Update V0.85-10322 Patch Notes

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Von

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Version 0.85 Changelog

ADDITIONAL CONTENT:
- Added game controls rebinding
- Added optional new controls
- Sorting file browsing bidirectionally for both date based and alphanumeric sorting.
- Added Level Mountain Barrier
- Added Level Revolving Monolith
- 4 Added Achievements; Multiversal Challenge, Freezing Frontier, Through and Through, Like Clockwork
- Respawn Zones + Set Respawn Event added to level editor logic system.

(This allows you to change where a player can respawn, perfect for checkpoints or random spawn positions.
It works by using the event "Set Respawn" in level editor logic, selecting the build zone of the machine to respawn,
and selecting the Respawn Zone object you want the player to respawn in on next Respawn event.)

(Set Respawn does not respawn the player, it simply sets where to respawn. This allows checkpoints to be cached easily.
If you want to set a new respawn point and immediately respawn the player,
just use the Set Respawn event first and immediately trigger the Respawn event targeting the same machine after after.)

(Remember setting respawn only does anything when the target machine is in simulation, with "OnLevelSimulation" trigger logic happening as levels start,
and levels start before players technically are simulation yet, setting spawn instantly on a level start doesn't do anything.)


- Steering Hinge now has an auto-return toggle to make those steering creations a bit easier.
- A simple steering tutorial is now found in zone 3 and camera controls tutorial has been moved to zone 2.

CHANGES:
- There is now a subtle sound for highlighting islands in the level select screens.
- AB now has a small "Ground" button next to position as well as the gizmo ground handle on the transform tool gizmo.
- A couple of levels were reordered in Valfross to make sure it ended with a fitting level, this means that Penitent Tower is now the last level of Valfross, and Mountain Barrier is featured earlier in the island (to be exact where Penitent Tower was before), this means Mountain Barrier might show up to some people as already beaten.
- Besiege will now better attempt to detect your system language and set itself to that language the first time you launch it.

NOTE: When you launch Besiege next time it will do this check, if you want to keep the game in English go to “Options” and change the language back and it will never automatically assign it to anything else again, and of course if you want to keep the detected language you don’t have to do anything. If you’re having trouble with navigating the options menu, or the detected language for whatever reason is one you aren’t able to read you can also go to Besiege directory (usually C:\Program Files (x86)\Steam\steamapps\common\Besiege\Besiege_Data) and change `<Language>English</Language>` in the Config.xml.

- Rewrote fire system to use an optimised overlap evaluation instead of extra simulated physical trigger bodies to improve performance and consistency when many objects are on fire.
- Removed superfluous and old setup related components and sub objects from blocks to somewhat improve performance.
- Ipsilon Knight models updated to fit more with the later styles.
- AB Duplicate selection button now appears as part of the AB drop down on the top bar.
- AB and Level Editor gizmos now snap always correctly to the end rotation and position when snap/grid is enabled.
- Instead of a Duplicate button on the main AB bar the Machine Keys Display toggle is now present like it is on the non AB bar.
- Updated Steering Hinge model and texture
- Updated Piston model and texture
- Updated Suspension model and texture
- Slight update to Rocket model and texture
- Making the title screen planet rotate to better feature the current island in progress
- few control bindings have changed
- Improved logging of multiplayer issues.
- Slightly tweaked Old Howl Battlefield.
- Tweaked Marksman’s Pass to improve difficulty for newer players.
- Improved one of the ingame fonts.
- Removed superfluous components and sub objects from Southern Shrine statue.
- Tolbrynd knights now correctly run when on fire.
- Ipsilon archers were made to run when on fire.
- Updated Pin Block and Large Wheel tooltips to accurately display the default keybinding.
- Updated Flying Block tooltip to be more clear the default key is ‘O’ and not 0.
- Limited multiverse names to 32 characters.
- Removed Herobrine.

