Last Day of Alpha - Update 0.632
Sun, 13 October 2019
Hey Everyone,
Today`s major update finally completes the Early Access build. We are glad to say that in the last big push over the weekend we have managed to resolve all the leftover game breaking bugs and finally get the game servers stable. We will have one more pre-launch update tomorrow fixing the current few remaining noticeable bugs.
At this point we have the Worldwide Server running smoothly - and time has come to push it to the full capacity - with upwards of 100 players online at once.
If you have a bit of time today around 11am EST - 3pm EST, please join us and play the game on the Official Worldwide server. We`ll keep one server running for the next 10 hours, before bringing all the 15+ game servers online for tomorrow`s launch.
We also want to take a moment to say Big Thank You to all of our alpha testers! Your help during the past month was essentual in helping us prepare for Early Access launch.
And so presenting update 0.632:
Server Updates
New claim management server system due to claims filling up the scene quite fast
Server scans player locations to see if a networked claim is required for that position
Sun code merged with solar system values for better server performance
A fix for world objects not destroying for the hosting player, as the slot was getting cleared before the object was destroyed.
Placed components now pickup immediately for the local player to avoid duplication
Local vehicles now pickup immediately for the local player to avoid duplication
An effect controller error resolved while playing on a server
Big array issue fixed with loading data
Fixed an issue where area components could be loaded before data is received
Small code refactoring related to shutdown server command.
Changed the way players get data from the array at startup, one call per existing array entity, if it is filled, as opposed to one network call per sub array which will resolve server load and potentially errors when sending out area data.
Some misc errors fixed at startup
Fixed some misc errors when playing on a server
Bug fixes and improvements
Fixed not being able to exit a ship if going into pilot seat really fast after entering the ship.
Resolved the issue with infinite loot containers, not correctly clearing out its item slot on the server
Elevators now move on universal time rather than a networked value.
Fixed a bug with fuel not storing properly in ground vehicles
Fixed a bug with vehicle disappearing on logging out
Added a block to be able to initialize global prompt if the ui is active, which should stop global prompt being activated while already open
Further fixes to hopefully resolve container already opened messages, especially if a hosting player opens one.
Temporarily disabled LOD transitions for bushes and trees to avoid a flickering related Unity bug.
Fixed NPC sitting on nothing in Clayton Town.
In case Discord is not open, the game will try to connect to it a maximum of 5 times, instead of forever, since each attempt has a performance cost
Fixed radio auto turning off.
Workaround to not break sleeping when opening a menu or chat.
Fixed bed interaction in several places.
New Features
Improved TPS camera rotation while pressing ALT in air ships.
Some text validation in chat input text. It won't allow empty messages, new lines, and it will trim empty spaces at the beginning and the end of a message.
Improved and optimized some Tigon trees to support wind, and LOD distances adjustments.
New Invert Mouse Y setting.
Player log in and out messages will only show in the chat, instead of both chat and top notifications.
Misc
Demo hammer disabled for now due to a bug, players can pick up their pieces anyway.
Removed a bunch of debug notifications
Small fixes in localization.
Changed route 666 tooltip to Ignition
Personal server menu layout adjustments.