Update log
Full No Time update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Performance
- Balance
- Compatibility
- Gameplay
Well met time travelers!
This update goes more into the polishing sphere: Performance, bug fixing, QoL, new Steamworks implementation, as well as some smaller cool additions which I will list here first.
Time tracked throwing and car doors.
Throwing now gives you a little field of view animations to indicate how strong you will throw.
And here you see your past self throwing that item. As well as time tracked car doors.
Fps Counter and Quick Saving
F2 now allows you to trigger an auto save
F4 gives you an in game frame counter
New Plc Commands
cococarswitch "modname" to quickly switch to a different car via plc command
cocoframecap 120, you can now set a frame cap via this command
cocomuscle 1..100 sets muscle
cocofat 1..100 sets fat
cocohelp 0..2 was now revamped, to give more commands along with a page parameter
New Steamworks
As it was planned, I switched from the older Steamworks implementation to Facepunch Steamworks
for performance and feature reasons. As well as being the more popular approach. The whole conversion into a new system took me a couple weeks.
More small additions and revamps
Currency has gotten a visual revamp.
Traders of each time period sporting the respective currency above their heads (Before that you'd have natives with floating dollar signs).
Car Honk can help scare animals away!
Lightning Rod Charging
You can now charge your lightning rod with all kinds of energy weapons, based on the damage they do. This will also translate into energy usage of your weapons in the future, and cartridges to charge them up.
Mod Upload Progress Bar.
One of the smaller features that came along with the newer Steam Layer, viewing your upload progress. Trivial but still helpful.
Performance Improvements
More systems were put onto a tick rate now, this should lessen the load on most cpu processes.
I also re enabled GPU instancing after seemingly getting rid of the negative impact it actually did some updates ago. Some Shaders were also switched out with mobile variants since they render faster.
With about 10-25 frames difference in 2014, I will keep working on it.
The improvements on that end are far from perfect, as I still haven't quite reached the mark of frame rate, that I want to reach by the end of the Beta.
I will look if I can pull off Occlusion Culling. Given the game is very dynamic in nature it will be hard but not impossible to pull off. (Essentially hiding objects that are not seen, this can be precanceled but in my case I would not be able to use Unity's pre-baked system as it would create problems.
However,
I hope this will make your time travel experience more fun & smooth!
The next BETA updates are planned as followed
MULTIPLAYER REVAMPS AND POLISHING
BATTERY & ENERGY CONSUMPTION OF ITEMS, REACTOR ENERGY CONVERSION
WORLD EDITOR
PLAYER REQUESTS TILL FULL RELEASE
Next update is planned to be more substantial again, revolving about Multiplayer specifically and potentially use cases for the new battery items. This all got pushed out by the more extensive bug fixing sessions and Steamworks re-implementation for this update.
Below you can find a full list of the bug fixes, revamps and smaller additions.
Good luck on your time travel adventures!
God bless
-Erathor
May 1st V0.989
Added f2 quicksave f4 fps counter
Added
Source
