Unturned II Devlog #025
大多是无聊的变化。计划为#026做些有趣的事情!
这一件事还与:3.30.6.0
多世界渲染
在3.0的项目缩略图被捕捉到遥远的天空框,并不幸地受到全球照明条件的影响。在此更新之前,4.0的工作方式是相同的,事实上,您可以看到捕获发生在CQC地图的起始点。
3D项目预览(项目>检查),以及缩略图现在呈现在他们自己的单独口袋宇宙与他们自己的照明!我很高兴和兴奋的工作,虽然它是有点黑客-因为不真实不支持在运行时使用多个世界。
服务器浏览器
一个基本版本的蒸汽服务器浏览器现在游戏中。虚幻让这件事变得相当容易,但在过去,我已经用过如此多的蒸汽API,我真的很想把我的头脑集中在线子系统的引擎盖下发生了什么事情。
与3.0相比,一个很好的改进是服务器列表是虚拟化的,因此性能影响最小。有趣的是,UNREAL的实现会在结果到达时查询服务器规则,所以理论上说,将来我们可以比以前更多地定制列表。
有关目前托管的一些怪癖的更多说明可以在这里找到:
https://wiki.smartlydressedgames.com/wiki/Steam
就开发而言,对于在何处实现会话功能存在着各种相互冲突的信息,例如,ShooterGames主要是在GameInstance和GameSession中实现的,但目前我已经在OnlineSessionClient和GameSession中完成了客户机端和服务器端的操作。
通知
网络和旅行(地图加载)故障现在主菜单上有一个说明问题的通知,这个通知是为将来的情况而设计的,比如主要的更新细节。与此相关的是,连接超时已经减少,红色超时信息现在显示在HUD中,类似于3.0。
武器变化
对武器和弹道部件作了一些杂项改动和清理,但没有什么值得注意的地方。步道现在应该正确地从炮口开始,而以前有几个bug。一个主要的变化是如何复制投篮,这应该使客户之间的预测更加一致。
动画表演
在前面的devlog中,我提到了在射击场地图上使用重要的动画性能管理器。从那时起,我注意到,幻影有一个替代动画的建议,anim预算系统。我将目标切换到了这个位置,但在发布版本中遇到了一些崩溃,因此暂时禁用了动画优化。
翻译原文:
Mostly boring changes. Planning to work on fun stuff for #026!
This post also coincided with: 3.30.6.0
Multi-world Rendering
In 3.0 the item thumbnails are captured far away in the skybox, and are unfortunately affected by the global lighting conditions. Up until this update, 4.0 worked the same way, and in fact you could see the captures occurring at the origin point in the CQC map.
3D item previews (item > inspect) as well as the thumbnails are now rendered in their own separate pocket universes with their own lighting! I'm happy and excited to have gotten this working, though it's a bit hacked-together because Unreal does not officially support using multiple worlds at runtime.
Server Browser
A rudimentary version of the Steam server browser is now in-game. Unreal makes this fairly easy to do, but having worked with the Steam APIs so much in the past I really wanted to wrap my head around what's going on under the hood of the online subsystems.
One nice improvement compared to 3.0 is that the server list is virtualized, so the performance impact is minimal. Interestingly Unreal's implementation queries the server rules as results arrive, so theoretically in the future we can have even more listing customization than before.
More notes about some of the quirks hosting at the moment can be found here:https://wiki.smartlydressedgames.com/wiki/Steam
Dev-wise, there's a variety of conflicting information on where to implement session functionality e.g. ShooterGame does it mostly in GameInstance and GameSession, but for now I've done the client-side in OnlineSessionClient and server-side in GameSession.
Notifications
Network and travel (map loading) failures now have a notification on the main menu describing the issue, and this notification has been designed for future cases like major update details. Related to this, the connection timeout has been reduced and red timeout information now shows in the HUD similar to 3.0.
Weapon Changes
Several miscellaneous changes and cleanup to weapons and the ballistics components were made, but nothing that should be noticeable. Trails should now properly start from the muzzle, whereas previously there were a few bugs. One major change is to how shots are replicated which should keep predictions more consistent between clients.
Animation Performance
In the previous devlog I mentioned using the significance manager for animation performance on the Firing Range map. Since then it's come to my attention that Unreal has a replacement recommended for animations, the anim budgeting system. I switched the targets over to that, but ran into some crashes in the shipping version, so temporarily the animation optimizations are disabled.
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