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Medieval Engineers: Aggiornamento 02.0058

Inviato: martedì 1 marzo 2016, 20:00
da Barrnet
Immagine
È uscito oggi pomeriggio l'aggiornamento settimanale di Medieval Engineers, che porta il gioco alla versione 02.0058.
Questo aggiornamento fixa una notevole lista di bug, principalmente il fastidioso bug legato all'asse Z, oltre che a diversi cradh causati dai tentativi di scrittura in settori protetti della memoria, legati ai crash dovuti al caricamento di animazioni moddate, diversi crash presenti nel supporto alle DX11 e al motore grafico VRage e diversi errori generati dalla GUI di Medieval Engineers. In totale sono stati sistemati più di una trentina di bug, critici e non.

Qui di seguito il Video e il Change Log :

Codice: Seleziona tutto

Features
- Z-fighting problems with compound blocks is fixed

Fixes
- fixed a crash on DS - attempted to read or write protected memory
- fixed an InvalidCastException in Sandbox.Game.Entities.Character.MyCharacter.VRage.Game.Entity.UseObject
- fixed a nullref exception in Medieval.GUI.MyGuiScreenFactionMedieval.RefreshJoinButton
- fixed a nullref in Sandbox.Game.Screens.Helpers.MyGuiControlStats.SetPotentialStatChange
- fixed a nullref in Medieval.GameSystems.MyAmbientSoundComponent.UpdateSounds
- fixed a crash in the flora component on System.Collections.Generic.Dictionary`2.get_Item(TKey key)
- fixing a bug where thread static was not used correctly.
- fixed a crash happening when loading modded animations.
- fixed DX11 device initialization crash
- fixed a few other crashes in VRage
- fixed a crash in MP in voxel replicable
- fixed a crash in hkpWorld.addEntity
- fixed characters appearing in inventory list
- changing the hit reporting sprite timing, so that it only appears for 0.5s
- fixed an issue where you could look beneath the terrain under the respawn cart in respawn screen
- fixed player being able to build on objects that are currently manipulated
- fixed fractures disappearing in wrong order, also increased the limit for fractures to 50
- the weight of a carried chest is checked again if a character is carrying the chest and its weight changes
- dropped tools should stay on one place, not roll forever like they do now
- fixed inventory rounding issues
- corrections to mass and volume of tools, edibles and components
- fixed music still reverting to Battle Music (hopefully for good now)
- fixed tree fall sounds missing on the DS
- fixed a problem with the barbarian not moving legs when standing and attacking
- fixed a few untranslated texts in the UI
- migrated the blueprint screen to new MP code
- better synchronization of owner id
- disabled sim-speed locking
- decreasing packet size for multigrids
- fixed ordering of state groups and replicables
- fixed inventory delta messages
- adjusted inventory priority
- fixed no sound for crafting table during the crafting process
- fixed particle effects