Update - August 28

major update

Tesera · build 25001146 · published

On SteamNotes only · this build shipped before we watched the app

This patch is one of the biggest steps forward for Tesera yet.

We’ve done a massive amount of optimization work across the entire game - from chunk loading and RAM usage to rendering, shaders, lighting, geometry and UI. The result is a faster, smoother and more responsive Tesera.

🆕 New Features:

  • Implemented a new Greedy Meshing optimization method for most blocks.

  • Implemented a pre-warming mechanism for all shader effects, eliminating FPS drops when they are first invoked.

  • Added a distant geometry simplification system that significantly reduces the number of polygons in the game world.

  • Added a new UI system featuring shader-based windows, blur effects, and animated elements.

  • Added the ability to change the UI color scheme. 7 color themes are available.

  • Added new creatures: an aggressive frog with a painful licking attack and a turtle that can grow ore on its shell when properly fed.

  • Added around 30 new natural structures for the new biomes.

  • Added Soft Particles with smooth intersections between particles and scene geometry.

  • Added a burning indicator for characters. Burning is now a full-fledged status effect.

  • Added new explosion effects for the Landmine and Energy Crystal, as well as an alternative smoke effect for the Magma Block.

  • Added a crafting recipe for the XMP 25 submachine gun.

  • Added a crafting recipe for the Machinegun Turret.

  • Added a crafting recipe for the Waypoint Beacon.

  • Added more detailed weapon tooltips with ranged damage information.

  • Added configurable F3 panel settings for debug and performance information.

  • Added a new loading bar with an updated loading progress visualization.

  • Added a new base effect for the Force Field Dome, with animation.

  • Added a new Ash Block (currently decorative) that stacks in layers like snow.

  • Added a new Magma Rift biome - a gloomy biome with abundant lava, Teseranids crawling out of Ereb, and large amounts of ore.

  • Added a new Dark Forest biome - a biome of eternal night with massive trees. It is home to Soulhounds, which set traps for their victims.

  • Added new aggressive frogs and glowing plants (natural light sources) to the Swamp biome.

  • Added decals to Obsidian Blocks to create smoother transitions with adjacent blocks.

  • Added a pickup menu for the Hoverbike.

  • Added a menu for removing the saddle from the Stridewing.

  • Added a recipe for the Multitool MK3 to the Advanced Workbench. The full multitool progression should now be available.

  • Non-aggressive creatures are now wary of strangers. Various treats can make them more friendly toward the player. Attacking them increases their fear, making it harder to gain their trust.

  • Added a global world map. Opens with the “M” key.

  • Added first-person animations for two-handed weapons.

  • Added an option in the settings to automatically open the last opened inventory tab when opening the inventory.

  • Expanded the developer toolkit, paving the way for new and more interesting particle effects in the future.

  • Added a dynamic light source system with network synchronization.

  • Added a “Dynamic Lighting” setting with a range from 1 to 100. The default value is 32.

  • Added an underwater sound filter.

  • Added 47 sets of mushroom blocks, including SLAB, STAIRS, SLOPE, and WALL variants.

  • Added 5 sets of industrial blocks, including SLAB, STAIRS, SLOPE, and WALL variants.

♻️ Changes:

  • Significantly improved the main menu and settings menu.

  • Improved the character editor window: character customization is now divided into body, face, and clothing.

  • Optimized the chunk loading system - loading speed has been increased by 2.5×.

  • RAM consumption has been significantly optimized, with savings of over 50%.

  • Improved and optimized the shadow cascade system - shadows are now sharper and processed faster.

  • Improved and optimized the rendering of vegetation and foliage blocks.

  • Improved underwater rendering with an enhanced shader.

  • Optimized the sky shader.

  • Optimized the performance of the Bloom and GodRays shaders.

  • Optimized cloud shader performance.

