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Feb 25th, 2021
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  1. MP CHANGELIST ON SEVEN DAYS AFTER WILL'S BIRTHDAY (24th Feb)
  2.  
  3. NEW
  4.  
  5. - Added bullet protection system.
  6. - Reduced the engine force & total speed of going in reverse with a car.
  7. - Added new hit reactions (gonna need some serious testing with Sasha, i can't do some of them alone!)
  8.  
  9. MP MEMORY LEAK FIXAGE
  10.  
  11. - Added server option: DenyLoginOnOverloadedServer. Default value for this option is true.
  12. - Implemented startPacket() and sendPacket() functions for PlayerDownloadServer. This functions can send packets without lock UdpConnection.bufferLock. This is need for the "PlayerDownloadServer" thread can be able send packets independently by "main" thread.
  13. - Added packetLength to MPStatistic. This field contains length of queue of packets.
  14. - Added GameServer.MainLoopPlayerUpdate hash map. This hash map contains data from PlayerUpdate packet from last packet. Server sends only last predictions of positions for players. Server does not add PlayerUpdate packets to queue.
  15. - Added GameServer.MainLoopNetDataHighPrioritet array. This array contain queue of income packets.
  16. - Implemented blocking access to server if the server is busy.
  17.  
  18. SYNC
  19.  
  20. - Combat and hits sync code slightly reworked
  21. - States and actions transitions debug log messages added
  22. - Zombies health sync is added
  23. - Preliminary car tow syncing work - test plz!
  24.  
  25. - Added new state for PVP.
  26. - Stop stun locking in PVP, now new state hitreactionplayer can be a substate of movement/etc.
  27. - Can now chain hit reaction, always as substate.
  28. - Can now always move if hit.
  29. - Better bone masking of the hitreaction pvp.
  30.  
  31. - Teleport superzed fix! (hopefully!)
  32. - Zombie action state changes now synced
  33. - Ownership change is synced instantly
  34. - Health of newly created zombies is synced
  35. - State debug info is added
  36.  
  37. - Added HitPacket class for hit info network encapsulation
  38. - FakeClient stop movement reaction is added
  39. - AbstractPacket class changed on INetworkPacket interface
  40.  
  41. - Zombie teleport by any zombie update is added
  42. - Player ranged shot teleport is fixed
  43. - Zombie moving by target is added while zombie is in WalkTowardNetworkState
  44. - Zombie extra update by moving and path find variables are added while zombie is in WalkTowardNetworkState
  45. - Zombie extra update is added by action transition
  46. - Flag variable for BareHands item is added into HitPacket
  47. - Zombie teleport debug visualization is added
  48.  
  49. - Predictions debug is extended
  50. - Zombie extra update is moved to actual state change phase
  51. - Zombie extra update is added by changed walk direction
  52. - Removed unused multiplayer debug options
  53.  
  54. ENGINE
  55.  
  56. - Savegame compression optimization from Turbo
  57. - Performance improvements to BoneTransform calculations for a 2x boost to animation system.
  58. - IsoObject now implements the Thumpable interface. This was needed to allow zombies to thump on breakable non-IsoThumpable fences.
  59. Usually you should call getThumpableFor(chr) to determine if an object is thumpable, instead of only checking "instanceof Thumpable".
  60. Short fences are thumpable to crawlers but not walking zombies.
  61.  
  62. - Changed how packets process player updates. Server will process only the last packet received during the update period with player update. Processing those packets can't be skipped when server is busy.
  63. Server can drop processing packets with physics of vehicles only when server is busy.
  64. - Fixed "Traffic cones" issue which could be quite severe when driving. The client sends the distance at which the map needs to load. The server needs to download this all this area, but previously the server was loading less area than specified.
  65. - Added buffer to PlayerDownloadServer for sending packets without lock RakNetPeerInterface.sendLock. The main thread will not wait for the PlayerDownloadServer thread to send the packet.
  66.  
  67. - Added media/lua/shared/Definitions/ContainerButtonIcons.lua.
  68. This file specifies the textures used for container buttons in the inventory and loot windows.
  69. This info used to be set in ISInventoryPage:new(), which made it difficult for modders adding their own icons.
  70.  
  71. - Allow modders to add new vehicle zones to the global VehicleZoneDefinition table.
  72. Previously, only the game's zone names and types were allowed.
  73. This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
  74. - The chunk debugger highlights the first vehicle zone overlapping the selected square, if the ZoneRect option is enabled.
