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Beta update available


Josh

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A new update is available on the beta branch on Steam. This fixes the low-res terrain shader so it compiles on AMD cards. It also fixes a possible brush rendering crash having to do with the recent optimizations made to make uncollapsed brushes draw more efficiently.

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I'm seeing a bit of a performance dip on the tutorial map "07-AI and Events.map" with this new build. On the last beta build I was able to get it running at a minimum of 35 FPS, averaging about 55 FPS. On this new build it's averaging closer to 35 FPS and dipping down into the low 20s in the larger rooms.

 

I also noticed that the lightbox prefabs have been modified to only cast static shadows - wondering why the change? The elevator in particular loses something without the dynamic lights.

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Actually going through more of the tutorial maps it's starting to look like dynamic lighting/shadowcasting is broken entirely. Check out "04-Moving Platforms.map" too.

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The cage light was changed because it uses a point light, and in the example map, it was extremely wasteful, since the enemies weren't even really effecting it, but were triggering 12 extra renders. It has a strongly defined shadow due to the light housing, so I think in most cases it will work better this way.

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The problem was caused by some reverse logic that ensured ONLY reflection cameras would have shadows enabled. Fixed now.

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Man you're fast!

 

You can ignore the question about the prefab change, it was a misunderstanding on my end.

 

I was aware that the cage was changed a while back and it makes sense. I was referring to the lights inside the elevator shaft as it descends in "07-AI and Events.map". I noticed that the barrels there weren't casting shadows and when I checked the prefab it's "Cast Shadows" field was set to static. At first I assumed that had changed, not realizing that the light inside the prefab was still static+dynamic+buffered and it was a rendering issue.

 

Thanks again for dealing with it so quickly

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Actually, I've tested the terrain rendering on my both Ubuntu AMD machines - a desktop and a laptop - and it is screwed in the beta as well in the stable version.

 

What is more, there is something wrong with the terrain collision detection, since a character sinks about a meter in in the ground, so the FPS player sees often things beneath a ground level.

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