Penkura Patch 0.1.9.3.3

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.3
Another most likely last patch before the 0.2.0 MW 1. This patch introduces two very important changes. First is a new way of calculating energy and hydrogel. We added a filtering system to the calculation formula, that will allow skipping buildings that don't have a certain requirement, or their flow is turned off by the player. Base calculations are not only faster but we were able to remove most of the hitches when creating bases with over 100 sturcutres.
The second change is the update of our material system to Lionsmat v3. Players that follow our patch notes, know that Lionsmat is the in-house material system that allows us to swiftly speed up the process of creating new buildings, bots, (some of the items), and most of the environmental assets.
Lionsmat v3, is a major leap forward as from now on, it will take the workload of nearly all normalmaps in the game. This change drastically lowers the number of calls the engine needs to make to CPU, allowing us to create bigger bases and add more to the game levels.
Current models need to be adjusted to Lionsmat v3, but each future one will already be created with Lionsmat v3 in mind. (We will adjust all possible models in the game to use Lionsmat v3 in the upcoming patch 0.2.0 MW 1).
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
In case of problems/bugs/glitches appearing in the Midway Branch version of Penkura, please contact us on Discord (Link above) or post in the "Midway Branch of Penkura" section of the Steam Forum.
LINK ----> https://steamcommunity.com/app/739720/discussions/4/
Till the next Dev-Com over and out.
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Patch 0.1.9.3.3
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//////////////// BUG|ERROR FIXES ////////////////
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- When adding items to MMC, the MMC window didn't refresh currently selected craftable blueprints stats.
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//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
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- Updated LionsMat to version 3. We are now able to reduce the number of drawcalls on a mesh, whenever the mesh requires a dedicated normalmap atlas.
- Added new system after game load, to make sure that on slower PC each building is properly added to the player structure list, even if the game loads in improper sequence.
- Emergency Manual Rest panel, in Tirix Power Plant, will now show a filling up bar above the third switch to inform the player when it's ready for reactivation.
- Added activation and deactivation buttons to Atmospheric Vaporators in the RTS system.
- Improved player statistic visibility, rather than a percentage, a full number will be displayed in the main character window.
- Show map, animation is 50% faster.
- When the player stops rotating itself with the map out, it will center his mouse cursor to the middle of the screen.
- Added new instructions to the map legend window.
- Improved font visibility for smaller resolution.
- Improved Atmospheric Vaporator normalmap.
- Added additional signs to the Research Base.
- Buildings missing energy and/or hydrogel won't be added to the global base energy/hydrogel calculation if building power flow and/or hydrogel flow is turned off.
- Base power and hydrogel calculation now filter buildings based on their requirements, speeding up the overall calculation by up to 60%.
- Minor adjustments to wording in most of the missions, making them a bit more clear, and easier to understand.