Version 4.1c
Changes
- Added a message on the title screen notifying you of issues if Futara's Dragon Engine is installed, which directs you to the readme for how to fix
- Compatible species list was added to the species compatibility repository
- as much as I tried fiddling with the data of my custom fonts for certain NPCs, they never render correctly, so they were disabled
- Nova's dialogue was added
- Added Mojma NPC (still missing tail)
Fixes
- TF handling was fixed for NPCs
- Fixed Nova erroneously being in the random TF results
- Fixed Slime's jump frames after absorbing someone
- Fixed Slime's settings panel not showing up
- Fixed Kaiju Sit animation
Notable engine changes
I re-did how the player animator handles cosmetic layers, which vastly improves the performance of players/npcs using the animator. This was mainly due to an oversight when previously re-implementing the animation system, leading to every single layer of a cosmetic (of which there are 20 cosmetic slots) processing its animation state and timing individually. Instead now each cosmetic layer simply has one part with 20 images. Imagine the difference as doing the same thing 20 times and writing out the math 20 times, vs, writing out the math once and using that result 20 times.
Regarding this, a specific example, before making this change, I could typically spawn around 20 Vulpix Pred NPCs before my game was reduced to 8 FPS, now I can spawn around 50 before my FPS is reduced that much, my assumption at this point is, the bottleneck of too many NPCs present is back to being their pathfinding
Other improvements and features to OSB have been made by other contributors that have been merged. One I think of considerable note is the fact that the render draw calls of starbound were made to use OpenGL bindless textures instead of one texture atlas. From my understanding, A huge amount of frame processing time in starbound was spent adding and removing textures from the texture atlas every single frame, which would become more and more intensive when there are larger textures that have to be loaded are (looking at you ancient gateway) but now that bottleneck has been eliminated for windows and linux.