Fika Release 1.2.5
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
andPublic 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
- It now uses the Unity
Thanks to @JimWails, @ArchangelWTF, @GhostFenixx and @Lacyway