1.018
- Setting GPU buffer for trees and grass only happens 1x per tick rather than 1x per render pass. Possibly 3x faster.
- Moved Instance buffer rebuilding to update tick rather than render tick. Was causing severe slowdowns.
1.018
- Setting GPU buffer for trees and grass only happens 1x per tick rather than 1x per render pass. Possibly 3x faster.
- Moved Instance buffer rebuilding to update tick rather than render tick. Was causing severe slowdowns.
1.017
- Telling Dwarves to guard something no longer results in a crash
- Performance improvements for lighting and vertex calculations
- Visibility frustrum checks now use heuristics rather than exact checks. May be faster on CPU-limited machines, and slower on GPU-limited ones.
- Very large performance improvements for drawing grass motes
- Added “Graphics II” options screen
- Added options for turning on and off grass motes
- Add options to increase or decrease the number of grass motes. If you don’t want grass motes, for the best performance turn them off, and reduce the number to zero.
- If your graphics card cannot support the initial resolution and AA settings, it will silently fail rather than crashing.
- Miscellanious AI crash fixes
- Sounds use less memory now, and cache some more data. Will result in hang on the first play of a sound of 30ish milliseconds. Fixing that later
- If the volume level is set to zero, the music player thread is not started at all, rather than starting silently.
- SlimTune profiler no longer crashes when running the game.
- Water updates more slowly
- There is less mutex locking when rebuilding chunks (may result in graphical artifacts and flicker)
- Pressing left CTRL + mousewheel causes the slice level to go up and down
- Rare palm trees now grow in deserts.
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