With the latest release bringing Godot 4 to the public, we’ve been hard at work hunting down all of the resultant bugs we have successfully located. Progress has been going great, and we are hoping to release a hotfix soon enough!
Once we have the hotfix patch out of the way, development of the roadmap features will continue.
Programming
- New DevBuild for our patrons:
- Fixed organelle models looking bad in Godot 4
- Did some minor organelle visuals tweaks
- Fixed win and extinction screens
- Organelle placement sound is now only played if a placement action was done (fixes it being played for organelle removal)
- Fixed various GUI popup related problems in the later prototypes
- Redid modal manager connect and check operation to hopefully fix one case of signal connection errors printed in Godot 4
- Added extra error handling to Thriveopedia load and save load against scene load failures which seems like a randomly occurring bug in Godot 4 engine itself
- Added extra safety checks around native library load and printing of current CPU name if it is not detected as sufficient for running Thrive
- CI builds work again so each commit has a build again now
- Updated our automated code checks to work on Windows again
- Removed trailing spaces in shaders that Godot did automatically
- Added game export flag to ignore problems with installed Godot to just try to export anyway
- Updated Nix flake to use Godot 4.2.2
- Updated xunit from 2.7.1 to 2.8.0
- Updated translations
Graphics
- Water currents in Thrive are currently being prototyped with visual effects! This is a vital step in eventually implementing player interaction with currents.
Gameplay
- Nothing Substantial
Sound
- Nothing Substantial
Theory
- Nothing Substantial
Outreach
- Nothing Substantial
Other
- Please welcome our newest programmers, Tales and Hexapod!