Now we’ve got it so windows are completely deactivated when not being used. Previously, we hid a lot of things by just setting the object to transparent and keeping it active. The biggest quick win was changing how we hid UI that was being unused. While I was at it, I made UI perform significantly better. It’s been a busy week! The upgrade to 5.3 meant I had to fix a bit of regression in the UI, as Unity did some breaking changes between 5.1 and 5.3. Copying it across to the SDK later will be trivial.Īnything you can create in Unity besides scripts will be importable into Hurtworld! Cow_Trix UI and Input Start playing with the terrain tools, importing models / textures (there are heaps of free ones on the asset store) and start designing your masterpiece. If you want to get an head start, you can download a free version of Unity 5.3 here: This integration also touched almost every file in the project, so we need to go through some serious regression testing to ensure all the references match up still. When we’ve gotten confirmation from Unity I will throw whatever state the SDK branch is in onto a Steam beta. Our only blocker at the moment is that we are waiting on some confirmation of legal issues with Unity in regards to distribution of assets acquired from different sources, these won’t stop what we are doing but might change the way we let you use our assets. For now you will only be able to load maps into the engine by placing them in the maps folder like the old days. This will take another week or so, but for now I will release the base version of the SDK for people to start playing with. We still need to integrate this with Steam Workshop so users can ensure they have the latest version of custom maps simply by joining a server running it, without having to leave the game. Right now everything builds, and can load custom built maps into the game at runtime. Think an area of the map would be better slightly different? Change it and branch off using Diemensland as a base! This will give map makers an end to end example of how the pipeline works, along with all our source assets like rocks, textures, trees and set pieces to use however you please. The other benefit of this, is now that Diemensland is isolated, we can release the entire source project used to create it! This was a much needed cleanup that completely isolates everything map related from our core game engine, making the core much more lightweight and easy to enhance. Which meant completely decoupling all our map assets and code from our main project. To ensure the map framework is rock solid we needed to make sure we could build Diemensland using it. Previously we had one single project, with references all over the place between map prefabs / utility scripts / assets and engine code / runtime dynamic prefabs. I finally made some good ground on the map SDK this week. We could push out the micro changes and keep what we are doing in a separate branch but that would just slow down the awesome stuff, and who doesn’t like awesome stuff!? Map SDK At this rate you ‘ll be able to build a poor mans GTA5 in our level editor.ĭue to the surgery state of the project, the next patch might be a week or two away. We’ve got some more stuff to kill you, cow is up to his usual trix and mils has been making more progress on cities. As you can probably tell I’m pretty excited about it… I may have just had too much sugar this morning. In this week’s (late) edition, we are mostly tied up with Map SDK and Unity upgrade fun. Welcome to another episode of the goings on around the studio.
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