DevBlog #002: Changelog

August 19th, 2016

Bug Fixes & Changelog

Gavin
Player Rejection-Problems
As talked about last week I left of with the problem that players wouldn’t get rejected anymore when disabling collision detection on the client. I made a lot of tests by testing out different values for the sphere cast. I ultimately found a good balance of values by setting the sphere cast behind the player in order to compensate lag. Sadly, by using the rejection another problem arose. Currently the player will still move on the server even though the client might be frozen till they send a new update to the server, because the server always retains the values of the old input state of the player. This results in a rejection of the player when the client works again since the server and client are out of sync. The player will be rejected forward. We have yet to find a good solution to the problem. Ideally we wouldn’t even have any freezes, but that is a whole other story.
Bug Fixes
Furthermore, we fixed a lot of other smaller bugs that improve the overall quality of the current version of the game. We will likely release a new stable build on Tuesday. From now on we plan working on a two-week basis to release new stable builds.
Changelog
Yesterday I implemented a web-driven changelog. Thus players can always see the most important changes to the game from within the main menu.

More Bugfixes

Minh
This week, a rather annoying bug has somehow crept into the project, which I couldn’t solve yet and which had me quite frustrated at times. Currently, we can’t really set up a material with the „standard (specular setup)“ shader, because as soon as you assign any map to this as the specular field, the shader parameters get reduced to the Albedo and Specular fields and a null reference exception gets thrown. Other projects with the same Unity version don’t have that problem, so it seems safe to say, that some lately added asset is causing this. Aside from that, this week was also more of a bug fixing week for me, which included lots of checking-broken-items. I had to hunt and replace missing references as well as add or correct item names in JSON files or the database, in which we store the items‘ attributes.