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Steam News17 May 20188y ago

Tweet: Changed to the debugging phase!

So all main features for the next release are implemented. Next step is to debug the stuff: Debugging: The compile pipeline is updated.

Full notes

Full StaudSoft's Synthetic World Beta update

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What changed

0 fixes1 addition0 changes0 removals
  • Performance
addedSo all main features for the next release are implemented. Next step is to debug the stuff: Debugging: The compile pipeline is updated. Create first windows exefile based on C++11 Debugging: The virtual cpu does not crash any more. The first "Hello World" program was successfully executed. Debugging: The update of the far voxel landscape does not crash any more :-). The only bug which is left creates cracks in the ground :-( Debugging (Lua script integration): New entity successfully created! Release: I plan to make new releases of the development version. For this I will introduce a new Steam branch which will contain these versions. These release will use a different map folder so that your maps are not accidentally damaged by bugs! This was in fact the main reason, why I did not made new releases. I did not want to damage your worlds, because I really changed a lot in the engine.

StaudSoft's Synthetic World Beta changes

addedSo all main features for the next release are implemented. Next step is to debug the stuff: Debugging: The compile pipeline is updated. Create first windows exefile based on C++11 Debugging: The virtual cpu does not crash any more. The first "Hello World" program was successfully executed. Debugging: The update of the far voxel landscape does not crash any more :-). The only bug which is left creates cracks in the ground :-( Debugging (Lua script integration): New entity successfully created! Release: I plan to make new releases of the development version. For this I will introduce a new Steam branch which will contain these versions. These release will use a different map folder so that your maps are not accidentally damaged by bugs! This was in fact the main reason, why I did not made new releases. I did not want to damage your worlds, because I really changed a lot in the engine.

So all main features for the next release are implemented.

Next step is to debug the stuff

Debugging: The compile pipeline is updated. Create first windows exefile based on C++11 Debugging: The virtual cpu does not crash any more. The first "Hello World" program was successfully executed.

Debugging

The update of the far voxel landscape does not crash any more :-). The only bug which is left creates cracks in the ground :-( Debugging (Lua script integration): New entity successfully created!

Release

I plan to make new releases of the development version. For this I will introduce a new Steam branch which will contain these versions. These release will use a different map folder so that your maps are not accidentally damaged by bugs! This was in fact the main reason, why I did not made new releases. I did not want to damage your worlds, because I really changed a lot in the engine.

Source

Steam News / 17 May 2018

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