Progress Update 04/20/2024

Just one more week to go before the release of 0.6.6, and good headway has been made in stabilizing the godot 4 build of Thrive. Players can look forward to some slight performance gains and some graphical changes, but unfortunately there will not be much that is new on the player’s end.

We are once again publishing an early release candidate for players interested in playtesting the update before it’s official release. We’d greatly appreciate if anyone interested could provide feedback and report any bugs they encounter while playing this early version!

For those interested in assisting us in the hunt for bugs, you can download and play the latest release candidate from this post.

Programming

  • New DevBuild for our patrons:
    • Updated to Godot 4.2.2 as that was just released
    • Updated to .NET 8 runtime and C# 12 as it turns out this can be used with Godot 4
    • Switched from the previously used tar compression library to C# standard one which shouldn’t have any save corruption issues (due to this we were stuck on an old version of the compression library)
    • Fixed errors in exported game coming from label font settings
    • Fixed data cache disposed errors that only seemed to trigger in exported version of the game
    • Fixed no changes in editor tutorial being able to prevent multicellular editor exit
    • Fixed popup panel close buttons passing input events upwards in tree incorrectly
    • Fixed the 3D menu background visuals to be mostly back to what they were
    • Fixed auto-evo exploring tool background
    • Fixed custom dropdown colour sphere icon positions and switched their rendering to use the standard Godot feature for it now that it supports setting a max width for the icons
    • Fixed compound panel compressed state not saving correctly
    • Improved licenses view loading speed by setting a huge initial size for the text box the text is loaded into
    • Added some oxygen back into the vents as scientifically this is possible and makes the game balance not as broken there
    • Removed our custom checkbox implementation now that Godot’s has all the needed features
    • Made sure our localization wrapper handles language update events to ensure no GUI could be able to partially see the changed language
    • Updated xunit from 2.7.0 to 2.7.1
    • Updated code checking tools version

Graphics

  • Nothing Substantial

Gameplay

  • Nothing Substantial

Sound

  • Nothing Substantial

Theory

  • Nothing Substantial

Outreach

  • Nothing Substantial

Other

  • Nothing Substantial

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