Most patient Vintarians!
Game dev is like a roller coaster
No video just yet
Everytime I want to get recording I notice a gazillion imperfections that I want to fix, so I did those first >.<
Until next time hopefully.
Saraty and me had our very first usable multiplayer experience and built a small house together (picture below). Still more bugs to squash but that felt totally awesome <3
Alright, let's dig into the git commit log to see what has changed.
Updates
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So I did a lot of polishing, well mostly bugfixes. I usually don't share these, but this time I'll give you a behind the scenes look:
- Fixed chunks generating twice under certain conditions
- Fixed a water wave rendering glitch at chunk borders
- Fixed 2 bugs preventing the standalone server to start
- Fixed particles wrongly colored from block light and fixed transparent overlapping particles getting very dark.
- Fixed player characters not illuminated by block light and also fixed precision errors when rendering the character at large coordiantes
- Fixed Chunk frustum culling being disabled -.-
- Fixed FXAA not working
- Fixed /help (cmd) command not recognizing mod commands. .help commands now also sorted alphabetically.
- Fixed worldgen mod not reloading landforms on server restart
- Fixed memory not being freed after leaving a multiplayer game
- Fixed snow layer replacing leaves during world generation
- Fixed snow layer not rendering if a solid block is above
- Fixed changing game mode in multiplayer not correctly interpreted by the connected clients
- Chests and Ladders now have correct collision and selection boxes and are orientable (n e s w)
- Fixed chunk loader suddenly stopping to generate new chunks after some time. Added another debug command to track such kinds of bugs.
- Refactored Multilanguage support
- Fixed not being able to climb out of 2 block deep water
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Added red mushroom block
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Worldgen Updates
- Added a block patch generator that can produce patches of flowers, different grass, mushroom rings, and later hopefully some smaller patches of sand and gravel near lakes.
- Tweaked climate tinting textures to be a bit more pretty
- Continued work on block layer generation: Works a bit better again, tweaked the grass layer, still not seeing any sandy deserts for some reason.
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Tweaked landform generator: Mountains and Grasslands probably look better now
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Sound and sound engine updates:
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Refactored the sound engine. The old code was super frustrating for me so I finally went ahead and refactored it. The code is now way cleaner and shorter too. Changing the sound level in the settings now also adjusts all currently running sounds.
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Blocks can now have randomized breaking, placing and stepping-on sounds again freely configurable by anyone. I've spent a day collecting and editing various sounds for the most common blocks. Added about 50 new sounds to the game. Most of them are decent, some need improvement still
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Refactored the sound engine. The old code was super frustrating for me so I finally went ahead and refactored it. The code is now way cleaner and shorter too. Changing the sound level in the settings now also adjusts all currently running sounds.
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Small fun features
- Each time you you open the "new world" screen, a world name is randomly generated (e.g. "Gloomy Kingdom Worlds")
- Breaking blocks in creative mode also spawns particles
- All block sounds now also have a slightly randomized pitch, which sounds super funky. Maybe too funky for our theme
Gallery
This time with some random terrain screenshots, maybe you'll notice the improvements.