Full notes
Full Zombasite update
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What changed
- Performance
- Fixes
- Gameplay
- Events
- Server
Zombasite changes
- Cachemap
This huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues. 1.022 change list:
inventory now autosizes to prevent overlapping
fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
fixed crashes when creating/destroying fake player
fixed some radar stuff still being applied in some cases
fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
fixed a rare infinite loop in trap activation
fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)
fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
fixed a rare infinite loop in generateCaveLevel
sped up Level::finishGenerateOutdoorLevel a little
fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)
fixed a leak of resource handles if added, then removed, before actually loading now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place
fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes
now monster promotions are slower once than hit unique level
fixed a really rare crash in GraphicsSystem::drawTiles
now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)
fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)
now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)
quest monsters can no longer be converted over to follow player (twitch.tv/ninja)
fixed an angles issue that might have be generating a NAN and then starting a infinite loop
made networking handle low framerate situations better
now world saves use basic network compression (saves about 40%)
now when holding down right click and kill target it will move to next target easier
fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)
fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
now traps can do explosions (can cause cave ins)
now on hit skill projectile starts at enemy killed
fixed on kill ring projectiles with cones not hurting anyone
fixed orc shaman weakness skill now based on monster skill
status effects now skip loading stat changes that can't happen
changed to a better hash algorithm
only partially build status effects on skill definitions until needed
magic modifiers now skip loading stat changes that can't happen
now skip loading unused stat changes
fixed reported relation change not getting to player sometimes
fixed 2 caves having unusable braziers
water can now spread
water now stays around for 30 seconds instead of 10
hazards can now apply status effects directly (instead of needing to be a trap or actor)
hazards can now apply multiple status effects
wet status effect now lasts 10 seconds
now outside in rain gives you wet status effect
now inside a
Source
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