can now exceed group limits. If exceeded, however, the players in the group will experience comfort drops
-The worse the group limit is exceeded, the more severe the comfort drop
-The larger the players in the group, the worse the comfort drop. This allows hatchlings and juveniles to belong to groups without imposing a penalty for group member count
-Players start negatively influencing the group, if beyond the group limit, after growth level 0.6
OPTIMIZATION
+Steam ID and Friendship handling have been reworked to use int64s instead of string-based data saves
-This was causing a surprising amount of lag on the server, as these data structures became extremely heavy
-It is the reason players would fail to load if they had an old creature, as it had accrued too many friendships
-Optimization that removes nests from constantly animating or animating on the server (0.116ms per frame server)
-Optimization that makes camera collision and springarm tick only on owning client (0.676ms per frame server)
-Optimization that disables animation ticks / updates server-side (1.736ms per frame server)
-VFX Lightning root and child components replicating for no reason (0.186ms per frame)
-Also reduced replication rate from 100 down to 2
-Changed lightning procedural settings to be a lot less intense of a freeze
-Optimization that removes root and child component replicating (0.884ms spent on CarcassBase, 96% is root)
+Got rid of a lag-inducing RPC call from the player list widget to load unused player information
-This caused the server to have a 50ms lag spike every time a player opened the player list
BUG FIXES
+Fixed: Many bugs associated with foliage respawn that were not working correctly, including
-Plants respawning at the improper time
-Plants being inedible while present on the client
-Plants being edible while invisible to the client
-Collision being present for trees that are not present on the client
-No leafless mesh tree variants present for foliage eaten before the client joined
+Fixed (Hopefully): Players should no longer, occasionally, appear invisible to one another
+Fixed: Players should no longer fail to join servers after they have a very long-lived creature saved on that server
-This bug was being caused due to the friendship data becoming too large, causing issues with the pawn spawning process
+Fixed: Kronosaurus lunge starting sound can now be heard by other players
+Fixed: Trying to lunge with Kronosaurus when it has low ability power no longer occasionally gets the HUD element stuck on the screen
+Fixed: Lurdusaurus stomp no longer fails to play on non-owning clients if done twice or more in succession
+Fixing issues on keybinds:
-Crash when attempting to swap a key because it's already bound on keybinds window- the key to swap was never actually set.
-"Reset" button causing an assertion failure on keybinds window
-Added a prompt to the keybinds when leaving without applying
-normally fixed the keybind assert caused by swapping keys - needs testing tho
-Fixed the assertion crash when trying to access visible keybinds that aren't visible to the code (blueprint mistake)
+Fixed: Glowing plants should no longer be difficult to interact with
+Fixed: Herbivore-edible plants no longer block carnivores from eating comfort flowers, crystals, or other carnivore-edible plants
+Fixed: Leafless trees no longer spawn in duplicates, and now properly despawn when the tree it represents respawns
+Fixed: Server Manager will no longer fail to load the server database when the information gets too large
+Fixed: Feathered rex should no longer have an odd "aura" on the skin.
