Patch Notes
Please report any bugs here or write me at wlad@no-more-sleep.com and I'll try to fix them as fast as I can, so you and everyone else can have fun with this game :)
Damn, I tested the game on ~16 computers, but now with 600+ players we're finding bugs we never even thought of. I'm really sorry for the crashes and visual bugs, but there should be way fewer of them now, especially with the new zone loader from 1.0.8.
Gameplay/Visual Changes:
Added a hint to the Hacking Cubes puzzle that shows that the glitch displays the numbers above the cubes. Thanks https://steamcommunity.com/profiles/76561199787221517/
Bug Fixes:
I got the info that there are still crashing instances when getting into a zone loader when the shaders have not been compiled yet in that zone. This is a very tricky bug which only happens the first time the shaders are viewed. But to fix this I went over every mash and tried to compact all materials in less shaders. We went from 152 unique ones down to 115. This will make everything a little bit easier and hopefully load the zones faster which prevents the crashes.
Fixed a bug where the lightmap sometimes didn't load correctly and a whole room looked super glitchy (white walls with lots of dots). Thanks https://steamcommunity.com/profiles/76561199787221517/
If the shaders weren't baked yet and you took the central elevator down to the underground, the game could crash. That's because 6 zones got compiled in a really short time, which could max out the GPU memory. The game would then lag so hard that Windows went "this game took all the memory and isn't responding, kill it". Now we load 3 zones at the top of the elevator and 3 at the bottom, so the GPU has more time to do its thing.
Fixed a bug where slower systems had a way too fast or way too slow laser in the cube puzzle.
When the host crashed for whatever reason, it took the client down with it, because a hard disconnect removed the networking instance the client relied on. Now the client waits a single frame before clearing its networking.
You could unload the starting section while in the generator room by walking against a specific wall. This was caused by a trigger that stuck out a few pixels past a wall. Thanks to DaPodato and Sl1me_y.
You could get into the chapter 2 region behind the fences in chapter 1 by jumping off the elevator. That's blocked now. Thanks to DaPodato and Sl1me_y.
You could get below the ring cube by getting pushed down by the jumping puzzle elevator. There's now a death trigger there just in case, so you respawn at the cube instead of falling into the void. Thanks to DaPodato and Sl1me_y.
Fixed a crash which could happen when a player accepted a steam invite while joining a lobby. Thanks to https://steamcommunity.com/profiles/76561198860861890/
Added a timeout when conenction to a lobby does not work out. Before this it would just show a empty windows. Thanks to https://steamcommunity.com/profiles/76561198860861890/
Increased the low priority background workers to 2. This should improve all background tasks (like loading zones).
Changed files in this update