We have the first look at the female character model, we’ve planted the seeds of farming with growable corn and pumpkins, and we added the wolf headdress.
Garry
Farming
I started work on farming this week. There’s two plants you can place right now: pumpkins and corn.
These plants need water, heat, and sun to live. The more of these they get the faster they’ll grow. They hate being planted on rocks and snow.
This is all really boilerplate right now. All the art is placeholder stuff from the asset store. I’ve been spending a lot of time on the workflow to make sure we can add new plants really easily, and this has translated to pretty much every other asset in the game (clothes, weapons, etc).
So yeah, this is working right now – it’s four days work. It works, but it ain’t pretty. I wish I had three months to work just on farming, but we’ll iterate on it over the coming weeks.
Wolf Headdress
Xavier’s wolf headress model is in! You need a wolf skull and some cloth to craft it.
Bota Bag
The Bota Bag is in. It’s a default craft. You can take water from your water catcher to fill it. No filling from rivers just yet though – sorry. It’s boilerplate.
Model Rebuild Performance
I’ve been looking into why people are lagging so hard during firefights. One thing I came across was that the player models were being rebuilt more often than they needed to be. This is done usually when a player changes clothes, and is kind of an intensive process.
So now it only does it when there’s definite changes, which I’m hoping is going to help out with performance here.
The Rest
- Dedicated Server text is yellow if running in debug mode.
- Dedicated Server console shows map name.
- Added Depth Of Field option.
- Terrain Parallax works.
- Added SQLite.
- Change mouse input to use GetAxisRaw.
- Fixed floating buildings.
- Increase decay rate.
- Fixed Hemp Bush blocking bullets.
- Added entity.debug_lookat (for admins).
- Menu music obeys volume control.
- Spear hold positions.
- Fixed C4 directional damage bug.
Next Week
I had a bunch of other stuff I wanted to do next week, but I think I’m going to take a week to polish, bug fix and optimize. We’ve been on a feature push over the last few weeks and none of the features we’ve added are particularly polished, so it’s probably time to do that.
Tom
We’ve started investigating a female model. We really don’t want to make the female model unrealistic in the sense of her being aesthetically idealised. In the same way that our male models aren’t perfect specimens of the male body, neither should the female be. No huge boobs nor four-inch waists here.
Scott made a comparison image of progression over the three days, from the start on the left to what we have now on the right.
Next week I should be going onto the low-poly and texturing, and possibly applying the mesh to the rig and testing in game!
Diogo
This week I fixed the glowing water during night time and fixed some subsurface refraction and shading issues. It now looks consistent during the entire day-night cycles:
We had to report a bug to Unity this week regarding a memory leak. However, we can’t yet be sure if the problem is related. Regardless, to be able to blame or rule out Water2 as the source of the problem, I replaced the Water Reflections with a Water Quality slider. Setting it to 0 will disable Water2 and revert back to Water1.
If you’re being affected by this problem, please attempt to set this slider to zero and let us know if it helps. Please note that these changes were dropped into the development branch so they might take a while to reach the stable release.
Some other misc changes.
- Fixed cascaded shadow bug introduced by the water.
- Fixed potential speedtree shader transmission bug; encountered when porting to Before, because Unity.
Next Week: I was summoned to help out a bit on Before this week and will get back to the tasks at hand as soon as possible.
Gooseman
I finished the shivering animation for when the player gets too cold.