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Fika Release 1.2.5

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@Lacyway Lacyway released this 12 Apr 20:11
· 46 commits to main since this release
2ee0af4

Patch Notes - Core v1.2.5

  • Fixed a bug where the headless scav profile would be considered a live player
  • The notification when a player joins should now show the PMC (main profile) nickname instead of the Scav nickname
  • Improved memory and CPU usage on the Snapshotter
  • The MainProfileNickname field is now only set if not empty (SPT should now hopefully take care of this)
  • Fixed Scav raid times
  • Made several improvements to the FikaChat
  • Improved how the crc32 and Public IP is received and how errors are handled during the execution when receiving both values
  • Fixed a bug where every player and AI would have a health bar after reconnecting
  • Fixed a bug where scav runs wouldn't work on several maps due to missing data in SPT
  • The default timeout is now 30 seconds
  • A notification is now displayed when using Dev mode so that users are aware why the game automatically started
  • Optimized how the TriggerColliderSearcher is updated on other players
  • Other players are now received after loot has been received to have more room for loading other player's assets
  • Made major improvements to both performance and accuracy when determining whether a player is moving or not when sending the current state (this should reduce the amount of "ice skating" bots)
  • Delayed the initialization of the component responsible for sending player states
  • Improved the filter on synced bot health states so that certain quests can be progressed for clients again, e.g. Flashbanged
  • Health bars have received a minor overhaul (should now be less blurry)
  • Fixed a bug where other clients would not properly receive a disarmed Tripwire
  • Refactored the method that receives the public IP and fixed several bugs with it
  • Refactored several classes in the code base that sends/executes in set intervals, should now be more accurate and performant
  • Improved the component that is responsible for sending bot states, should now be faster, more accurate and use less memory
  • Fixed a bug where a nullref error would be thrown when an observed player is hit by an explosion
  • Fixed a bug where PMCs would stop spawning if bosses are disabled
  • In-raid quests should now properly sync between all players
  • Fixed a bug where the NAT punch requests would still use the http protocol
  • Improved the code that initializes all transit and BTR stashes
  • Fixed a bug where the equipped weapon would still be shown on the back, and in some instances disappear permanently on the back when equipping any other weapon
  • Major Change: The code that updates all other players after receiving a packet containing their state has received a substantial overhaul:
    • It now uses the Unity IJob system
    • This means that all mathematical equations that are done to smoothly move other players, determine where they are, etc. are now done split among several worker threads
    • This should improve performance, reduce the amount of stutters when there are a lot of players, increase the accuracy of the interpolation of other players and has also allowed us to do more expensive calculations every frame
    • The values used to determine the time difference between every client is now a lot more accurate
    • The time difference calculation will now dynamically adjust the fast forward / slow down values on every state, making movement even smoother

Thanks to @JimWails, @ArchangelWTF, @GhostFenixx and @Lacyway