Version 0.036: More bugfixes. Two long lasting problems fixed

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    • Schine
    This update should fix some new and some very hard to fix old problems.


    • [PHYSICS][ENHANCEMENT] A big one: Fixed problem of ships getting stuck in other objects at high speed. A nontrivial problem: basically each frame the step in physics is subdivied into substeps only calculating imminent or actual collisions. This is however a problem, when an object has a speed way over a certain threshold. then it happens that the object will just pass through other objects, getting stuck. To solve this problem, I implemented an algorithm that activates a save fail function for objects at high speed, increasing the count of substeps gradually with the speed, enabling the physics to calculate every collision.

    • [GENERAL][BUG] fixed a server bug that would cause a crash on physics running conditions

    • [GENERAL][BUG] fixed a bug where players would die when exiting the ship. players are now put well outside of the harm.

    • [NETWORK][ENHANCEMENT] A big one: Implemented private channel for clients to request their segments to prevent bugs being caused by receiving wild segments

    • [GENERAL][BUG] It were possible to connect the same element to multiple controllers, getting the benefit for every connection. Now if an element is connected, all previous connection are broken up

    • [GENERAL][BUG] if player has entered a ship at a different controller besides the core, he was able to control the ship's thrusters

    • [GENERAL][BUG] if the controller where a player entered was deleted, the player still counted as inside the ship. Now, all players inside a deleted block are being exited

    • [GRAPHICS][BUG] fixed bug with shaders where some shaders would not compile on some ATI cards

    • [GENERAL][MEMORY] patched up a lot of memory leaks, where it could produce out of memory exceptions

    • [GENERAL][BUG] Floating rocks are now removed if they loose every block