For those CPUs I would definitely update the BIOS if you play any games or any other high performance programs.
For those CPUs I would definitely update the BIOS if you play any games or any other high performance programs.
Yes, it is tiers of protection based on consumables, possibly a mod and finally the full protection. It is more complex than the old stuff as it uses the challenge system with things you have to do or make both in and out of the biome. The goal is simulating learning how to survive without making it too easy or too grindy in the typical way video games simulate anything, which has little to do with realism. It is very much in flux, so that is as specific as I will get for now.
I have never updated a BIOS for any game ever.
A null ref is when code accesses an object that does not exist, is very common in development and can happen in tons of places in code. You have to look at the call stack to know what function was doing the access and call stacks are not shown in the console, only in the log.
It is both. It has more choices now for quality and some issues were fixed with it being blurrier than it should be.
There will always be some ghosting as some objects can't have motion vectors.
1.2 exp is getting another build soon. Hopefully it goes stable in a week or two.
There should be a 1.3 next year as we still have a few other things to put out before 2.0.
1. Maybe 4 weeks. One of our console programmers did the work. Post processing had to be merged from both cameras and a few mods to it. Hands clipping through walls using matrix tricks and shadow fixes from issues with that. FSR was updated. I did fix a light random overbright issue with the player held torch as it had a light for each camera.
2. Low priority
3. I don't know that we have any big ones left. It is a lot of little tweaks to get 1% here or 3% there. Like I am finishing changes to create entity nav object UI elements on demand instead of when spawned, which uses a bit less CPU and makes less garbage generation. Hours of work and testing for small gains.
We have a ton of stuff to do for like a year, so new features like that don't fit in unless we see some need in the overall plan.
Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.
Weather itself has not changed, but it could.
I just fixed this one. Should be in next exp update.
Was hard to track down as it was a stale position value in vehicle camera code after a world origin shift happened.
Now that 1.2 exp is out, I can say that crossplay was approved on console for peer to peer games. Joining dedi servers is in the works.
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Well, it really just depends on what new bugs we find and how fast they get fixed.
No storage mod in 1.2 or probably 2.0 either.
Most of those are in. Not pig.
Mostly been working on optimizations for 1.2 and some bug fixing.
We are working on 1.2 and 2.0. 2.0 will be next year.
Hello Survivors!
Here we have a small patch for you for our existing V1.2 EXP.
TFP wishes all a great weekend!
Added
Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Changed
Optimized vehicles to not use a container object
Increased blood moon party distance to add players
Fixed
Invisible character when being transported out of trader on vehicle
Vehicle camera position glitches when origin shift happens
EntityFactory GetEntityType warnings from missing types
b25 Hotfix:
Fixed
Moving animals appear almost invisible with certain FSR settings