What changed
1 fix0 additions3 changes0 removals
changedIf you do calculation with large floating point numbers there is a limit to how many decimals of precision you can have. In games this slowly starts becoming an issue the further you travel from the world origin, (0,0), which is an issue if you have an infinite world such as Scorching Engines. Meshes break down, physics become unstable and some things stop working all together. Such as terrain deformation, clouds, and fog. One common method to fix this is to use a floating origin, a solution that shifts the entire world towards the origin (0,0) so that stuff near the player doesn't use large floating point numbers, and therefore don't start showing errors. Example: Steam post image And the clouds breaking at around 10km from spawn: Steam post image This update brings:
changedFloating Origin -- After travelling for a bit the entire world shifts back towards spawn so that no floating point errors accumulate, leading to mesh errors and physics being weird.
changedLocal Navmesh -- The terrain navmesh now only generates closeby to the player, leading to noticeably faster terrain generation and a bit less memory usage.
fixedImprovements to audio and inventories -- Now audio for tree felling -- Vehicle engine and furnace audio has been replaced, and engine audio reacts to vehicle speed changes -- Flickering items in inventories when moving items, and opening/closing inventories have been resolved -- Crafting bench UI has been improved, to better show whats currently happening.
Scorching Engines changes
changedIf you do calculation with large floating point numbers there is a limit to how many decimals of precision you can have. In games this slowly starts becoming an issue the further you travel from the world origin, (0,0), which is an issue if you have an infinite world such as Scorching Engines. Meshes break down, physics become unstable and some things stop working all together. Such as terrain deformation, clouds, and fog. One common method to fix this is to use a floating origin, a solution that shifts the entire world towards the origin (0,0) so that stuff near the player doesn't use large floating point numbers, and therefore don't start showing errors. Example: Steam post image And the clouds breaking at around 10km from spawn: Steam post image This update brings:
changedFloating Origin -- After travelling for a bit the entire world shifts back towards spawn so that no floating point errors accumulate, leading to mesh errors and physics being weird.
changedLocal Navmesh -- The terrain navmesh now only generates closeby to the player, leading to noticeably faster terrain generation and a bit less memory usage.
fixedImprovements to audio and inventories -- Now audio for tree felling -- Vehicle engine and furnace audio has been replaced, and engine audio reacts to vehicle speed changes -- Flickering items in inventories when moving items, and opening/closing inventories have been resolved -- Crafting bench UI has been improved, to better show whats currently happening.
If you do calculation with large floating point numbers there is a limit to how many decimals of precision you can have. In games this slowly starts becoming an issue the further you travel from the world origin, (0,0), which is an issue if you have an infinite world such as Scorching Engines. Meshes break down, physics become unstable and some things stop working all together. Such as terrain deformation, clouds, and fog. One common method to fix this is to use a floating origin, a solution that shifts the entire world towards the origin (0,0) so that stuff near the player doesn't use large floating point numbers, and therefore don't start showing errors. Example: Steam post image And the clouds breaking at around 10km from spawn: Steam post image This update brings:
Floating Origin
-- After travelling for a bit the entire world shifts back towards spawn so that no floating point errors accumulate, leading to mesh errors and physics being weird.
Local Navmesh
-- The terrain navmesh now only generates closeby to the player, leading to noticeably faster terrain generation and a bit less memory usage.
Improvements to audio and inventories
-- Now audio for tree felling
-- Vehicle engine and furnace audio has been replaced, and engine audio reacts to vehicle speed changes
-- Flickering items in inventories when moving items, and opening/closing inventories have been resolved
-- Crafting bench UI has been improved, to better show whats currently happening.
The destroyed cars in cities have have had their placeholder blockouts replaced with actual car models.
As well as other bug fixes, and balancing changes