Weekly Update (Apr 23, 2016)

  • Traverse Team

    Hi guys, last week we've been busy continuing on the whole terrain LOD streaming, finishing up with this round of new weapons, and moving onto working out workflow for armor creation.

    Some of the biggest challenges surrounding armor is finding a way to speed up labor-intesive process of rigging, fitting and aligning everything; whilst maintaining styling integrity with the rest of the game. Since Traverse is an MMO, it means that we have to have quite large amount of different swappable armor pieces.

    Summary from Git commit history:

    Date: Sat Apr 23 12:37:20 2016 +1200

    • updated auto-copy morphs and skinning 3dsmax script
    • cleaning up LOD reconstruction system
    • addition and removal of terrain chunks from LOD system

    Date: Fri Apr 22 22:16:32 2016 +1200

    • LOD auto-update on digging/terraforming
    • added ELodStatus to FTerrainLodInfo
    • experimenting with various strategies for terrain LOD streaming

    Date: Thu Apr 21 17:18:30 2016 +1200

    • moved LOD creation out of TerrainController
    • removed possible race with TerraformChangedDataPages
    • compacting data before serializing
    • separated TerrainLodInfo handling

    Date: Wed Apr 20 22:08:10 2016 +1200

    • fixed road/railroad terrain alignment bug
    • add staves and wands, meshes and thumbnails: 2 staves, 4 wands
    • added new weapons, meshes and thumbnails: 4 staves, 4 wands
    • fixed missing terrain tiles bug
    • debugging deserialization

    Date: Tue Apr 19 22:13:38 2016 +1200

    • voxel data sync
    • added new weapons
    • added new weapons, meshes and thumbnails: 1 axe, 4 staves, 13 wands
    • deserialization work
    • deallocating memory after decompression
    • moved and rename TRAVERSE_VOXEL_DATA_VERSION to TraverseTypes.h
    • deserialization of new data structure
    • data paging serialization

    Date: Mon Apr 18 19:50:38 2016 +1200

    • voxel data paging system work in progress
    • voxel data paging system work in progress
    • resizable voxel tiles
    • parameterized more values dependant on tile size
    • resizing terrain tiles
    • added new wand, mesh and icon
    • added new weapons, meshes and icons: 1 axe, 1 staff, 3 wands
    • restored Spellsong wand mesh

    Date: Sun Apr 17 23:51:28 2016 +1200

    • removing hardcoding of terrain tile size, parametarized to enable resizing
    • added new weapons, meshes and icons: 1 dagger, 1 shield, 4 staves, 2 swords
    • prevent server from shutting down untuntil planet is fully generated
    • remove warnings caused by cache manager
    • temporarily disabled terrain cache manager
    • fixed premature PlanetReady flag
    • added voxel data compacting notifications
    • voxel data serialization work in progress

Log in to reply

Looks like your connection to Traverse Community was lost, please wait while we try to reconnect.