
This is a debug tool we've been wanting to use internally, and is going to be useful for anybody who doesn't want to use the dashboard for some of these settings.Server owners can change some basic settings for their server live.Added in-game server settings quick access.This means their layout won't be randomized anymore, but you'll see them from a greater distance again. We weren't happy with how the camps were made procedural from a system perspective, it was a bit of a hack.You'll need to wipe these chunks, or you'll experienced doubled up assets that may freak your server out.The camps there are no longer procedural (for the time being).Fixed issue with comfort view not displaying.(Edit) No, not a game reference.This is a technique in which a 3D model's different angles are baked into a texture so that only a flat polygon needs to be loaded and rendering to represent that object.New level of detail models and simplified shaders.Fewer draw calls, less textures flying around, more performance!.So I'm not gonna bother you too much with it.Īnyway, here are the notes! UPDATE 0.0.71.0 This is all so very technical and may be quite abstract for a lot of people. Dynamic objects will also benefit from the texture atlassing. The second happens when we make builds, and that applies to dynamic objects. The first is a process we call 'static batching', some of you may have heard of it before, but it's a process in which we merge objects together and assign them to the chunks you travel through. This happens at two distinct portions of our existing pipeline. We've merged together textures as much as possible within good reason, to reduce the amount of draw calls made. One of the major changes is how texture calls are made. This means we've done a bit of a drastic pass over the world of A Township Tale, you might notice some slight differences in the way things load, and what's visible at any one time. Whilst the technology is there, we still have work to do on assets to fit them as best as possible with these new gadgets. We're generally expecting an improvement for everyone, but we're cautious about the expected scale of improvements. This update, we've done a big merge operation of many of the optimization technologies that have been in the works for some time! These improvements are primarily targeting your client, so that's the frame rate that your game will be running at in your headset.
