PC V2.6 EXP - updated b14

Will they do something with the online gameplay on the servers? Since you and alpha 16 haven't done anything good for the servers, thereby losing online, because many people are already tired of the usual 7 days to die, and you don't give modders any way.

If not for the modders all that modder-friendly XML probably wouldn't even exist.

And if you are speaking about console-players, it is almost certain that Sony and/or Microsoft didn't allow it. For TFP the limitation on console did only add unneccesary workload and nothing to gain
 
@faatal

Found something that can be optimized with minimal changes which has quite an impact on traversal in the world:

Chunk mesh uploads from same-frame blocking to next-frame deferred (changes in VoxelMesh.cs -> copyToMesh() and MeshDataManager.cs -> ApplyAndDispose()).

Previously MeshDataManager.Add() was called with sameFrameUpload: true, meaning background tasks would kick off copying vertex data, and then LateUpdate would hit ApplyAndDispose() which called m_statesAllComplete.Wait(), stalling the main thread until every copy task finished. With several chunks loading at once this was eating multiple milliseconds per frame in LateUpdate.
Now with sameFrameUpload: false, the copy tasks get a full frame to run. Frame N kicks them off, frame N+1 calls ApplyAndDispose and by then they're already done, no waiting. Chunks appear one frame later than before, but there's no main thread stall.
 
@faatal
  • Added tougher biome spawn zombies to the snow and wasteland biomes.

I have really enjoyed this, it made those biomes much more challenging. Any chance the wandering hordes could be updated with something similar? even late-game in the wasteland it still consists of a handful of regular zombies. They are not a threat at all :)
 
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