Build 25491140

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The Last General Alpha Playtest · public · first seen

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Patch notes · published by the developer

Alpha 0.1.23 - Update Notes

On Steam

CPU AND RAM OPTIMIZATION:

  • Made vehicle wheel suspension job 95% faster in the worst case scenarios.
  • Made soldier grounding IK job 70% faster.
  • Made helicopter and plane movement jobs about 90% faster by time slicing obstacle avoidance physics queries.
  • Re-ordered systems at the end of the physics fixed step to increase multithreading.
  • Improved physics collider compounding to use larger compounding areas, which saves another 25% of physics time.
  • Compounded physics objects of all kinds into the same compound collider cells to drastically accelerate physics world building and broadphase.
  • Compounded static road props into those same cells, reducing rigid body counts even further. Reduced physics object counts by 50%.
  • Optimized pooled and unused unit indicators to have less impact on the rendering pipeline.
  • Improved unit indicators system to save text processing time on indicator texts that are not being displayed or have empty texts (96% improvement = 7ms of savings in Braccia adding all threads).
  • Migrated almost every object in the game to this new collider compounding system, reducing dependency on the per cell freezing I used before. This allow granular dynamic freezing at the object level even if other objects are moving around it.
  • Fixed a memory leak related to the new compound colliders disposal. In the process I found another related memory leak due to collider disposal that has been there since the beginning so I ended up reducing RAM memory usage too!

OTHER IMPROVEMENTS:

  • Fixed bomb target orders preview staying in place after canceling or switching to a different order type to draw(on escape? on change of order type?)
  • Fixed missiles hovering sideways in the air. Now I am applying proper sideways drag instead of turning velocity vector.
  • Fixed Templar negative backup ammo issue after supply. Added warnings so it doesn’t happen again to any other unit in the future.
  • Increased Templar arty projectile size and explosive power.
  • Fixed tank and arty projectile colliders size.
  • Fixed helicopters rockets not hitting where you are aiming when moving fast.
  • Improved order panel design to be less blindingly yellow and have better spacing.
  • Made right click cancel any current action like building, drawing orders or the eraser tool.
  • Make clicking to delete an order not cancel the eraser tool (in addition to being able to click and drag to delete orders like an eraser on a blackboard)
  • Made jets stabilize their pitch and yaw angular velocity when no input is given.
  • Fixed debugging issue that was making some crashes unexplicable, and fixed a crash as a result.
  • Fixed some explosive projectiles randomly not exploding on impact as expected.
  • Made jets 30mm cannons way more damaging, with larger and explosive rounds.
  • Improved tracer rounds to match ammo calibers better.
  • Made big rounds (for example from Charly) kill infantry in a small radius from impact and not only on direct hits.
  • Improved helicopter shooting flash particles.
  • Fixed long fire trails when vehicles are moving.
  • Fixed helicopters shooting non-stop forever if they are killed exactly in the frame they are shooting
  • Hiding factory icons when close to the camera and making them a bit larger.
  • Reduced explosion damage radius.
  • Made explosions look as powerful as they are.
  • Fixed some physics freezing/unfreezing behaviors causing heavy objects to fly away at high speeds after an explosion or hard impact due to incorrect mass.
  • Fixed selection outlines on units not showing up against ocean background.
  • Stop helicopter rotors and dust kick-up properly on rotor destruction.
  • Fixed slow footsteps still audible when soldiers are stopped or dead.
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