This page lists all changes for the 384 series client, as well as known issues. This client is currently in testing on Blight.
Please carefully check this list before submitting a but report at https://support.istaria.com
With the latest client, if a crash occurs, the client will offer to send logs to the server. After logs have been sent, please submit a support ticket with notes on what you were doing at the time. The support team will coordinate your crash logs with your notes, and provide to the developers.
Current Client Issues:
None at this time
Current Client Fixed Issues:
* FIXED 384.38 FIX: Performance improvement for areas with high density of objects, especially player towns. ticket:2877
* FIXED 384.38 Non-collide objects have calculated bounding volume, even though manual volume specified. Should make resource selection much easier. ticket:2869
* FIXED 384.35 Problems with key mapping for non us-english keyboards ticket:2626
* FIXED 384.35 Resources sometimes get a very small shadow close to where they meet terrain
* FIXED 384.35 Window positions are not saved if window is set to auto-open = false ticket:632
* FIXED 384.33 Blob shadows don't always appear on entities, depending on load order
* FIXED 384.32 If running in full screen and an exception occurs, the crash dialog is not visible. ticket:2804
* FIXED 384.32 Khutit <-> Dragon form changing doesn't work ticket:2806
* FIXED 384.32 Crash in some cases with network messages being extra cleaned up
FULL LIST OF CHANGES:
FEATURE:
FEATURE: Change the color of the quest step active indicator
FEATURE: If having trouble sending data to server, provide feedback in chat window
FEATURE: Add command /lasttarget
FEATURE: Allow objects to fade into scene instead of popping (not all objects can be faded, depending on shader used)
FEATURE: Added support for querying for monitoring resolution instead of hard coded list
FEATURE: Showing item icon if no 3D priview is available.
FEATURE: Re-enabled globalReflectMapEnabled (by default is disabled), part of trying to get worldReflect shaders working
FEATURE: New texture limiting option, minimumTextureLevel and minimumCharTextureLevel
FEATURE: Breakpad for uploading crash logs to server
FEATURE: Added average and max FPS to FPSWindow
FEATURE: If there are items in storage, do not allow structure to be deleted
FIXES
FIX: Allow switching between non-roman keyboards character sets
FIX: Fixed bug with text shaders
FIX: Fix problem with loading message window causing crash at shutdown - HorizonsUILoadWindow.cpp
FIX: Fixed crash after character creation
FIX: Tutorial Action Window tutorial not cancelling correctly
FIX: Work around for for sectors that have swapped X and Y. Regions don't consistently show up
FIX: Prevent level up effect from playing more than once
FIX: Lightning Claws Sound Loops over and over
FIX: Item preview is warped at top and bottom for items
FIX: Prevent inventory and character windows from being open at start-up to improve load time and prevent occasional log-in trouble.
FIX: Check underwater condition only when client is loaded.
FIX: Add real shadow support and introduce optimizations to shadow calculation
FIX: Recalculate shadows when equipped items changes
FIX: When in developer mode, always show item primitive_def_id in item details window
FIX: ModelPreviewSpinRate for item 3D preview rotation in item details.
FIX: After changing shadow details, display message in chat box that restart is required
FIX: Ability tab under character doesn't sort level proper
FIX: Change default of lists so that they are sortable by default
FIX: Removed maxImageSize pref, as no longer used
FIX: By default, models are loaded at their best quality, instead of starting low quality.
FIX: Revisit Graphic Pref defaults and overhaul
FIX: Resolve crash with clientlookups.def
FIX: Character hops around after logging in
FIX: Fixed bug with selection beams color
FIX: Objects Marked as Developer Only are Visible
FIX: If deleting storage structure, prompt if items in storage
FIX: Fixed selectNearestEnemy /sne command.
FIX: Prevented crash at startup if texture level changed
FIX: Fixed loading low detail textures.
FIX: Added function horizonShader::setShadowDarkness(float alpha) to adjust darkness of shadows
FIX: Reduce shadow darkness
FIX: UI changes to make plot window permissions easier to understand
FIX: Fixed double reporting for printProps
FIX: Initial structure rotation changed to 180'
FIX: Resource node shaders working proper
FIX: Transparency not working for bridge
FIX: Double characters on screen
FIX: Crash while Terrain Editing
FIX: Fix for crash with lots of terrain cached
FIX: PrintProps? truncates very long feedback text (try /printprops)
FIX: Khutit <-> Dragon Form Changing
FIX / FEATURE: Changed to use out of process application which uploads crash dumps.
FIX: Fixed a few bugs with blob shadows.
FIX: Crash fix for characters being unload and compositor trying to do work
FIX: Saving window props if SaveOpened? == false.
FIX: Fixed bug with the shadow flickers.
FIX: Remove setting of language for keyboard because it caused problems with non-english keyboards
FIX: Crash fix for string allocation because of release build compiler optimization
FIX: Tutorial crash build
FIX: Adjust chat window layout for improved readability
FIX: Crash fix in checking ignorePath when loading files.
FIX: Fixed crash related to terrain editing
FIX: call InitializeCriticalSection? before the 'decoder' thread started, to ensure of using correct CS state in this thread to avoid crash state.
FIX: Crash fix when loading vault. line 365: var "m_pPlayer" can be NULL.
MAINTENANCE
MAINTENANCE: Increase default packet size to 1500 bytes for high and low speed clients - allow transport to negotiate best packet size.
OPTIMIZATION
OPTIMIZATION: Optimize base class for all game objects (TBaseEntity)
OPTIMIZATION: Refactoring and optimization for class TCharacterEntity
OPTIMIZATION: Optimize and Convert to STL TVirtualArray
OPTIMIZATION: In release build all dprintf calls replaced with empty macros.
OPTIMIZATION: All simple functions marked with inline modifier for basic UI classes.
OPTIMIZATION: Refactoring and optimization for heavy UI classes.
OPTIMIZATION: Added sanity checks, removal of double variable assignment, code optimizations
OPTIMIZATION: Improve speed of structure preview when selecting structure to build
OPTIMIZATION: Performance optimization for base entities
OPTIMIZATION: Refactoring and optimizations for terrain classes.