FIXES:
- Fixed a server freeze/crash error caused by when evaluating which blocks had to reinitialize their cluster links after moving it with an AB tool resulted in the machine getting stuck on the server since it was waiting for updated cluster results.
- Fixed an issue where blocks falling through the floor or that were otherwise under the floor would be included in the camera focus position, resulting the camera to be pushed beneath the ground.
- Fixed an issue with local clusters after using AB that wouldn't recombine clusters of now solidly connected blocks.
- Fixed a problem cluster evaluation where block proximity would not use the correct radius.
- Clusters for your machine are no longer evaluated for blocks not in your machine.
- Improved undo states for both AB and Level Editor transformations tools, where it will correctly compare quaternions before adding a transformation undo state.
- Fixed a problem where Mirroring blocks so they flip direction (like wheel spin direction), but with no physical change present, they wouldn't add a correct undo state for said block.
- fixed a problem where rotating machines with AB at above 60 fps would make blocks move independently towards the center.
- fixed a problem with the AB rotation tool gizmo where it would jump off into the distance instead of staying correctly centered.
- fixed a problem where using the paint bucket would display to other players in multiverse the entire machine or none of the machine being painted instead of just the selection.
- Now combines AB paint bucket messages to a single message for multiplayer to avoid skin paint related desyncs.
- Fixed a problem where entering simulation before a skin has finished loading it would never seemingly finish loading during simulation.
- Fixed a problem where the block Skins menu wouldn’t have the background and page selection correctly during initial uses.
- Fixed a problem where similarly those would incorrect if you added a skin through explorer or perhaps through steam while being in game.
- fixing a slight memory leak related to grabbers
- fixed short log blocks not receiving skins correctly
- Fixed skins not working on non-local machines (for other players)
- fixed a problem with ingame warnings staying too long or even permanently
- fixed Level Editor and Advanced Building gizmo not snapping correctly to the object after transformation.
- Fixed brace mirroring undo bug by correctly resetting pos/rotOffset on non-local client machine before applying
- Undo events are now processed in reverse order to ensure consistency
- Fixed several issues with dragged blocks and braces
- Fixed Braces sometimes loading with the wrong rotation compared to saving. Furthermore braces should be consistent between singleplayer and multiplayer now.
- Fixed an issue where springs and rope would slide slowly away from their starting positions as the machine moved.
- Fixed an issue where after many respawns machines would look to be shaking, stuttering or not moving as smooth, and performance would slightly be worse. Cause Machine didn't call RemoveRunningMachine when respawning, resulting in block updates being called too often after x amount of respawns.
- Cannons now correctly use ignition events across network.
- Refined Block transform caching system for multiplayer.
- Fixed an issue where arrows would be on fire when reused from a pool by a crossbow
- Fixed various issues with arrows for both singleplayer and multiplayer, including better fire catching delay, and actually receiving the ignition event for clients.
- TimedRocket now sending ignition event correctly to clients as well so it can never be ignored.
- File Browser Title line break correctly with long titles, but only when there is a search bar in the way.
- Correctly resets timescale variables when NetworkAddPiece::OnClientStop is fired
- Only saves config when OnApplicationQuit is fired
- Various optimizations to the BalloonController and SpringCode cylinder/contraction calculations
- Improved machine bounds calculation.
- No longer updates bounds when moving a build zone with a player inside it.
- Blocks are now placed faster when loading and cloning machines in multiverse.
- Improved performance of title screen water.
- Fixed an issue where drills and saws would result in an error when attacking certain stationary objects.
- No longer tries to update center positions for machine every time undo/redo is executed if it doesn’t have to.
- Improved TimeSlider::DeltaTime calculation by removing unnecessary multiplications
- File browser no longer stays open when loading a level with limited machine selection as the limited options are presented instead of the normal file browser.
- Rope and Winch now correctly destroys a winch section when the block it’s connected to is destroyed.
- Fixed Spring and Rope getting stuck midair when it’s not connected to blocks at both ends.
- Cutting rope in multiplayer now snaps the rope instead of popping the balloon, where before it would have inconsistent behaviours for clients and hosts.
- Now correctly reversed the variant name for the chicken level objects.
- Fixed an issue where copying curly snowy grass tuft to grass patch messes up the parameter panel.
- Updated some chickens in Ipsilon because there were slightly completely broken.
- Updated some Yaks in Tolbrynd as they were sorta borked like some chickens.
- Used a grace period to avoid accidentally scrolling over the keys in Machine Key Binding window and rebinding several keys very quickly.
- Fixed a problem that occurred when dragging with middle mouse button it would also focus an object if the cursor highlighted that on button release.
- Improved Z Fighting issues across blood spatter and explosion marks on ground.
- Quests screen now correctly updates to the correct language when language option is changed
- Fixed an issue where Center of Mass and Symmetry Pivot gizmos would disappear when another player entered sim, additionally the skins label on the bottom bar for the active block would disappear.
- Fixed some overlapping text in some block tooltips for some languages.
- Fixed a problem where custom levels in multiplayer wouldn’t reset certain objects correctly due to an interpolation error.
- Newer ranged AI will attempt to not launch projectiles straight up to hit targets below them, to avoid hitting themselves in the face.
- fixed incorrectly loaded modded block from level machines.
- fixed an error when hosting, disconnecting, rehosting and entering level editor settings while having modded blocks.
- fixed an issue where arrows shot into kinematic or even potentially moving objects would still be actively damaging things, fx. Resulting in driving over arrows damaging wheels.
- Changed startup sequence so it no longer needs IEntryPointHandler, but uses delegates scripts can subscribe to instead.
- Fixed an issue where sometimes the missing skins warning prompt wouldn’t have the background encapsulating all the missing skins.
- Fixed an issue where variable names in the level editor wasn’t checked for validity and where the name wasn’t sanitised properly.
- Fixed an issue with Japanese localisation where ≤ and ≥ would appear incorrectly in the logic module.
- Tolbrynd tents always leave their broken scorch mark now again.
- Fixed some problems with old AI not setting the correct pose/animation in relation to the current state.
- Fixed a problem where the player could focus the camera on Sandbox environment resulting in the camera leaving the map.
- Fixed a problem where you couldn’t focus click on other players machines in building mode in multiplayer
- Cleaned up rich text formatting in various text fields.
- Fixed a minor problem where you weren’t able to use the pyro god tool to light things on fire while displaying a win screen.

MODDING:
- Changed several variables and references that will now appear as "Deprecated" when writing mods in an IDE like Visual Studio.
- Added ModIO.SerializeXml and ModIO.DeserializeXml methods
- Fix UriException when trying to convert paths with mixed path separators to a relative path in ModIO
- Fix being unable to use / to specify the root mod directory. And potentially other possible problems in ModPaths.GetFilePath.
- EntityAI now have fields for hardcoded names
- optional breakForce added to BasePoint in block mod xml
- Merged TimeSlider and TimeSliderObject, and added TimeSliderView for UI handling, myDeltaTime and myTime variable changed to deltaTime and time accordingly.
- Added and implemented onMachineChanged, onMachineModified and onMachinePostLoad delegates to ReferenceMaster.
- Added OptionsMaster.dontIgnoreBlockBeneathGround that can be used to change the machine simulation center calculation to allow having blocks beneath the floor be included or not.
- Added OptionsMaster.scrollBindingEnabled that can be used to start and stop when the scroll wheel is accepted by the Overview Mapper and Options menu.
 
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