github Lattymoy/daggerfall-js-source app-v0.1.4940

latest releases: app-v0.1.4956, app-v0.1.4953, app-v0.1.4947...
3 hours ago

Patch Notes: Standing still, and lighter frames

Fatigue

  • Standing still no longer tires you. Fatigue used to drain at the walking rate even while you stood still, as it does in Daggerfall. That emptied a full bar in about an hour of standing around, with no status effect to explain it. Standing still on the ground now costs no fatigue.
  • Everything else costs what it did: walking, running, climbing, swimming (treading water included), jumping and swinging a weapon.
  • Carrying more than three quarters of what you can (Roleplay & Realism) still tires you, even standing still.
  • Travel Options journeys still cost fatigue like walking, and resting still restores it.

Performance

  • A little less work every frame. The game was re-checking its launch settings dozens of times a frame, 84 times in a busy town. It now checks them once. On our test machine that saved over half a millisecond of every frame in a town. Nothing you see changes.
  • The slowdowns reported after the Sea Update were measured against the older versions. The long stutter after loading into the outdoors was fixed on 27 September, and the slowdown walking through dungeons was fixed by 28 September. In every place we tested, the game now does less work each frame than it did before the Sea Update.

What's Changed

  • PERF-UPD: performance after the updates, measured - PERF-URL, its audit, and FATIGUE-IDLE by @Lattymoy in #444

Full Changelog: app-v0.1.4932...app-v0.1.4940

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