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Steam News6 December 20205y ago

Weekend Update (0.9.1.5)

Happy Sunday, everyone! I've spent the past two weeks attempting to track down the crashes that people have been experiencing.

Full notes

Full Poly Universe update

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

What changed

3 fixes2 additions0 changes0 removals
  • Performance
  • UI and audio
  • Gameplay
  • Fixes
fixedI've spent the past two weeks attempting to track down the crashes that people have been experiencing. I found two places where the game was allocating new objects each frame, and I suspect these were causing the game to eventually run out of memory and crash. Both are fixed now so hopefully you have a crash-free experience on your hands.
addedI've also enabled much better crash logging, so I should be faster at fixing crashes in the future.
addedCertain icons in the UI would allocate a new sprite for themselves each frame, instead of holding on to the one they already had. Depending on how many menus you generally like to have open at once, this could make the game run out of memory quickly, or only after a long time.
fixedStorage buildings weren't completely initializing themselves until you visited the planet that they were built on. So if you loaded a save with multiple worlds, every Storage building on the planets you hadn't looked at yet would be in a half-way state between being Storage and Not-Storage. This caused Peabs to run over and take supplies out of them (because supplies shouldn't be left sitting in Non-Storage buildings), but then immediately turn around and put the supplies back in the building (because it's the nearest Storage building). They would repeat this forever until you actually inspected the planet, and the process of looping resources in and out of the building would gradually build up excess object allocations that never got resolved.
fixedAnyway, both of those are fixed now. =)

Happy Sunday, everyone!

I've spent the past two weeks attempting to track down the crashes that people have been experiencing. I found two places where the game was allocating new objects each frame, and I suspect these were causing the game to eventually run out of memory and crash. Both are fixed now so hopefully you have a crash-free experience on your hands.

I've also enabled much better crash logging, so I should be faster at fixing crashes in the future.

Sorry! -Pouchmouse

P.S. If you're curious what the specific issues were:

  1. Certain icons in the UI would allocate a new sprite for themselves each frame, instead of holding on to the one they already had. Depending on how many menus you generally like to have open at once, this could make the game run out of memory quickly, or only after a long time.

  2. Storage buildings weren't completely initializing themselves until you visited the planet that they were built on. So if you loaded a save with multiple worlds, every Storage building on the planets you hadn't looked at yet would be in a half-way state between being Storage and Not-Storage. This caused Peabs to run over and take supplies out of them (because supplies shouldn't be left sitting in Non-Storage buildings), but then immediately turn around and put the supplies back in the building (because it's the nearest Storage building). They would repeat this forever until you actually inspected the planet, and the process of looping resources in and out of the building would gradually build up excess object allocations that never got resolved.

Anyway, both of those are fixed now. =)

Source

Steam News / 6 December 2020

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