Long-time subscriber but not affiliated in any way. Personally my savings are in mutual funds, not gamestop. 😉
For Canadians interested in learning more about investing after hearing about the GME situation, I highly recommend this playlist by The Plain Bagel on YouTube: https://www.youtube.com/watch?v=I81xqr8HzBE&list=PLD18sR-9Y-XHGlrT_3aKElcyzz9eTDGsy&index=2
@TruGunschlinger @erlitedev Isn't TaskGraph kind of a Unreal equivalent of the job system? Using TaskGraph for a few async things in Unturned like screenshot compression. Agreed about 2D, Paper2D is soo far behind.
@erlitedev @TruGunschlinger Fair point. As far as DIY engine-level features go, I think both are improving. e.g. Unity is further ahead in custom rendering with scriptable render pipelines, and newer Unreal features are more extendable than the old ones.
@LostWolfCanine Invisible blowtorch and bow icons was my mistake, fixed in this morning's patch.
@TruGunschlinger To clarify, I am saying it is good that Epic dogfoods their engine (Fortnite, Paragon, EGS, etc) whereas it can feel like Unity is frustratingly out of touch with their customers.
@splizzex Unity was definitely the right choice at the time (2013). I am still hopeful for the future of Unity, but of the two I think Unreal is the better option for 3D games in 2021.
IMO it says a lot about the engines that the Epic Games Store was built using Unreal, whereas "Unity Hub" was built using Electron. No need to fix Unity uGUI bugs when Unity are not using it themselves. 🙁
Happy new year!
For anyone interested, I uploaded a blog post earlier today about the plans for Unturned in 2021+:
@simonschreibt I think some devs from DICE gave a presentation along those lines as well. Rather than using alpha blending the idea is to reconstruct the ground location using the XY coords in world space to sample the height to calculate the distance, and then blend with sampled PBR values.
@simonschreibt Not a rendering guru, but in Unreal specifically this might be one of the problems RVTs aim to solve. Your ground meshes and landscape can render into the RVT, and then other meshes like boulders can sample it for blending.
Merry Christmas!
@danaby22 Perfectly symmetrical, as all things should be.
I have seen some questions asking why anyone would use the light HUD theme. The intention is that you can tint it with your favourite colours in the options menu, e.g. this blue + orange theme:
The first post-update patch resolved critical bugs, and the second will resolve the minor issues like alignment differences and inconsistencies relatively soon. Please share your feedback - chances are that any visual differences compared to the old HUD were unintentional.
Unturned's HUD has been refactored in 3.20.16.0 update: I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority.
Zombification, punching, and more! Unturned II Devlog #042:
Unturned has been updated from Unity 2018 LTS to 2019 LTS in the 3.20.14.0 update:
Weapon stances, handedness, lasers, and more! Unturned II Devlog #041:
@Shedletsky Definitely! I am really impressed by all the improvements to Roblox over these past few years, and would have loved to have them back in the day - in a different timeline Unturned is a Roblox game.