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- MP TEST CHANGELIST 27th Jan
- SYNC
- Made teleport more aggressive on players who got a little desync-ed, which should help avoiding weird behavior in MP (this will require more testing)
- Helmets and hats falling from zombies now synced. (the one for player might works too, but didn't tested as it's tricky).
- Synced walkspeed/walkinjury.
- Synced clothing patching action.
- Improved sync of climbing fences
- - Synced hit context and result for local zombie
- - Synced bumped/falling on ground sync.
- GAMEPLAY
- - Previously to seed/water/harvest you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
- BALANCE
- - Added more tailoring books to kitchen.
- - Added rifles in shed/garage.
- - Zombies now do more damage to fences when crowding against/over them
- FIXES
- - Fixed the "Chars aren’t saved on the client anymore" issue by deleting all cached map data in client's save dir
- - Fixed desync issue for animations (hopefully)
- - Fixed infinite fitness with radio/tv
- - Fixed collide with wall not synced anymore.
- - Fixed when players push a zombie in MP they don't move backwards, even though they are playing the stagger back anim
- - Fixed double hit sound when fighting zombies in MP.
- - Fixed autovault over fence not working in MP.
- - Fixed tailoring book/farming mag not spawning in shelves.
- - Fixed water container in office weighting 3.
- - Fixed white display not cooling food.
- - Fixed climbing over fence falling being calculated on remote & local players. Now only the local player will, before sending state.
- - Fixed colliding with walls.
- - Fixed falling with weapons doing a weird loop anim
- - Fixed players not being able to move when they have been shot.
- - Fixed a bug in replay manager
- TECHNICAL
- - Optimized game variable look-ups.
- - AnimCondition no longer repeatedly searches for the same variable by name.
- - Instead, it creates an AnimationVariableHandle and re-uses it.
- - GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda
- - Performance improvement. Added an early-out to updateTwistBone
- - If the current twist is <1 degree, the function aborts.
- - Appears to make no visual difference.
- - Sync zombie damage from being hit by car
- - Fixed desync issue when doing 2 actions in a row (taking then eating, etc.)
- - Foraging % issue fixed
- - Added AttackNetworkState to IsoGameCharacter.doDeferredMovement(). Zombies can now move while attacking
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