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Steam News21 November 20178y ago

Build 2409 - New Profiler, Emotes, Translations, Fixes and More!

Hey Folks! Quite a lot of community contribution in this one, as is becoming a pattern. This is great to see! It's good to see this make it through to the public.

Full notes

Full King Arthur's Gold update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey Folks! Quite a lot of community contribution in this one, as is becoming a pattern. This is great to see! It's good to see this make it through to the public. Sorry for the wait - I know it has been a few weeks coming. We've had some back and forth on a few of the changes, and I've been sick on and off the past few weeks. I'm healthy again now, so fingers crossed we can continue with smaller "rolling" updates. This build includes about 150 commits across over 120 files to the base repository and about 40 commits across over 200 files to the engine repository, so it's no small patch. The build includes contributions from Myself, MM, Furai, Asu, Fuzzle, and Diprog. I got a lot of engine-side work done on translations, fixed a few regressions from last build and got a few miscellaneous work items done. I also added some work-in-progress emoticons from recent discussion in discord to the sprite-sheet for use. We welcome feedback on these emoticons but they should not be treated as necessarily a permanent addition; we'll figure out which ones have a place in the game and which don't soon enough. They are only available through the config file currently, so to save you the trouble, here's a look at them - note that a few of these are just touch-ups, most are new.

What changed

1 fix2 additions0 changes0 removals
  • Fixes
  • Server
fixedHey Folks! Quite a lot of community contribution in this one, as is becoming a pattern. This is great to see! It's good to see this make it through to the public. Sorry for the wait - I know it has been a few weeks coming. We've had some back and forth on a few of the changes, and I've been sick on and off the past few weeks. I'm healthy again now, so fingers crossed we can continue with smaller "rolling" updates. This build includes about 150 commits across over 120 files to the base repository and about 40 commits across over 200 files to the engine repository, so it's no small patch. The build includes contributions from Myself, MM, Furai, Asu, Fuzzle, and Diprog. I got a lot of engine-side work done on translations, fixed a few regressions from last build and got a few miscellaneous work items done. I also added some work-in-progress emoticons from recent discussion in discord to the sprite-sheet for use. We welcome feedback on these emoticons but they should not be treated as necessarily a permanent addition; we'll figure out which ones have a place in the game and which don't soon enough. They are only available through the config file currently, so to save you the trouble, here's a look at them - note that a few of these are just touch-ups, most are new.
addedMM actually spent some time in the codebase, to partly address the precache issues causing crashes and other issues when swapping servers and swapping between local gamemodes and online play. There are still some ongoing glitches to look into, but it's quite an improvement over how things were before. Fuzzle has been sitting exams but completed a refactor of the materials scripts and configuration files. This shouldn't affect mods from what I can tell, it just cleans up the code a little. Diprog and the rest of the Russian translators have helped extend the translation support a huge amount, and provided RU translations to match. This includes menu translations, gamemode and UI translations, a few tricky edge cases with descriptions, and indicating requirements for improved support for unicode and localisation within the engine. Asu has been very productive this month; There is a new profiler, improved map loading performance, a fix for a long-standing linux bug, more french translations and a handful of smaller things as well - check out the changelog for more info. It's quite a "technical" addition, but the new profiler will help vanilla devs, contributors and modders diagnose and fix performance issues in their scripts and in the engine. It profiles both engine-side tasks and all script hooks, can sample at a reduced rate, and reports multiple metrics per measurement. It's also gentler on performance than the previous profiler. Scripts are in yellow, engine tasks are in grey.
addedTo turn on profiling, use /g_measureperformance 1 in the console on startup or once the game is loaded, and then /performance to dump the current performance statistics. You can clear out the existing samples with /performanceflush - perhaps if you want to measure performance around a specific event. Because of the slight performance overhead, this setting is turned off each startup, so setting it in your auto-config won't work. Big thanks to all the contributors! Outside of the game, our Discord Server also got verified which means we have a fancy new invite link and higher performance voice servers. We're currently hovering around 900 members, and