+Fixed a problem with overpopulation that would never update once the TMap was initialized { missing code }
+Fixed: Eggs should no longer take fall damage
+Fixed: Elasmosaurus head tracking works properly
+Fixed: The Apatosaurus talent 'Shelterer' now properly provides lightning and tornado immunity for other, nearby players when at 100% shelter
+Fixed: Eggs no longer have prompts displayed suggesting they can interact with map objects
+Fixed: Eggs now properly hatch into their intended creature type if you log out while playing the egg
+Fixed: Dropped plants are now properly interactable
+Fixed: Players who are kicked or banned now properly have their creature saved beforehand
+Fixed: Old aquatic eggs no longer smell
+Fixed: Elasmo can now properly eat from carcasses that may be in line of sight
+Fixed: Observer camera can now move properly
+Fixed: The Elasmosaurus can now pick up other players who are in its group
MECHANICS/BALANCE
+Pteranodon should now be able to fly away with carcasses it's capable of picking up
+Re-implemented soft limits for groups - needs testing
+Pteranodon now plays water sounds while swimming
+Elasmosaurus now has swimmy sounds when it's sprinting underwater, like Mosa and Krono do
+Re-Implemented Soft group limits
-If soft group limits are enabled, players can now exceed group limits. If exceeded, however, the players in the group will experience comfort drops
-The worse the group limit is exceeded, the more severe the comfort drop
-The larger the players in the group, the worse the comfort drop. This allows hatchlings and juveniles to belong to groups without imposing a penalty for group member count
-Players start negatively influencing the group, if beyond the group limit, after growth level 0.6
OPTIMIZATION
+Steam ID and Friendship handling have been reworked to use int64s instead of string-based data saves
-This was causing a surprising amount of lag on the server, as these data structures became extremely heavy
-It is the reason players would fail to load if they had an old creature, as it had accrued too many friendships
-Optimization that removes nests from constantly animating or animating on the server (0.116ms per frame server)
-Optimization that makes camera collision and springarm tick only on owning client (0.676ms per frame server)
-Optimization that disables animation ticks / updates server-side (1.736ms per frame server)
-VFX Lightning root and child components replicating for no reason (0.186ms per frame)
-Also reduced replication rate from 100 down to 2
-Changed lightning procedural settings to be a lot less intense of a freeze
-Optimization that removes root and child component replicating (0.884ms spent on CarcassBase, 96% is root)
+Got rid of a lag-inducing RPC call from the player list widget to load unused player information
-This caused the server to have a 50ms lag spike every time a player opened the player list
BUG FIXES
+Fixed: Many bugs associated with foliage respawn that were not working correctly, including
-Plants respawning at the improper time
-Plants being inedible while present on the client
-Plants being edible while invisible to the client
-Collision being present for trees that are not present on the client
-No leafless mesh tree variants present for foliage eaten before the client joined
+Fixed (Hopefully): Players should no longer, occasionally, appear invisible to one another
+Fixed: Players should no longer fail to join servers after they have a very long-lived creature saved on that server
-This bug was being caused due to the friendship data becoming too large, causing issues with the pawn spawning process
+Fixed: Kronosaurus lunge starting sound can now be heard by other players
+Fixed: Trying to lunge with Kronosaurus when it has low ability power no longer occasionally gets the HUD element stuck on the screen
+Fixed: Lurdusaurus stomp no longer fails to play on non-owning clients if done twice or more in succession
+Fixing issues on keybinds:
-Crash when attempting to swap a key because it's already bound on keybinds window- the key to swap was never actually set.
-"Reset" button causing an assertion failure on keybinds window
-Added a prompt to the keybinds when leaving without applying
-normally fixed the keybind assert caused by swapping keys - needs testing tho
-Fixed the assertion crash when trying to access visible keybinds that aren't visible to the code (blueprint mistake)
+Fixed: Glowing plants should no longer be difficult to interact with
+Fixed: Herbivore-edible plants no longer block carnivores from eating comfort flowers, crystals, or other carnivore-edible plants
+Fixed: Leafless trees no longer spawn in duplicates, and now properly despawn when the tree it represents respawns
+Fixed: Server Manager will no longer fail to load the server database when the information gets too large
+Fixed: Feathered rex should no longer have an odd "aura" on the skin.
+Fixed a problem with overpopulation that would never update once the TMap was initialized { missing code }
+Fixed: Eggs should no longer take fall damage
+Fixed: Elasmosaurus head tracking works properly
+Fixed: The Apatosaurus talent 'Shelterer' now properly provides lightning and tornado immunity for other, nearby players when at 100% shelter
+Fixed: Eggs no longer have prompts displayed suggesting they can interact with map objects
+Fixed: Eggs now properly hatch into their intended creature type if you log out while playing the egg
+Fixed: Dropped plants are now properly interactable
+Fixed: Players who are kicked or banned now properly have their creature saved beforehand
+Fixed: Old aquatic eggs no longer smell
+Fixed: Elasmo can now properly eat from carcasses that may be in line of sight
+Fixed: Observer camera can now move properly
+Fixed: The Elasmosaurus can now pick up other players who are in its group