Update 44 (Fixes and performance)

Zero G Arena

Zero G Arena is an arena shooter with zero gravity, ragdoll physics, grappling beams and magnet boots

2 Weeks and 1 day until launch now. In accordance with sod's law there seems to have been a slew of new issues lately, but I think I'm just about getting through them fast enough. The pressure's really on now. Thanks very much to everyone who's continued to make bug reports and do please let me know if you find any new bugs. -Jon ACHIVEMENTS: [list] [*]Since it hardly features in any maps now, and was all-but impossible to get kills with, the homergun achievements are no more. I profoundly regret the inclusion of these achievements in the first place, which have tragically driven many achievement-hunters to insanity. I would also like to recognise the almost-implausible persistence of TheSodaCow in being the only user I'm aware of actually having got all of the homergun achievements (and, indeed, all of the achievements). Let me know in the comments if you also managed to achieve the impossible. [/list] PERFORMANCE: [list] [*]Made the lights in Laboratory less costly on performance. [*]The fire particle effects in the map Temple are now removed when Effects Quality is set to low. [*]I don't normally edit user made maps, but while I was at it, I just changed the lighting type in BlueIsTrue's “Orientation” to make it perform better. It will hardly look different and won't play differently at all, but should hopefully run substantially better for people with lower end PCs now, who had previously reported this particular map running a lot slower than others. [/list] BUGFIXES: [list] [*]There have been various intermittent issues with the player colours lately. This is not confirmed yet, but I'm hoping at least some of these should be fixed after deleting some definitely dodgy code. [*]It's come to my attention that people who had modified their weapon hotkeys might have found that neither they, nor the default keys worked after the last update, following a change to the controls config format. I've now added a system that will convert your old settings to the new format. [*]Similarly, people who had modified any controls at all found that the open-in-game-menu control didn't work at all anymore. I've made sure that in this case, ESC is always added as a default menu binding, as it cannot be set to anything else anyway, due to being used to cancel the current keybind recording in the edit controls menu. [*]On another similar note, some people have reported that following the addition of the disable-HUD setting, their HUDs were disabled by default. I couldn't think of an ideal solution to this, so I've just automatically set the HUD to enabled whenever you open the main menu. This might be annoying if you really want it to be saved to off, but that seems like much less of a risk to me than, for example, a lot of early access players picking up the game again at the full launch and taking the missing HUD to be a bug. [*]A few updates ago I listed a change that let the server change maps to Pipe after being unoccupied for too long. Turns out this didn't work due to a stupid typo. It should work now, although I'm considering changing this functionality to use a rotation of the official maps that are more flexible in terms of player numbers. [/list]