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[Game Update] - 472550

Release Date: 07/26/21


Update Information:

The next update, Waterlogged, is up on the beta branch. Enjoy some shaded reprieve from the heat. Mind the bugs.

Go here to learn how to enter into the beta branch.

 Added the Waterlogged ocean biome

  • Great Tree Trunk
  • Knobbly Trees
  • Fig, with new recipes
  • Grassgator
  • Sea Strider

Added a 64 bit version of the game.

Boat Changes:

Changes:

  • All boats will now eventually come to a stop, regardless of whether it has an anchor or not.
  • Doubled the top speed of boats.
  • Greatly improved the performance on worlds with lots of boats(depending on the number of boats, as much as a 50% improvement in total performance).
  • Boats will now properly collide with all objects while offscreen.
  • When logging back in, players will now respawn on the boat they logged off on, regardless of whether it has moved since they logged off.

Technical Details:

Spoiler
  • Boats speed calculations are now more consistent, so your speed won’t fluctuate up and down.
  • The following of platforms(boats) is now handled in the engine instead of in lua.
  • When boats are drifting(moving without a player on them) they will do a scan around them to turn on the physics of nearby objects.
  • When boats entity sleep all sails on a boat will get closed.
  • In the engine, platform following now properly supports rotation(as in objects would rotate around a boat when a boat is rotated), this however is not yet used in the base game.
  • Embarking can now fail if the embarked position gets too far away from the player(IE two boats moving at top speed past each other and trying to hop would now fail)

Notes For Modders:

Spoiler
  • The walkableplatform and boatphysics component have been significantly changed, mods modifying these components will probably need to be rewritten.
  • Mods can enable boats to rotate from the steering wheel by calling BoatPhysics:SetCanSteeringRotate(true)
  • Several events that boats used to push for all entities on a boat are now only pushed for players.
  • For any entity that can get attached to a platform, EntityScript:GetCurrentPlatform() should be used instead of TheWorld.Map:GetPlatformAtPoint(...)

 


You can join in the Discussion Topic here.
If you run into a bug, please visit the Klei Bug Tracker.

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