github Interkarma/daggerfall-unity v0.14.5-beta
Daggerfall Unity 0.14.5 Beta

latest releases: v1.1.0-rc, v1.0.0, v0.16.3-rc...
18 months ago

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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes and performance enhancements. Version 0.14.5 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Mod Compatibility

If you find a mod not compatible or broken by this release, please contact the mod author on Nexus or Released Mods on forums.

Featured Changes

andrew-raphael-lukasik - Terrain and Foliage Performance Improvements #2421 #2436

Two key changes provide faster terrain and foliage generation while player is exploring Daggerfall's overworld. The first is enabling [BurstCompile] for existing jobs. Burst is a compiler that translates IL Job code into native code. As the terrain system runs heavily on Job code, this is a nice boost to loading times and when streaming terrain. According to the author, Job code is about 10x faster and loading times are around 20% - 40% faster.

Before Burst (about 5 seconds total work)
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After Burst (about 0.4 seconds total work)
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The second change is refactoring wilderness foliage billboard mesh generation to use a a Burst-compiled multithreaded setup. What this means is that setting up foliage for new terrain chunks is several times faster and takes less time from the main thread.

Before (about 260ms)
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After (about 30ms)
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These are very nice changes and will benefit everyone with faster loads and smoother terrain streaming. Congratulations to Andrew for all the hard work on this one!

Numidium - Remove Stutter When Switching Weapons Between Hands #2394

Another performance improvement. When switching weapons (default H key), DFU would previously reload weapon images every time. This was to keep memory use low as weapon animation textures could take up a lot of memory, especially if modded, but introduced a stutter when switching hands as the new weapon textures had to be converted on the fly. Numidium has added a caching scheme so the two equipped weapons remain cached, removing the stutter.

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Interkarma - Allow Renaming Buildings on Automap 1f56eef

You can now double-click on named building labels on the automap and edit their name. You can use this feature to track the quality of a store, or just make an important note.

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To remove the name edit, double-click label again and delete your custom text. An empty label will revert to the original name. Label tooltip will always display original name.

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General Fixes & Improvements

Pango

  • Update set_jump and set_grav commands to display correct default values in help #2409
  • Fix flying enemies fall damage #2431
  • Fix text in multiple quests #2413 #2414 #2424

breakfastitem

jefetienne & argonius2

  • Add Joystick "Back" Button binding #2407

jefetienne

  • Exclude modifier keys from being used in AnyKey methods #2437

andrew-raphael-lukasik

  • Improvement: Mod compilation error message #2432

KABoissonneault

  • Fixed regression where City watch lost its human sounds (HALT) #2412
  • Added a "generator" customization point for PopulationManager #2419

Interkarma

  • Raise SyntheticTimeIncrease at end of vampirism infection to fix unintended item decay and constant effect time jumping d454a83
  • Resync permanent Item status at pickup time for slain Foe 3ed8ce6
  • Continue loading game even if one or more quests fail to load b8c553d
  • Clear quest-related corpse markers after quest ends 703c665
  • Do not select "Generic Temple" as a random faction for Person resources 91fc7ae
  • Allow certain quest messages popups to only display one time ffe906a

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