Summertime is almost here and what better way to celebrate summer than with huge Planetary Annihilation battles? Uber Entertainment is happy to announce the return of the Community Dedicated Server. This will allow PA and Titans players to participate in games with up to 32 players. We wanted to let everyone know it's now online!
Fixed sudden death mode not displayed for other players in new game lobby (patched via community mods)
Fixed zoom to celestial for POV camera
Added tooltip for POV camera button
Fixed attack, move attack and area attack for point / follow units to attack from max weapons range instead of rushing into and hugging target eg bots, hornets, etc.
Fixed multiple saves during same game corrupting config
Fixed missing selection_icon_diameter for classic vehicle fabber
Fixed missing selection_icon_diameter for classic tactical missile bot (bluehawk)
Community Servers Support:
Posting community servers beacon
support for 32 players with 16 alliances
command line option --gameover-timeout
command line option --community-servers-url
command line option --community-server-public-host
command line option --community-server-region
added missing help for recently added command line options.
added state to server beacon
added offworld support for AI only (no human players) testing
Sudden death for teams (protect your weakest player)
Sim Speed Control for Local Servers
Added sim speed control for local servers with key bindings -/=
AI Improvements
Added AI shared armies
Added resume anywhere for AI games with no human players
Fixes
Fixed black screen joining game over state
Added social notifications when uberbar hidden
Fixed broken classic galactic war saves with missing combined unit_list.json for.ai and .player spec tags
Changed handling of look at player for spectators to use units
Changed label for dynamic alliances eco sharing from RESC to SHARE ECO
Modding
Added Friendly_Commander reclaim type and excluded friendly commanders from default unit reclaim type. Commander reclaim can be enabled again by adding Friendly_Commander to reclaim_types.
With the continued support of some of our most dedicated community members, we've just released a large patch that improves performance across many areas of the game.
Summary of Changes
Added Multi-threading support to both client and local servers
Tweaked AI
LZ4 compression for server mods
Major rework of the System Editor
Lots of bug fixes and polish
Multi-threading support
Added option to server settings tab to enable multi-threading for local servers.
Added server command line option "--mt-enabled" which enables server multi-threading if present.
The Nav, Physics, and AI updates are now run in parallel when enabled.
These changes do not affect Uber hosted games, only local and private servers (if configured)
AI changes
Retrained all AI neural networks.
Made changes to reduce AI baiting
Support for unit restrictions in new game lobby (work in progress)
Added multi-thread safety to the AI neural networks
LZ4 compression for server mods
Enable LZ4 server mod compression on servers with replay version >= 2, to help reduce client load times on servers with large mods
Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
Server version and buildid also sent in login acceptance message will be used for custom server checks in future.
System Editor changes Refactored system_editor UI, system_editor_view and system_editor_planet
Fixed issues where CSG would be lost
Fixed lost advanced edits due to events not firing
Fixed resolution scaling not set causing incorrect air zoom calculation
Fixed unnecessary rebuilding when changing planet
Fixed metal spots disappearing when finished editing (invalid placement)
Camera, camera_controller, camera_contoller_planet and camera_controller_space changes:
Added mouseLocationAsJson
Added toLatLng (was planet private)
System_editor_view and system_editor_planet changes:
Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
Fixed addMetalSpot to validate metal spot and any mirror when placed
Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
Added selectedPlanetCsgChanged to view
Moved terrain editing status from view into planet (it's per planet which fixes lost CSG and unncecessary rebuilds)
Moved UI interaction out of planet world into view
Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
Added arePlanetsReady to planet world
Added basic camera lookAt support for planet mode to view (TODO: space camera)
Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
Added selectedPlanetEditingAsJsonMessage to view
Added setLandingZoneSize to planet for advanced editing in UI to view and planet
Added camera_movement message for UI to view
Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
Added selected_csg message for UI when selectected CSG changes to view
Added editing mode and planet status to selected_planet_index message for UI to view
Added mouse location to time message for UI (to avoid spamming another UI message) to view
Refactored state handling to use new engine messages
Added handling to restore editing state when changing planets
System Editor Advanced mode changes
Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
Disabled advanced edit mode changes while planets are building
Added landing zone rules editor with camera support to look at landing zone when selected
Added landing zone size
Added display of delete key bindings when editing metal spots and landing zones
Added previewSelectedPlanet and updateSelectedPlanet
Added releaseCsg and changed grabSelectedCsg to save original position
Added cameraLookAt with space camera to focus on sun
Added cancel check to release grabbed CSG
Added saveUndoPosition and restoreUndoPosition to CSG brush preview
Renamed buildAllPlanets to previwAllPlanets
Tweaked setLandingZoneSize
Tweaked systemChanged and selectedPlanetChanged from first pass
Tweaked updatePlanetSpec
Additonal changes
Added basic camera support to planet view in system editor via camera_movement handler and api.camera.lookAt
Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
Added thrusters required for attack to advanced edit
Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
Added sandbox back into biomes
Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source > brushes, metal_spots, landing_zones
Cleaned up initial loading of system
Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
Added key bindings help when editing csg to system editor
Tweaked advanced landing zone size and selected csg updates in system editor
Added api.settings.title
Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
Tweaked handling of release CSG
Added hasUndoPosition and checks for newly placed CSG with no undo position
Fixed message spam when planet or CSG grabbed
Fixed csg selection not cleared when ending CSG editing
Fixed selected csg not updated when placing new CSG
Fixed flooded and weight params not preserved in preview CSG
Bug fixes/improvements Client_connection changes
Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).
Connect_to_game scene
Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
Added DEFAULT_RETRY_DELAY of 5 seconds
Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)
Other fixes
Updated to FMOD 4.44.64
Attempted fix for AMD green planet bug
Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
Fixed loading of big saved games
Added cancel button while connecting to server
Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
Removed the ?_? AI name, since it was not displaying properly on at least one platform.
Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
Fixed lobbyId not saved in matchmaking
Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
Fixed player guide not scrollable due to incomplete white flash fix
Fixed server mods not uploaded during host connect for manually started local server
Changed community mods CDN URL
Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
Removed a couple of very spammy log messages
Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
We no longer query the order's unit's position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
Fixed the army patrol target cache to work more like it was initially intended.
Added sim performance percentage next to game time in live_game_options_bar.
Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
Fix for formation looking at wrong move type value when determining grid and cushion size.
Fix for group moving an agents goal to its slot position when the slot position is not valid.
Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
Fix for a nav agent variable getting modified on when it wasn't supposed to be.
Adjusted the logic controlling what nav search spaces get updated per tick.
Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
Added gNoMods to startupJS for better handling of --nomods by community mods.
Added cores, memory and nomods to getSetupInfo and UI start scene.
More multi-threading protection for the unit type db.
Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
Fix for uninitialized variable in nav agent.
Adjusted AsyncParallelForDriver to split work more evenly over threads.
Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
Fix for octree::walk deleting the FindState we are working before we were really done with it.
Fix for failing to parse a unit type string if one of the unit types returned an empty spec set.
