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  1. MP CHANGELIST 10TH MARCH
  2.  
  3. NEW
  4.  
  5. - Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
  6. - Analog watches no longer have alarm
  7. - Digital watch display now has alarm button that can be pressed
  8. - Condition icon (star) now has more variants to tell item quality accurately
  9. - 'Saliva only' transmission option - player is immune to scratch infection
  10.  
  11. BALANCE
  12.  
  13. - Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
  14. - Berries salad now reduces thirst
  15.  
  16. SYNC/MP
  17.  
  18. - I've changed parameters for function stepSimulation.
  19. - I've added the check ReleventTo for sending PlayerUpdate packets. Clients should not receive player updates if the player is far away.
  20. - New FakeClientManger is added
  21. - Zombie sync is improved on the server and remote client
  22. - Added added more debug messages
  23.  
  24. - Further PVP improvement/fixes.
  25. - Better sync of pvp hit reaction.
  26. - Added "fall on arse" anim.
  27. - Synced holes in clothing when doing PVP.
  28.  
  29. - Added a TimeDebugger class
  30. - Added debug messages for catch the problem of server instability.
  31. - Added loading anim sets on server startup.
  32. - Fixed thumping zombies MP crash (potentially)
  33. - Synced cleaning blood.
  34. - Synced picking broken glass from ground.
  35. - SystemDisabler variable doMainLoopDealWithNetData is added in order to disable server packet processing (false by default).
  36. - Zombie sync on server by local owner position is added
  37. - Zombie teleport close to target player position is blocked
  38.  
  39. OPTIMIZATION
  40.  
  41. - Fog optimization
  42. - Zac's clever optimization data recording device (AnimZed)
  43.  
  44. FIXES
  45.  
  46. - Fixed loud Microwave sound when metal is placed inside
  47. - Fixed not being able to add any condiments to a Burger found in game
  48. - Fixed Empty Pop Can appearing after char drinks a beer
  49. - Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
  50. - Fixed Hoodie unequipping when hood up + baseball hat
  51. - Fixed cooking food increasing weight of the dish inconsistently
  52. - Fixed player being able to eat by double-clicking when full to bursting
  53. - Fixed Bourbon having two options to empty the bottle
  54. - Fixed M9 pistol and D-E Pistol having their icons mixed up
  55. - Fixed Wet Bath towel losing Favourite status after drying
  56. - Fixed new ammunition types not being dismantlable
  57. - Fixed "Sleep on ground" option in the car when char is Ridiculously tired
  58. - Fixed not being able to knockdown zombies.
  59. - Fixed zombies not triggering hitreaction since superzed fix.
  60. - Fixed no dragdown in MP. (Still broken in SP)
  61. - Fixed the issue: "ComboItem cannot be cast to class" that caused massive server instability
  62. - Fixed not possible to damage zombies while holding no weapons.
  63. - Fixed zombies flipping on ground (may still have disparancies between clients for dead corpse)
  64. - Fixed some weirdness in PvP hit reactions. (should fix being locked in some anim states)
  65. - Fixed server registering exceptions if a player has a bag in hand and is hit by a vehicle.
  66. - Fixed no hit reactions from player in SP.
  67. - Fixed player not seeing remote players falling on the ground.
  68. - Fixed some farming issues in MP.
  69. - Fixed some bugs when watering farmed plants.
  70. - Fixed health cheat not working.
  71. - Fixed missing translation in admin power UI.
  72.  
  73. MODDING
  74.  
  75. Global ModData
  76. Registers moddata tables with a given String key.
  77.  
  78. When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
  79. LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
  80. String ModData.create() creates a table with a random UUID key, note: returns the string key.
  81. LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
  82. LuaTable ModData.get(String key) returns the table with given key or null.
  83. boolean ModData.exists(String key) return true if table with given key exists.
  84. LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
  85. void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
  86. ArrayList getTableNames() returns a list of all registered tables.
  87.  
  88. Networking
  89.  
  90. Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted.
  91. Syncing of data where needed is up to coder/author. There are however two methods for networking:
  92. void ModData.transmit(String key)
  93. - this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below)
  94. void ModData.request(String key)
  95. - client only, this sends a request to server to send back the table with given key to this client.
  96. When the server or the client receives a moddata packet it is not automatically added to the local register.
  97. Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments.
  98.  
  99. NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
  100. The coder/author can then decide to parse, register or keep it as temporary lua table only etc.
  101.  
  102. Debugging.
  103. A debug panel is added to the debug menu with a list of all registered tables and info panel displaying the contents of a table.
  104. https://i.gyazo.com/5ffb9fcadc8c1a4d112bcf48e04db48f.png
  105.  
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