Faatal has been spending most of his time on optimizations, code cleanup, and bug fixing. It’s also why he hasn’t been showing up reporting here as often as he did in the past. What he’s doing now is hugely important but time consuming and it doesn’t make for sexy posts.
Yes and some refinement as I see things that could be better. Here are my interesting changes for the last 2 weeks:
Fixed SDTD-8497 Vehicles are a base wrecking machine (vehicles do half damage to land claimed blocks and make the sound, use driver's block damage scale).
Fixed SDTD-8480 request for having bikes (2 wheelers) not do damage to blocks when they fall over after dismounting (increased minimum velocity required to damage and reduced damage amount).
Fixed vehicle doing more damage on collision separation, block check could fail and block hits tended to undo the motion and repeat the damage.
Added vehicle hopForce forward offset, so front tire lifts more on 2 wheelers and motorcycle does wheelies.
Adjusted mass of 2 wheelers.
Increased vehicle self damage.
Optimized HUD target/crosshair update and reduced garbage gen.
Fixed SDTD-8839 smoking minibike when placed/spawned.
Added Block VehicleHitScale for vehicle collisions, removed heavy hit based on mesh tag and setup blocks (road debris and small cactus x999, signs x8, shopping cart x4).
Fixed SDTD-9349 mushrooms can be damaged when run over by minibike (set crops to VehicleHitScale .1).
Fixed SDTD-8948 Wandering horde has too many duplicates side by side (GetRandomFromGroup takes a last spawned id and tries 3 times for a different id. Applies to all spawners except biome).
Optimized EntityAlive updateCurrentBlockPosAndValue.
Fixed UI ItemStack dirty flags (always updating) and optimized UI array access.
Fixed fleeing animals will get stuck in corners or run into walls (Bigger random angle. Shorter paths. A large AIPathCostScale now makes paths that don't go through blocks. Run away short paths switch to random escape direction).
Refactored AI run away logic and added timeout.
Fixed CalcPositionInDirection not height testing correct position.
Improved AI run away values.
Adjusted animal move/panic/turn speeds.
Merged deer mesh and prefab and centered near front feet.
Increased timid animal vision angle.
Added path start position motion estimation.
Increased path point reached distance when side stepping.
Added AI slows down near end of path and won't turn when close.
Improved AI blocked distance, side stepping and direct movement.
Changed AI returning home to use aggro speed (at 80%).
Fixed entity RotateToGround jittering on flat terrain, rewrote math and added springiness.
Fixed SDTD-9255 gyrocopter floats in air if the pilot gets disconnected/logs out (vehicles will fall once their chunk loads).