King Arthur's Gold changes

fixedHey Folks! Quite a lot of community contribution in this one, as is becoming a pattern. This is great to see! It's good to see this make it through to the public. Sorry for the wait - I know it has been a few weeks coming. We've had some back and forth on a few of the changes, and I've been sick on and off the past few weeks. I'm healthy again now, so fingers crossed we can continue with smaller "rolling" updates. This build includes about 150 commits across over 120 files to the base repository and about 40 commits across over 200 files to the engine repository, so it's no small patch. The build includes contributions from Myself, MM, Furai, Asu, Fuzzle, and Diprog. I got a lot of engine-side work done on translations, fixed a few regressions from last build and got a few miscellaneous work items done. I also added some work-in-progress emoticons from recent discussion in discord to the sprite-sheet for use. We welcome feedback on these emoticons but they should not be treated as necessarily a permanent addition; we'll figure out which ones have a place in the game and which don't soon enough. They are only available through the config file currently, so to save you the trouble, here's a look at them - note that a few of these are just touch-ups, most are new.
addedMM actually spent some time in the codebase, to partly address the precache issues causing crashes and other issues when swapping servers and swapping between local gamemodes and online play. There are still some ongoing glitches to look into, but it's quite an improvement over how things were before. Fuzzle has been sitting exams but completed a refactor of the materials scripts and configuration files. This shouldn't affect mods from what I can tell, it just cleans up the code a little. Diprog and the rest of the Russian translators have helped extend the translation support a huge amount, and provided RU translations to match. This includes menu translations, gamemode and UI translations, a few tricky edge cases with descriptions, and indicating requirements for improved support for unicode and localisation within the engine. Asu has been very productive this month; There is a new profiler, improved map loading performance, a fix for a long-standing linux bug, more french translations and a handful of smaller things as well - check out the changelog for more info. It's quite a "technical" addition, but the new profiler will help vanilla devs, contributors and modders diagnose and fix performance issues in their scripts and in the engine. It profiles both engine-side tasks and all script hooks, can sample at a reduced rate, and reports multiple metrics per measurement. It's also gentler on performance than the previous profiler. Scripts are in yellow, engine tasks are in grey.
addedTo turn on profiling, use /g_measureperformance 1 in the console on startup or once the game is loaded, and then /performance to dump the current performance statistics. You can clear out the existing samples with /performanceflush - perhaps if you want to measure performance around a specific event. Because of the slight performance overhead, this setting is turned off each startup, so setting it in your auto-config won't work. Big thanks to all the contributors! Outside of the game, our Discord Server also got verified which means we have a fancy new invite link and higher performance voice servers. We're currently hovering around 900 members, and

MM actually spent some time in the codebase, to partly address the precache issues causing crashes and other issues when swapping servers and swapping between local gamemodes and online play. There are still some ongoing glitches to look into, but it's quite an improvement over how things were before. Fuzzle has been sitting exams but completed a refactor of the materials scripts and configuration files. This shouldn't affect mods from what I can tell, it just cleans up the code a little. Diprog and the rest of the Russian translators have helped extend the translation support a huge amount, and provided RU translations to match. This includes menu translations, gamemode and UI translations, a few tricky edge cases with descriptions, and indicating requirements for improved support for unicode and localisation within the engine. Asu has been very productive this month; There is a new profiler, improved map loading performance, a fix for a long-standing linux bug, more french translations and a handful of smaller things as well - check out the changelog for more info. It's quite a "technical" addition, but the new profiler will help vanilla devs, contributors and modders diagnose and fix performance issues in their scripts and in the engine. It profiles both engine-side tasks and all script hooks, can sample at a reduced rate, and reports multiple metrics per measurement. It's also gentler on performance than the previous profiler. Scripts are in yellow, engine tasks are in grey.

To turn on profiling, use /g_measureperformance 1 in the console on startup or once the game is loaded, and then /performance to dump the current performance statistics. You can clear out the existing samples with /performanceflush - perhaps if you want to measure performance around a specific event. Because of the slight performance overhead, this setting is turned off each startup, so setting it in your auto-config won't work. Big thanks to all the contributors! Outside of the game, our Discord Server also got verified which means we have a fancy new invite link and higher performance voice servers. We're currently hovering around 900 members, and

Source

Steam News / 21 November 2017

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