The player will automatically unmount the wall when reaching flat ground. You can jump from the face at any time (but be very careful). Once mounted, the player can freely climb the face using the movement keys, while moving their head independently to view their path. To descend, simply approach the edge of a cliff and the same prompt will show, allowing you to climb down and mount the rock face from above. To ascend, with the axes equipped, simply approach and face any vertical rock face and a prompt will popup to begin climbing. These will allow players to ascend/descend any rock face in the world (including frozen waterfalls).
Rock Climbing:Players can now craft Climbing Axes at the workbench. Fixed river sounds still playing after having frozen for the most southern river.Fixed bug where rugs would protect the floor below from explosive damage.Rugs, floodlights and switches have now been added to existing hunter bases.Added many low poly LOD meshes for player models and clothing (performance benefit).
Fixed smoke from breaching charge not rendering for clients.Some sounds are still not working, but I will get to those in the future (freecam is lower priority as only affects admins). Fixed certain sounds not playing while in freecam mode (such as gunshots).Fixed server name not showing in the server stats hud for clients.I believe this is resolved, but haven't 100% confirmed yet. Attempted to fix the random crash while accessing solar panels or wind turbines.Fixed sandstone ore nodes not aligning correctly to the surface that are spawned on.Fixed mining drill progress meter not updating in real-time for clients.Fixed animals sometimes playing their idle animations while walking for clients.Fixed bug where hunter woodburners would not decay with the rest of their base after being destroyed by a BCU Cracker.Fixed bug where elevator switch would not call the elevator if the elevator was over 100 floors away.Fixed audio bug where fire/generator/cooking/etc sounds would not play in heavily populated worlds.Replaced unfocalized loading screen with simple loading icon instead.Fixed bug where movement controls could still remain active while in map view.Passwords for previously joined servers will now save (so you don't have to re-enter each time you join).
#Subsistence pc game fishing full
The full alpha version will now show top left while in the menu (previous the decimals were omitted).Fixed scrollbars in all menus not scaling correctly to the length of the content within the scrollable window.Fixed incorrect curved window snapping location.Passwords will now save when joining servers, and be auto-populated when rejoining from the server list.I think makes the weapons feel more weighty and immersive. Now as the player breaks into a sprint and draws the weapon in/out, sounds will play accordingly. Firearm handling sounds have been increased in volume and expanded.
#Subsistence pc game fishing Patch
This type of work is hard to express in player-facing patch notes as it doesn't relate to specific features, but I think it's important to mention details when it is such a huge part of the development process. Performance and scaling has always been a top priority. What was previously pinned and constantly running below target tick rate, now sits comfortable with plenty of headroom. The impact is huge, as can be seen in these comparison stats, which shows CPU load on a server (at ~75% build capacity) with 4 concurrent players on each. I've made some sweeping changes to put almost all actors to "sleep", and wake them only on certain events, rather than each frame. The cause of this was the sheer volume of actors (things in the world) trying to tick (run code) every frame, when the vast majority (over 95%) very rarely needed to update, if ever. This would sometimes push the server tick rate down into single digits, and result in extremely delayed response times for clients, high pings (due to the server getting backup-up) and AI teleporting erratically with their movement. This was particularly noticeable for dedicated servers with 10's of thousands of buildables placed, and multiple concurrent players connected. I've always been aware that when the game world was very densely populated, the CPU would bottleneck performance. Big Performance/Lag Improvements at Scale:* This was the largest piece I worked on this sprint*.