v0.2B is ready!
Added 2020-08-03 13:33:18 +0000 UTCHello, everyone! Over the past few days I've been hard at work fixing bugs and optimizing the game, and I've achieved nice results! Yes in the future I will still improve performance, but for now I am aiming for content creation!
0.2B is a technical update with bug fixes and performance optimization, and some features added but no new game content.
•If you have fps lower 60:
-Check: Occlusion culling, optimized hair,
-Uncheck: Contact shadows, reflection probes (if fps still lower 60 uncheck VSync)
•If you have 60+ fps you can disable occlusin culling, because it can make light artefacts and try check contact shadows and reflection probes.
What I have done:
-Optimized real-time zombie model materials, now he have 9 materials instead 15.
-Added enable VSync option
-Added enable Occlusion culling option
-Added enable Reflection Probe option
-Added Shadows rendering distance option
-Optimized girl hair (both variants) merged hair meshes into one, merged two materials into one
-Added open world spawn system. No more useless zombie active in the screen.
-Added physics trash pushing force, discarded ammo clips when reloading no more stopping the girl.
-Added stamina bar. The stamina bar fades-in if the stamina is below the maximum value, the stamina bar fades-out if the stamina is equal to the maximum value.
-Added dickshot (Advanced build only), if hit monster's dick two times - he will be die. You can disable monsters dick in preferences (Uncheck "Monsters with big gun (Disabled by default)")
-Fixed shooting range bug series and weapon animation bugs.
-Removed all basic build restrictions from fire range.
-Added refresh weapon pack in fire range.
-Fixed bug with aim possibility when crouching state enabled with disabled "Toggle aim" option.
-Fixed bug with GUI reloading weapon process indicator after QTE.
-Fixed unbalanced sfx, music volume (wood footsteps, fire range music)
-Fixed bug with crouching when talking with characters, use customization, etc.
-Added precomputed real-time GI and performance optimized on 60 fps on recommended hardware.