In this update9
Full notes
Full Solace Crafting update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Compatibility
- Maps
- Workshop
- Gameplay
- Server
Solace Crafting changes
Big patch up on beta right now that I've been working on for a long time. I was hoping to have it cleaned up for the start of the Steam Summer Sale, but I need 1 more day with it. Mostly just testing, optimization, and a little wiring. I wanted to get a blurb up though to make sure everyone knows it's coming!
Please note that the current beta upload is for single player Windows only. If all goes according to plan tomorrow I will upload the Linux and server builds as well.
Major changes
NEW TERRAIN ENGINE — The world now runs on a custom mesh-based terrain
system (replacing Unity's built-in terrain). Faster streaming, seamless
LOD, and the groundwork for a much larger visible world, better post-
processing, and improved performance.
GPU-DRIVEN VEGETATION — Trees, plants, rocks, and grass are now placed and
rendered on the GPU. Far more vegetation on screen with far fewer hitches.
REWRITTEN WORLD MAP — The map is now drawn in a single GPU pass instead of
hundreds of CPU tiles. Smoother panning, no more black tiles, correct
coordinate labels.
STEAM NETWORKING OVERHAUL — Player-hosted multiplayer now uses Steam's
Datagram Relay for better connectivity, and Steam Workshop support is
undergoing a revamp.
World generation & terrain
IMPROVEMENTS
Mesh-based terrain engine integrated and live, with quadtree LOD and
runtime streaming
Reworking height composition with domain warping for more varied terrain
New ocean shader
Ocean water plane now auto-scales to the terrain draw distance at runtime.
Vegetation
IMPROVEMENTS
Trees and all static flora (rocks, herbs, decorations) now placed and
rendered through the GPU pipeline
Grass is GPU-instanced billboard rendering with proper frustum/distance
culling
Vegetation now streams past the collider radius using far-LOD billboards,
so distant hillsides are no longer bare (further improvements WIP)
Big landmark rocks now read as horizon features, keep a clear footprint so
nothing spawns inside them, and gain their collider before you reach them
(no more walking into a rock) — they're also rarer now (imposters WIP)
Upgraded grass exclusion volumes to a custom solution
Resources & procedural spawning
IMPROVEMENTS
Rewritten procedural area spawning system for smoother, throttled object
streaming
Moved silver to caves, moved copper to the swamps
Multiplayer & Steam
IMPROVEMENTS
Player-hosted games now use FizzySteamworks (Steam Datagram Relay) for
quick and easy connecting
Steam Workshop support rebuilt on Steamworks.NET
BUG FIXES
Harvesting and resource removal now sync correctly to all players on the
new mesh terrain
GPU-rendered vegetation now disappears for all clients when harvested
World-encounter clears now properly credit the player who cleared them
Shrines now properly bless the interacting player
Combat, skill & entities
IMPROVEMENTS
Familiars now despawn when their owner dies or when the server stops
Familiar leashing and target validation improved
BUG FIXES
Equipped weapons and tools now display correctly through character
rebuilds and during networked attack swings
Monster debuffs are now identified reliably, fixing cases
where the wrong debuff was tracked
Entity debuffs now clear correctly when leaving an area-of-effect
Skill-effect comparisons now guarded against errors
Farming
BUG FIXES
Fixed watering, crop maturing, and harvesting bugs in both tilled ground
and planters
Inventory
BUG FIXES
Fixed an item duplication exploit
User Interface
IMPROVEMENTS
World map fully rewritten — single GPU texture render
Map coordinate ruler labels re-enabled and fixed
- Settingsadded Field of View and Render Scale options
Settings: camera and grass options now driven by in-game settings
Settings: more to come
Removed dead/non-functional video setting dials
Character creation warm-up is now asynchronous for a smoother startup
Join us in [url=https://discord.gg/solacecrafting]Discord!\
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To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.
Source
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