  • Improved firearm shooting: added muzzle flash lighting; muzzle flashes can now have different colors, as can their lighting; projectile and muzzle flash spawn points are now determined more precisely.

  • Optimized UI system performance.

  • Roofing materials, including SCRAP_ROOFING, thatch, metal roofing, and clay tiles, can now be placed on walls and ceilings.

  • The /locate biome name command will no longer teleport the player to the ocean.

  • Previously selected ingredients are now cleared when clicking another recipe that uses the same ingredients.

  • Lava now ignites adjacent blocks.

  • Damage-over-time effects are now applied less frequently.

  • The running speed of small Teseranids has been increased.

  • In some biomes, nighttime mob spawning has been changed. Instead of standard mobs, local mobs such as Teseranids and Soulhounds will spawn.

  • The Magma Block is now a natural trap: it damages any creature that steps on it, then cracks and turns into liquid lava.

  • The Mushroom Forest biome has been reworked: added many variations of giant mushrooms mixed with short trees, three biome-specific cave entrances, and a reworked vegetation distribution.

  • Plains and Flower Plains have been improved: the surface pattern has been changed from large rocky areas to small patches, large outdated trees have been replaced with a new style, and large boulders and pebbles have been added.

  • All inappropriate light sources (burning torches and candles) have been removed from the Abandoned Village.

  • Nighttime Teseranids now burrow underground when morning comes.

  • Blue Energy Crystal Formation can now spread on volcanic soil.

  • Apples no longer drop from leaf blocks.

  • The displays for Workpieces and Fine Details have been updated to better reflect their value.

  • Smelting times for materials in the furnace have been increased.

  • More pistol ammo can now be found on bandits and in containers.

  • Hoverbike fuel crafting has been moved from the Advanced Fabricator to the regular Fabricator.

  • The Multitool has been improved with new visual effects for the mining beam, heated marks on blocks, energy arcs, smoother animations, and improved mining behavior.

  • Item rarity display has been improved: rare items now have clearer visual indicators, special inventory highlighting, improved slot backgrounds, and more detailed tooltips.

  • The structure radar has been improved: nearby structures are now found faster and more reliably, markers behave more smoothly, and searches work better across different world layers.

  • Mob interactions with the world have been improved: mobs can now search for and interact with certain blocks.

  • Mobs can now find paths around other mobs.

  • Player detection range has been increased for NPCs, skeletons, and zombies.

  • The client now automatically clears corrupted inventory icon caches.

  • _WALL blocks can now be correctly placed on shelves and tables - directly on the surface at the clicked position.

  • The Ocean region has its own biome type: Ocean. Finding an ocean is done with the command /locate biome ocean.

  • Sparse Grass Blocks can now be tilled with a hoe.

  • Banners can now be stacked up to 16.

  • Lime can now be crafted from shells and starfish.

🐞 Bug Fixes:

  • Fixed block desynchronization with the server when mining with the Multitool or during player death.

  • Fixed the inability to pick up items before opening the inventory window.

  • Fixed an issue where breaking an Energy Crystal did not trigger an explosion.

  • Fixed network player processing when the browser window is minimized.

  • Fixed a language switching bug that caused localization codes to appear in square brackets.

  • Fixed a major memory leak in updateArmor for mobs.

  • Fixed the getSubMet console error that occurred when entering a world.

  • Fixed mob path selection when panicking on the shore of a body of water.

  • Fixed turrets hitting their own block.

  • Fixed selection frame rendering when changing the active inventory item.

  • Fixed invisible mobs after entering a world: static bbmodel quads added by the asynchronous precalc process after texture creation are now properly uploaded to the GPU.

  • Fixed mobs accidentally attacking each other when attacked by a player.

  • Fixed Z-buffer depth issues.

  • Fixed the swimming animation on the water surface.

  • Fixed _WALL texture rendering on shelves and tables - black stripes no longer appear.

  • Fixed a brief flash of a turned-off flashlight when switching slots.