This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
Added defeated status and AI personality to army replay info
We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
Added display of selected CSG JSON (temporary until full parameter editing is finished)
Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
Fixed uninitialised weight, weightHard and weightScale
Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
Fixed minor scroll overflow in frame for player guide article
Fixed --nomods handling using new gNoMods in connect to game, new game and replay loading
added engine support for server mods and reloading (Uber)
Uberbar
updated to latest strophe (xmpp used by uberbar and PA Chat)
APIs
added api.download for community mods manager (Uber)
added api.file.list for community mods manager (Uber)
added api.file.zip for community mods manager (Uber)
added api.memory.remount for community mods manager (Uber)
added api.mods.getMounted (Uber)
deprecated api.mods.getMountedMods (Uber)
Engine
implemented watcher support for OS X / linux
implemented memory mounted shader reloading
5. Polish
Game Server Browser
added saving of game server browser filters with reset filters button
Connect To Game
added status messages when mounting server mods
added busy animation
added mounting of server mods when starting game (moved from new game lobby to fix many UI issues)
Galactic War
changed default save name to include time
New Game
added lobby chat history
added planet radius, metal / custom metal, custom landing and custom csg in a tooltip to planets
added halleys required and increased size of planet icons
added highlights to econ rate when not 1.0
moved mounting of server mods when starting game to connect to game
Live Game
changed default save name to include time
changed global spectator chat default to team chat
added spectator label for spectator chat
Live Game Planets
added display of metal spots count to tooltip in planets summary
reduced size of planets summary tooltip to minimise overlap with preview
added metal spots count to planet list with localised metal tooltip
reduced height of planets list for large systems with many planets
Live Game Players
added right click look at player in PIP
added right click track commander in PIP
Uberbar
added searching by display name
added lobby status to game invites
added cancelling of game invites if full or inviter leaves lobby
improved reconnect handling
Replay Loading
added support for server mods in replays and saved games
added downloading server mods status
6. Fixes
GPU
fixed windows laptops with AMD GPUs to always use discrete (Uber)
fixed negative output of dither in HDR compose pass... should fix crash on Intel 5xx GPUs (Uber)
Audio
fixed windows 10 audio issues with updated FMOD (Uber)
Uberbar
fixed display names not updating
fixed buy missing content dialog description when a classic player is invited to a titans game
fixed a long standing issue where a network / data issue or reloading the uberbar reset the user tag map and killed friends list
fixed the ubernet extender to not lose data or use bad data from playfab or local storage
fixed the ubernet extender to correctly check previous and not update on refresh
fixed long standing issue with large user tag and id to interaction time maps (based on optimise user tag map)
fixed a long standing issue where idToJabberPresenceTypeMap and idToJabberPresenceStatusMap were not written to session storage
fixed long standing issue where searches of existing friends add duplicates to friends list
fixed invites to private games
fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation
New Game
fixed game password lost after refresh, selecting system, settings, etc
fixed cannot join empty slot issue where player disconnects without leaving
fixed the many issues caused by new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting
Live Game
fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server
Live Game Players
fixed missing look at players for spectators
Game Over
fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc
AI Changes: AI will do a better job of keeping the Commander safe. **Improved the AI's use of Tesla Bots.
Bugfix/polish: Bolos are now named Ants. Fix for an error that occurs when reconnecting to a game more than once. Adding new custom commanders: Raptor Enderstryke71, Raptor Nefelpitou Fix for audio dropping out in long/big games
You can no longer assist non-friendly units. Added keybindings for the 'ammo' build group. Added the structure tag to land mines. Removed the 'basic' type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be build on water. Fix starting planets not being indicated in the details pane of the server browser. Improvements to the local server warnings: 1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings. 2) The local server option in the server browser will be disabled if you have set the local server setting to OFF. Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready. Prevent player kill notifications from popping up at the start of a replay. We now wait to check if the current build version is out of date until after the user has signed in. Inform Windows that we are "DPI-aware" to fix Windows 10 changing the resolution of the game while in full screen mode
We've recently updated the game. Here are the build notes for the changes.
AI changes: AI perf improvement to build location updates. Reduce how often the AI updates planet army data while not training neural networks. Added some new inputs to the AI neural networks. -These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away. More work on rally point placement. Altered the way the AI chooses rally points. Improved AI threat responses. AI will utilize boom bot platoons a bit better.
Bugfix/polish: Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes. Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up. Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message. The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor. Steam users can now choose to use a display name that is different than the default Steam display name. Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu. Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty. AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with. Visual tweaks to the ai landing preferences control. Units will no longer move extremely slowly when in from of a group that has reached its goal. Fix for segHitPathablePos improperly returning a voxel when the check failed. -This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck. Quick pass on armory tab that upsells titans. Now shows the following: - price - video trailer - description (pulled from steam) - min reqs (isn't set to display relevant platform yet. added work needed.)