Update log
Full Darwinia update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Performance
- Fixes
- Server
- Compatibility
Gameplay
Grenades and Triffid Eggs now bounce off buildings (with sound effects)
Anthills: smarter about objectives. Ants are sent to clusters of spirits rather than individual distant spirits, and ants on attack orders focus on the enemy first instead of getting distracted by spirits along the way
- Army Antsresume previous orders if interrupted, increased search radius
Virii: no longer target Darwinians carried by ants, restored slowdown when approaching Engineers
- Soul Destroyerbrightened spirit render, fixed devoured souls render
Spore Generator: explodes on death, with tail triangles included in the shape explosion
Triffids: now properly explode when destroyed
- Engineersimproved building collision avoidance, reprogramming animation when adding spirits
- Darwiniansfixed upside-down shadows, fixed LOD jumpiness while mid-air, spectacle-watching Darwinians are now always visible
Centipede: smoother trailing segment movement
Bugfixes
Fixed Insertion Squad movement to perpendicular teleport
Fixed jumpy Generator power surges
Fixed Darwinians being unable to find Gun Turret targets
Fixed Laser Fence collision for grenades
Fixed Yard animation snap on first power surge
Fixed crash on credits screen
Fixed crash when MasterVolume is set to 0
Fixed incorrect music identification
Fixed crash when looking up missing language phrase
Fixed pixel effect sizing and render conditions
Fixed miscellaneous rendering bugs
Performance
- Major explosion system reworkbetter LOD, depth-sorting, reduced memory usage
Landscape and water rendering: chunked rendering with frustum culling for significant draw call reduction
Cloud rendering: switched to instanced rendering, dramatically reducing memory usage
Improved frustum culling with capsule-based tests and better vectorization
Faster nearby spirit searches
Transparent GPU texture compression for reduced VRAM usage
Reduced memory usage across many systems (sprites, fonts, shapes, explosions, strings, sounds)
Faster GPU discovery at startup
Reduced background rendering cost on lower-end GPUs
Graphics & Rendering
Improved frame pacing and reduced input latency
Faster shader loading on subsequent launches via shader caching
Improved FOV calculation for ultrawide displays
SMAA anti-aliasing now defaults to 'ultra' quality preset
Added supersampling (SSAA) render option for render scales above 100%
Increased pixel effect render distance with more subtle distance fade
Improved rendering of power lines, internet links, mine tracks, and other line-based effects
Reduced first-frame stutters with expanded pipeline warmup
Improved DPI scaling
Sound
Fixed crash when master volume is set to 0
Improved volume calculation
Improved reverb filter performance
Added bounce sounds for grenades and triffid eggs hitting buildings
UI & Settings
"Open Website" now uses Steam overlay and minimizes the game
GPU device list always visible in screen preferences
Irrelevant GPU drivers hidden when D3D11 is selected
Auto-select 'Auto' GPU if previously selected device is no longer available
VSync changes no longer require restart in some configurations
Fixed gesture scaling for ultrawide screens
Fixed incorrect resolution list
Platform & Compatibility
- Wine/Protonimproved default settings for better out-of-box experience
- macOSfixed mouse handling, improved VSync support
Improved compatibility with Intel Macs, Parallels Desktop, Qualcomm GPUs
- Gamescopefixed window size and rendering issues
- Waylandfixed OpenGL initialization
Improved GPU device selection
Various Mesa driver workaround improvements
Other
Updated third-party libraries to latest versions
Source
