I sure hope so!
I sure hope so!
Terrain voxels by themselves are diamonds, so they can't fill a block voxel, which is a cube. Terrain voxels only fill a cube when blending into adjacent terrain or multiple terrain voxels together blending into air blocks, but that shape is a spike in that direction. Adjacent terrain spikes merge together and then remove hidden faces. You can change an adjacent block voxel's density to blend terrain into it, but that is a spike, not a flat face.
Originally posted by Midas: Isn't this what everyone does? A hatch is basically a door you can shoot through.I just use doors like a normal person. I don't need a door I can shoot through, I just design my base so I don't ever need to shoot through that space.
Terrain uses the marching cubes algorithm, which makes a diamond shape that merges into their neighbors, so they stretch in each direction. They also stretch into air, so the density of the surrounding air also effects the shape and there are some density combinations that make a bad mesh, but normal terrain manipulation does not create those combinations.
Originally posted by Shurenai: -Snip: Initial comment towards a quoted user removed; it's referenced later but you can overlook that line-Read more
Steam Workshop is Awful. It has so many downsides, and very few upsides.
- It's incredibly limiting; You're not allowed to include certain filetypes(arguably for good reason- Really though, it's just because steam doesn't want to pay for the screening such file types would need.)- This straight up limits the potential complexity of a mod. You most likely won't see a mod like Darkness Falls on the workshop for example- It changes and adds too much, likely using filetypes that would be disallowed.
- It has zero version control- You can't opt to stay on an older version of a mod bec...
It is a terrain collision mesh generation issue. Could be timing and/or a combination of density values or simply a code error. I've never seen someone fall through the world digging down.
Originally posted by VideogameAddiction: https://steamcommunity.com/app/251570/discussions/5/3789254082586073816/Correct, and it is in the proper forum section. Locking this one down.
You still have your thread for this.
Originally posted by NoMan: Alternately, you can hit F11 while looking at the block in question. This brings up an info panel which includes block name.To add, Iirc you can enable Debug Mode and hit F3 to open the debug info panel, then open your inventory (you need your mouse) and tick the 'Fo' box near the top left corner, which brings up the focused block info panel. Aiming it is a bit finicky because it likes to register 'Air' a lot, but it's a more inline-to-active-play method of checking a block name/shape.
You can also grab the Admin Block Tool from creative menu. It has a copy/replace function.
No date yet. Streams would be x amount of time before we anticipate release as we don't want streams too early. Multiple people, including myself have tasks to finish with unknown durations. A good example is a hole in terrain bug I have when quest resetting some POIs. I've looked at it before and why it happens is unknown, which means it could take a day or a week or more. There is no way to know, only guess.
That one does not matter since the computer version of the game does not use IL2CPP as it would break code mods. Console is using IL2CPP. Console needed a fix in .17 for a PS5 occlusion bug and we currently try to keep versions in sync between computer and console dev, so the update from .16 to latest.
To be clear, this is more zombies on the server, spread across multiple players, while improvements like disabling jiggle is client side.
If you as a client had 100 zombies around you, the overhead of animating, colliding and rendering them is still expensive and you would probably have a low FPS.
Must Fixes was started a few months ago, but that is just a guide. Multiple systems are still being worked on, polished and tested, which are not often in MFs. There is some overlap, like my vehicle damage task is marked MF, yet it is a system improvement task, not a bug. That one is basically done, but I'm not closing it yet as the values are still open to tweaking and I would like to work on vehicles smoking when highly damaged, if I spend the time. That could also be done during experimental, so not a high priority to me.