Hey there! Hope everything is going well with you.
We choose to postpone the game's Early Access release to a TBA date for several reasons we will list below, we'll keep you updated about that, but the game will still release this year (and very soon!)
The choice was made so we have more time to deliver a more polished product and, specially, because we want to make sure that we have a proper framework and workflow ready to listen to feedback and make frequent updates and fixes afterwards, when the Early Access gets released.
Overall, we want you to have a better experience in the end, and we sincerely think this decision will end up being the best one for the game!
If you have any questions or just want to receive some news, you can reach us through Steam or Twitter, where we are most active.
Major overhaul for hit registration and reducing shooting input delay
The major component of this update is hit registration improvements, this involves things like improving server netcode, improving client accuracy for prediction when you should get a hit, and fixing a myriad of bugs that were found when investigating missed shots. The full patch notes below cover all of the things that were changed.
Hitbox visuals demonstrating hit registration improvements
Another major component of the update is the improvement to gun feel, via large reduction in delay for shooting inputs and feedback. This also improves recoil feel as the clients shots and servers shots are lined up with the recoil timings, allowing for rapid fire to correctly be registered on the server.
Graph showing difference in shooting delays before and after patch
Hit Registration and Shooting Improvements:
Improved server understanding of client prediction for verification of hits to improve hit registration
Improved client FX/Hitsounds prediction to line up properly with where the client should be predicting the hit
No rolling back shots - Once a shot has done damage, the damage won't be undone when a high latency players movement is simulated - Players moving before incoming shot packets arrive on the server don't cause shots to be ignored when being simulated
Clientside shooting delay is now mostly removed, shooting is nearly instant while hit FX/sounds have a slight delay
Added modifier for multiple hit sounds to make it easier to understand how many hits are made with shotguns
Added dryfire to client shot prediction, guns will play a dryfire sound when you attempt to fire them while empty
Fixed bug where clients guns could occasionally have their sights mis-aligned
Add client shot prediction RNG seeding so that clients can render shots involving RNG at client shooting time correctly (hipfire or brace without laser)
Recoil is moved to client shooting time to give better recoil timing to resolve feeling with recoil feeling misaligned with fire rate
Flinches from hits are now predicted as to avoid mis-predictions on double headshots
Shooting the chambered bullet without a mag loaded is now possible (and displays on the ammo count)
Work that still needs to be done:
With the updates, there are still things that need to be done so we can continue to improve the accuracy of player movement and shooting, but this is a large step forward!
Improve server extrapolation to smooth out movement for high latency players
Improve time resolution of shooting to reduce discrepancy between player visuals and player hitboxes used for collision detection
Update server and client communication to allow more up to date rendering of other players' movement - Increases limb shooting accuracy - Decreases animation judder
Other:
Fix bug where clients body would change animation and "break" after laying on the ground for five seconds
0.57 -> 0.58 - Changed how world templates are handled to prepare for custom worlds. (custom worlds should be added in the upcoming version 0.59) - Replaced tourism tutorial city. - Added function to flip flippable objects so they are no longer selected from the build menu. Press alt to flip a flippable object! - Standing vactrack station added - Recycling center plop cost changed - removed electronics. Now requires one unit of electronics per time tick to function at 100% - Started adjusting building availibilities and conditions in challenges (these are a bit off currently after making tonnes of changes since the challenges were added). - Minor code optimizations.
- Fixed double blocks placed on level 2, preventing buildings to be placed properly there. - Fixed corner decoration piece not working on water levels. - Fixed corner decoration piece not working in inner corners with corner piece. - Fixed camera "sticking" when close to the ground in retromode levels. - Fixed wind turbines not spinning.
- Removed Radiator in the sky - Fixed Scaffold causing soft-lock issues - Removed In-environment scaffolding - Fixed open environmental seams at Sheffingham housing estate - New water splash effect - Fixed exploding brick deliveries - Default quality level set to Fantastic rather than Fastest - Fixed various pop-in, facial animations and graphical issues - Added a save shuffle to fix things such as scaffold soft locks and save corruptions - Fixed several issue where scaffold placement could become soft-locked if player was aiming at the bolt of the connector - Re-baked occlusion zones to try to clean up some visual dropout - Also added some more tree lines to help with FPS around the house area - Magazine Rack should now load in correctly - Closed treeline seams so they don’t vanish side-on - Fixed soft-lock that could occur if player picked up letters too quick
Took the weekend off for a break, back at it again today.
One thing I noticed with new players, the game was defaulting to Fastest video settings. If you're noticing too much pop-in, might be worth opening the pause menu (Default key : Escape), checking the VIDEO option to see if the game is set to FASTEST. Setting the game to FANTASTIC will yield best results.
Also hope to have fixed the most annoying issues here, but be sure to remind me of anything else that's causing people headaches.
Cheers, and thank you all for playing the Furniture update! Greg