Patch Notes - July 23 (0.7.42): Optimizations, Upcoming AMA/Showcase, and more!
[h2]Cepheus Protocol AMA/Showcase[/h2]
Before we get into the patch notes, we're excited to announce that we'll be doing an AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).
Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!
[h2]July 23 Patch Notes (0.7.42)[/h2]
- Numerous changes to the animations for spitter/jug/ and infected.
-Updated fast travel point, gate, and turret "Power-needed" POIs to be more performance friendly
-Command center and spotlight ambient loops sfx.
-Levels shifted around for HLOD build and process for optimization for level adjusted.
-Hooked up Dimitry's new post process effect logic for Spotlights:
=Spotlight overlap now will be 'blue' when not overlapping.
=Turns red if overlapping another spotlight's zone.
=Set down spotlight's zones will be red.
=New 'continuous mouse widget' indicator will appear over the mouse when spotlight zones overlap.
-Cleaned up the building's power POI to be screenspace, dynamically created, no longer tick-reliant, and to fade on distance (to make up for being screenspace).
-Fixed duplicate water meshes.
- New buildings Karma Clothes, Life's a Beach Ice Cream Parlor.
-Implemented basic improvement to the CepheusMoveComponent: unrendered units' movement components will tick 3-4 times slower (randomly 'tick group') to spread out the CPU load (i.e. every 3-4 frames rather than every single frame).
- New run anim plugged in to be the only one available. Also have a SLIGHTLY different take set as ALT. this one has different feet placement and sways a bit more
-Fixed meshes not appearing.
-Basic infected LOD bone optimization.
-Military LOD bone optimization.
-Hooked up basic character movement component tick rate reduction when units are hidden by FOW
(turns off when seeing the unit, or when thermal vision is on).
-Hooked up new Team Panel setup:
=Rank text replaced with 'rank bars' that show/hide based on unit level.
=Unit icon moved to top left, with status icons (run mode, hold fire, etc.) moved below that.
=Soldier portrait now has a CERC logo background and a portrait frame.
=Soldier portrait icon and rank bars match the portrait frame and background color.
=At unit rank 5, icon, background, and matching elements will change to gold/orange.
=Move unit left/right buttons moved to the left/right of the Group dropdown.
=New Soldier avatars hooked up (missing the Female Heavy avatar, however).
-Restored team panel direction.
-Adjusted CERC spawn point to be 'further up' and 'further out', to reduce or eliminate the 'Engineer spawned in building' bug.
-Restored and cleaned up impact effects for weapons, removed its constructor helpers, and hooked all four up to each weapon individually.
-Imported the new Female Heavy unit panel avatar.
-Landscape adjustment, blockers and nav mods on river.
-Replaced Engineer preview for engineer call in with a more poly-conscious version.
-Further-updated engineer preview mesh.
-Code change-removed avoidance for its cost, made it so infected will not attempt to adjust their spawning locations.
-Cleaned up constructor helper pointing to old construction meshes for the walls.
-Civilian poly reduction.
-Re-enabled the civvie spawners for the Master.
-Chelsey poly lowered.
-Curbed the 'slowdown' of the horde sphere carrier to .75 (from .3).
-Added a 'Horde Sphere Speed Up' noncombat buff that speeds up horde sphere units who are not overlapping the sphere by 25%.
Result: Spheres are less 'stop&start'-y. Still improvements to be made, but it's better.
-Resolved problematic trees.
-Final buildings and materials for Pierce's base.
-Fixed building positions in grid 3.
-Scalability options added.
-Cleaned up some location volumes on the right island to be cleaner to the 'border' icons, to fix being able to 'build into the docks' where players shouldn't be able to.
-Fixed the 'pier' nav blocker for Grid 6 to actually cover the piers.
-Added 'beach' nav blockers to block 'sticking rocks' on the Grid 6 and Grid 9 sides of the Grid 7 beach.
-Adjusted spotlight 'on/off' times (starts on at 17:00 (5:00 PM), shuts off at 7:00 (7:00 AM)).
-Adjusted income text to be a bit more to the right on the HUD (to reduce overlap situations).
-Added cooldown to shot hit/shot fired noise generation (1 second each).
-Added cooldown to infected's OnHearNoise response (2-3 seconds).
-Added a 'cooldown' to blood particle effect spawning, customizable in the GameInstance
-Swapped out tree in BP to _IMP version, swapped out other unoptimized tree in editor and replaced across the grids, removed phantom grass.
-Minor particle optimization.
-Added offset+rotation to blood impact effect spawning so it will 'burst from' the hit location rather than always face upwards.
