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Engine Upgrade, Performance Improvements & Bug Fixes

Greetings Shopkeepers! Today we bring you a somewhat smaller patch than last time, but one that's very much needed on our side. We finally updated our engine, which doesn't only give us shiny new toys to play with, it also allowed us to do some performance optimizations.



New
  • Upgraded Unity to 2020.2.1f1.
  • Traders now bring goods based on your specialization.


[h2]Changes[/h2]
  • Community Request - Furniture - Counter appeal is now variable and based on the unlocked sets and max appeal upgrades.
  • Community Request - UI - Crafting material quality preference should now be stored and used when possible when playing in the same session.
  • Furniture - All counters are the same price.
  • Trader - Changed the trader to have items based on your specializations, instead of what items you have unlocked.
  • Trader - Specialized Traders can now make an appearance offering primarily goods and crafting resources fitting their specialization.
  • Trader - Improved the amount per quality item offered by traders a little.
  • Commission - Crop commissions now have qualities attached to them.
  • Assets - Refactored the outline system due to shader changes.


[h2]Performance[/h2]
  • Performance - Merged several (custom multipass) shaders into a single shader.
  • Performance - Added shader keywords to generate lightweight variants.
  • Customers - Added a pooling system for all agents, this should reduce some of the performance spikes we're seeing.
  • Performance - Increased the memory usage of resource loading, should speed up the loading of assets slightly.
  • Analytics - Disabled analytics until we figure out a way to optimize the serialization.
  • Performance - Caching some calculations so that they don't have to be ran twice when opening the shop.
  • Performance - Converted a Linq statement to normal C# a few times.
  • Performance - Disabled prompts refreshing on every disabled interactable when the shop opens, and instead do it only once at the end.
  • Performance - Moved the caching of the MilestoneObjective list to the loading of the game, instead of the first time opening of the store.
  • Performance - Cached the IsDisplay method since that isn't dynamic anyway.
  • Performance - Minor GC alloc fix.
  • Performance - Added a check so that the awareness isn't updated for every decoration on shop open/close.
  • Performance - Spread out some of the calculations on shop close over a few frames to reduce the stuttering.


[h2]Fixes[/h2]
  • Commissions - Removed crafting resource commissions from appearing.
  • UI - Traders should no longer appear to have an empty inventory.
  • UI - Pressing tab while hovering an item in the commerce menu would favorite the item and show a spriteless graphic.
  • UI - Hovering over a locked crafting target would show a tooltip.
  • UI - The seed/material crafting menu did not always show the correct number of items compared to the inventory.
  • UI - Closing the farming menu while hovering to destroy a crop should no longer show the destroy graphic when reopening the menu.
  • Creative - Fixed issue where the maximum shop tier would go higher than 5.
  • Other - Removed instances where an item was added by ID or reference because it could lead to some items no longer being unique.


[h2]Hotfixes[/h2]
  • v5753 - UI - Hovering over a planted seed in the farmnig menu would not show accurate chances.
  • v5753 - Fix - Turned VSync back on



Update: v5748
Hotfix: v5753