#UPDATE 0.29a - Performance and changes

One Last Day

[Alpha] Explore, hunt, be hunted, kill, destroy, build... Fight in a colorful, devastated world that everyone is trying to take for themselves. Do it yours, but remember your main goal at the start of the day; try to survive one last day.

Hey! How is it going? So here we go again, here you have a new update, but remember, as I said in the last post, these updates are going to "change" the game for the new coming version. However, you are getting a big performance gap between this new version and the last one, and more performance is coming. This update contains a bunch of techinical stuff that you might not understand (or you might do), but it should be doing a great job anyway. [h1]Performance[/h1] Voxel system is being reworked and optimized. The game modes we have in mind require a constant, stable fps rate and our goal is to get the best we can. Some UI and AI is being reworked too, and they will be improved a lot in the upcoming updates. [h1]Content removed[/h1] Don't kill me yet! Wait! I'm removing some content from the game for a simple reason. This content is causing a lot of performance spikes and as I said, our current main goal is to reach a stable performance rate. This content will be coming back as soon as I get it running smoothly, so don't worry! [h1]Some bugs may appear[/h1] Big, huge changes are being done in One Last Day, so you might see some new bugs. Some are known, some are unknown yet, but the "known" ones aren't making the game unplayable. Of course these will be solved in the upcoming updates until the new version comes. [h1]Simplified patch notes[/h1] - Lightning bolt removed (it was using the old particle system and procedural mesh movement, performance expensive) - Texture atlas references is now a separated class declared only once, instead for each chunk - Texture atlas references are now a custom struct instead of Vector2 class - Physx Unity system is being replaced by a custom voxel collision system, it might be buggy at the moment - Custom collider systems now uses primitive colliders pools and voxel detection instead of mesh colliders - Skeletons meshes removed, they were very expensive in performance and their material (item) will be added in other loot pools - Each chunk is now updated (checking for changes and rebuild mesh) 1 time every X frames, instead of X times every 1 frame - Particle raycasting (for raining and fire) optimized - Grass and vegetation meshes are not generating mesh colliders anymore - General code cleaning from the previously removed old networking system - Texture atlas reduced from 4k to 2k, gaining a great performance in RAM and no loss on quality - UI Event System optimized for the current UI system - Enemy sound event system (sound detection) executed every X frames instead of X times every frame - Sun flare removed (will be replaced with another effect) - Added a probability spawn rate to clouds to reduce acid clouds - Damage produced by acid cloud deactivated temporarily - Updated to Unity 5.6.2 (added GPU instancing for some meshes / materials) KNOWN BUGS / PROBLEMS - Mesh colliders are removed from terrain and replaced with voxel detection + primitive colliders, beware of strange physics behaviours - Some textures from some old models might be missing (these models are going to be replaced) - Some animations might be broken, but still playable I hope this update makes your game run better!