4) How are custom sounds going to work with this?
4) How are custom sounds going to work with this?
They'll need to be downloaded separately.
That's exciting news. Looking forward to use that!
I have a much of questions:
1) is this just your own filter or can other users subscribe/browse filters.
2) Can you make your own filter public?
3) is there an API?
I'm currently in a bus, visiting parents, will likely ask more questions soon. Hype! Will implement whatever is possible when back home in Sunday and next week... This is gonna be a busy release.
1 & 2) You can make filters public which allows them to be viewed on your profile or viewed via a list of most-popular filters. These can also be subscribed to or copied into your own personal filter list.
3) Yep.
This thread makes me so happy to see! I could write many pages about how great Natalia is to work with and as a person. What you’re seeing is just the tip of the iceberg. She makes every day at GGG better. I hope I get to work with her for a long, long time.
out of curiosity, how are 'non-blocking' things different from things affected by 'phasing'?
Phasing only affects pathfinding - it lets you move through other things as though they weren't blocking, but it doesn't stop you being blocking - monsters can't also walk though you - it's a one-way thing.
The issue here is that non-blocking things aren't found by the code that looks for targets in an area - they're not "taking up" any space, so they're not "there". We can't just change that because it would cause a performance hit - a lot more objects would start needing to be iterated over constantly for various auras and similar effects, so this has to have a more complicated fix. I've got an issue noting it, but it's likely to be a long-term thing due to the ratio of work and ongoing performance cost compared to benefit.