  75.  
  76. - Fixed crash on startup due to null-ref exception.
  77. - Input.checkConnectDisconnect appears to incorrectly assume that it already has the disconnected controllers cached.
  78. - Added null-check before adding a cached controller's ptr to newlyDisconnected list.
  79.  
  80. - Added Shared Anim Skeles to IsoZombie. WIP, currently disabled.
  81.  
  82. SAVE CHANGES (will break saves again)
  83.  
  84. - Refactored and tidied up WorldDictionary.
  85. - Server now sends the WorldDictionary data to clients when connecting.
  86. - Client now only saves WorldDictionaryReadable.lua in game folder.
  87. - WorldDictionary now respects Core.noSave.
  88. - World loading should now abort correctly if any problems are found with the dictionary.
  89. - Added method getModID(), getModName() and isVanilla() to InventoryItem.
  90. - Added the mod name which added the item, and optionally any overrides, to item tooltip.
  91.  
  92. CONTROLLERS UPDATE
  93.  
  94. - Removed the old JInput library which was used for controllers. The GLFW library, part of LWJGL 3, is now used.
  95. - GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should
  96. have a good chance of working. Recognized controllers are listed in media\gamecontrollerdb.txt.
  97. - The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory. This can be done
  98. to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
  99. - The game should handle controllers disconnecting and reconnecting during play. If player 1's controller is
  100. disconnected, they can choose to revert to keyboard and mouse input.
  101.  
  102. GLOBALOBJECTS CHANGES
  103.  
  104. - Control-F2 displays the debugger for global objects. There is a list of systems (campfire/farming/metaldrum/rainbarrel/trap)
  105. and a list of objects in the selected system on the left. The modData for the selected system and selected object can be viewed on the right.
  106. - The list of objects in each system is synced on the client-side now. Previously, only the server-side had the list of objects.
  107. The modData of objects are not necessarily kept up to date on the client; this info is usually duplicated in IsoObject modData.
  108. - IsoObject outline highlighting can be set per-player now, to support splitscreen.
  109.  
  110. FIXES
  111.  
  112. - Fixed PVP not taking clothing protection in calcul.
  113. - Fixed removing glass from windows not being synced.
  114. - Fixed not being able to click on closed garage doors when behind them.
  115. - Fixed Corpses teleports for cases of lacking hit sync
  116. - Fixed bug with stuck crawling zombies
  117. - Fixed NullPointerException for getting VehicleID in GameClient.playerTimeout
  118. - Fixed the "flying vehicles" bug by adding a limitation of acceleration
  119. - Fixed entering a car as passenger then switching to driver not giving control of the car to the new driver.
  120. - Fixed thread-unsafe removal of elements in BitHeader concurrent deque's
  121. - Fixed saving corpses as items in inventory.
  122. - Fixed HelperFunctions.CreateFromQuaternion() typo causing zombie models to balloon.
  123. - Fixed crash in preupdate due to missing networkAI.
  124. - Fixed not giving control of the car to server when leaving it (if not being towed tho)
  125. - Fixed driver in a car being towed not having updated interpolation.
  126. - Fixed various issues with towing in MP, should behave more correctly now.
  127. - Fixed (hopefully) cars that pirouette on corpses.
  128. - Fixed crawling zombies getting stuck while moving near walls.
  129. - Fixed crawling zombies not thumping fences like they do with doors.
  130. - Fixed crawling zombies trying to go through open windows.
  131. - Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
  132. - Fixed zombies sometimes thumping on wall frames that they can climb through.
  133. - Fixed duplicate items in hands when dying.
  134. - Fixed duplicate items attached in hotbar when dying.
  135. - Fixed duplicate item attached on back when dying.
  136. - fixed WorldDictionary ID's not being reset uppon new game.
  137. - fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
  138. - Fixed Remote vehicles do not turn wheels.
  139. - Fixed edit item coloring not working.
  140. - Fixed Map issues.
  141. - Fixed rain barrels, traps and wall upgrades. Removed IsoThumpable.name because IsoObject.name already exists.
  142. IsoThumpable.name wasn't being saved with the new savefile code, which broke traps. IsoThumpable traps need to be named "Trap" to work.
  143. This should be fine, although IsoThumpable.name was initialized to "", whereas IsoObject.name is initialized to null.
  144. - Fixed the fishing ui appearance not changing when a controller is disconnected.
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