-Painting adjustments, props.
Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!
Before we get into the patch notes, we're excited to announce that we'll be doing an AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).
Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!
[h2]July 23 Patch Notes (0.7.42)[/h2]
- Numerous changes to the animations for spitter/jug/ and infected.
-Updated fast travel point, gate, and turret "Power-needed" POIs to be more performance friendly
-Command center and spotlight ambient loops sfx.
-Levels shifted around for HLOD build and process for optimization for level adjusted.
-Hooked up Dimitry's new post process effect logic for Spotlights:
=Spotlight overlap now will be 'blue' when not overlapping.
=Turns red if overlapping another spotlight's zone.
=Set down spotlight's zones will be red.
=New 'continuous mouse widget' indicator will appear over the mouse when spotlight zones overlap.
-Cleaned up the building's power POI to be screenspace, dynamically created, no longer tick-reliant, and to fade on distance (to make up for being screenspace).
-Fixed duplicate water meshes.
- New buildings Karma Clothes, Life's a Beach Ice Cream Parlor.
-Implemented basic improvement to the CepheusMoveComponent: unrendered units' movement components will tick 3-4 times slower (randomly 'tick group') to spread out the CPU load (i.e. every 3-4 frames rather than every single frame).
- New run anim plugged in to be the only one available. Also have a SLIGHTLY different take set as ALT. this one has different feet placement and sways a bit more
-Fixed meshes not appearing.
-Basic infected LOD bone optimization.
-Military LOD bone optimization.
-Hooked up basic character movement component tick rate reduction when units are hidden by FOW
(turns off when seeing the unit, or when thermal vision is on).
-Hooked up new Team Panel setup:
=Rank text replaced with 'rank bars' that show/hide based on unit level.
=Unit icon moved to top left, with status icons (run mode, hold fire, etc.) moved below that.
=Soldier portrait now has a CERC logo background and a portrait frame.
=Soldier portrait icon and rank bars match the portrait frame and background color.
=At unit rank 5, icon, background, and matching elements will change to gold/orange.
=Move unit left/right buttons moved to the left/right of the Group dropdown.
=New Soldier avatars hooked up (missing the Female Heavy avatar, however).
-Restored team panel direction.
-Adjusted CERC spawn point to be 'further up' and 'further out', to reduce or eliminate the 'Engineer spawned in building' bug.
-Restored and cleaned up impact effects for weapons, removed its constructor helpers, and hooked all four up to each weapon individually.
-Imported the new Female Heavy unit panel avatar.
-Landscape adjustment, blockers and nav mods on river.
-Replaced Engineer preview for engineer call in with a more poly-conscious version.
-Further-updated engineer preview mesh.
-Code change-removed avoidance for its cost, made it so infected will not attempt to adjust their spawning locations.
-Cleaned up constructor helper pointing to old construction meshes for the walls.
-Civilian poly reduction.
-Re-enabled the civvie spawners for the Master.
-Chelsey poly lowered.
-Curbed the 'slowdown' of the horde sphere carrier to .75 (from .3).
-Added a 'Horde Sphere Speed Up' noncombat buff that speeds up horde sphere units who are not overlapping the sphere by 25%.
Result: Spheres are less 'stop&start'-y. Still improvements to be made, but it's better.
-Resolved problematic trees.
-Final buildings and materials for Pierce's base.
-Fixed building positions in grid 3.
-Scalability options added.
-Cleaned up some location volumes on the right island to be cleaner to the 'border' icons, to fix being able to 'build into the docks' where players shouldn't be able to.
-Fixed the 'pier' nav blocker for Grid 6 to actually cover the piers.
-Added 'beach' nav blockers to block 'sticking rocks' on the Grid 6 and Grid 9 sides of the Grid 7 beach.
-Adjusted spotlight 'on/off' times (starts on at 17:00 (5:00 PM), shuts off at 7:00 (7:00 AM)).
-Adjusted income text to be a bit more to the right on the HUD (to reduce overlap situations).
-Added cooldown to shot hit/shot fired noise generation (1 second each).
-Added cooldown to infected's OnHearNoise response (2-3 seconds).
-Added a 'cooldown' to blood particle effect spawning, customizable in the GameInstance
-Swapped out tree in BP to _IMP version, swapped out other unoptimized tree in editor and replaced across the grids, removed phantom grass.
-Minor particle optimization.
-Added offset+rotation to blood impact effect spawning so it will 'burst from' the hit location rather than always face upwards.
-Painting adjustments, props.
Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!