Closed Co-Op Beta Update, December 10th, 2024

Hello Riftbreakers! We've just updated the co-op beta playtest version of the game. The latest build features the foundations for a suture patch, which should reduce the game's data transfer requirements. It also features many bug fixes and improvements. [h3]The Riftbreaker Closed Co-Op Beta Update, December 10th, 2024. EXE 748 DATA 23 Changelog:[/h3] [list] [*] High Caliber Rifle and Burst Rifle projectiles now have more glow to improve their visibility. [*] The effects for deactivated mechs in Multiplayer are now more visible. [*] 2D collisions have been turned off. This matters mainly when it comes to projectiles hitting enemy hitboxes. To compensate for that, most projectiles now have an invisible, artificial 1-meter diameter. [*] The visual effect for Gnerot's stomp is now shorter. [*] Improved Sonic Shockwave effect. It now has a shorter lifetime, and a better matching damage cone. The sound has also been made louder. [*] Added animated minimap icons for unique rewards. [*] Added NetAlwaysRelevantComponent to Omega creatures to ensure their status is always up-to-date between the client and the server. [*] Added the missing missing `Connection to server...` progress message for the loading screen. [*] Added new, dedicated models for Level 1 and Level 3 AI Hubs. [*] Added new, dedicated models for Level 1 and Level 3 Liquid Material Storages. [*] Added some of the missing minimap legend localizations. [*] Updated the 'weapon dropped' minimap icon. [*] Reduced the opacity of the 'inactive' visibility filter icon in the map screen. [*] Added support for throttling entity update generation, so that clients are not overwhelmed with the data amount ( `server_max_delta_relevant_entities` ) [*] Reduced the amount of data transferred by the AttackTargetSystem. [*] Introduced optimizations for spatial queries. [*] Added ServerEntityDeltaBuilder - an entity component delta customization tool for Riftbreaker that allows us to do more custom logic for transfer/prediction optimizations in the future. [*] Added damaged/upgradable/ruins buiulding status filter for the map screen. [*] Added support for navmesh navigation information on client side (will be used for units/mech prediction in the future). [*] Refactored the mech movement mechanics to support prediction algorithms in the future. [*] Implemented NetReplicateIgnoreOwnerComponent, so that you don't have to send information about your own entities to yourself. [*] Reduced the amount of data transferred by the NetReplicationSystem. [*] NetConnectionGNS: added the `debug_gns_fake_send_rate_limit` variable to test gameplay in limited connection bandwidth. [*] Reduced the amount of data transferred by the HealthComponent. [*] NetWorld: replaced DetachEntity with removal of ParentComponent (DetachEntity modifies local transform which silently breaks entity transform delta flow and causes entities to appear in wrong places). [*] Added the debug_gns_fake_latency_variation_ms config variable to test gameplay in various ping situations. [*] Added a dedicated server checkbox to the multiplayer loading screen. [*] Added a `debug_client_update_extra_overhead_ms` to test gameplay with extra overhead costs. [*] AdaptiveMusicSystem: separated the client/server implementation so every client can decide which playlist to choose at any given time. [*] Dialogs: reduced silence gaps when playing multiple dialogs in a row. [*] Build Menu: fixed 3rd level menu controls ('alt') and last selection storage. [*] The client gameplay state now runs at 33ms intervals. [*] Decreased the gameplay 'choppiness' of clients with higher latency values. [*] Implemented the `server_max_delta_ack_delay_ms` and delta ACK timeout support. [*] Start skipping delta generation when we have detected timed out delta ACK's [*] The 'M' button is no longer hardcoded to the map screen. [*] Fixed an issue that caused Crystal Gun projectiles to hit the ground after shattering into pieces. [*] Fixed an issue that caused an error icon to appear in the first frame of visibility of the interactive popup. [*] Fixed a couple of crashes related to the Detector. [*] Fixed a typo in the Ping Wheel that made the 'cheers' action not work. [*] Fixed multiple issues related to Headquarters upgrades. [*] Fixed an issue that caused melee attack sounds to get desynchronized with the visuals. [*] Optimized and reduced performance spikes generated by the EnergyLineSystem. [*] Fixed some issues where the game would not wait for assets to load before entering the game, resulting in big stutters during gameplay. [*] Normalized the 'empty_explosive_weapon.wav' sound volume. [*] Fixed item mesh visibility when entering inventory while the mech is invisible. [*] Fixed issues with artillery units disappearing from the minimap view. [*] Fixed text display errors on ultrawide resolution screens. [/list] EXOR Studios