Community Edition Released
Posted 2022-04-07
Hello, Engineers!
We’re thrilled to announce that Keen has provided the source code for Medieval Engineers to a set of modders to allow us to continue development. This update is focused on fixing a lot of the bugs that have troubled Medieval Engineers since the 0.7.x release.
This update has been a long time in the works, but we've finally managed to wrap up a set of bug fixes and improvements that address many known issues (see changes for details). While this hardly covers everything we hope by having a small group of modders working with the Medieval Engineers source code again we can start collecting bug reports once again and move forward to make the game even more stable.
For more information about the community edition please see our FAQ.
Changes
Improvements
- MEC-2 Tree branches are much less likely to spawn inside of the ground
- MEC-12 / MEC-51 / MEC-52 / MEC-53 / MEC-61 / MEC-128 Performance improvements for dynamic grids on voxels
- MEC-20 / MEC-21 Miscellaneous improvements to the blueprint screen
- MEC-22 Include information about what entity is updating during a crash
- MEC-24 Grids now use properly shaped inertia tensors, so turning a rod on its axis is easier
- MEC-27 Add override to attempt to load incompatible blueprints
- MEC-35 Add 24hr format to log files
- MEC-59 Performance improvements when loading worlds with a lot of mods
- MEC-79 / MEC-130 Performance improvements for scenes with distant or non-moving ropes
- MEC-90 Automatically focus search bar when opening crafting and block selection screens
- MEC-100 Enable physics multithreading
- MEC-127 / MEC-129 Minor renderer performance improvements
- MEC-131 Allow servers to enforce a minimum vegetation view distance
- MEC-140 Add more metrics to the Shift+F11 debug screen
Bugs Fixed
- MEC-1 Fix concurrent modification crash in loading screen
- MEC-3 Fix crash when placing grid-aligned catch blocks
- MEC-9 Fix blueprint browser hangs when showing blueprint information
- MEC-10 Fix watchdog not reporting grid damage
- MEC-11 Fix grid indestructability not getting saved
- MEC-13 Fix hkMoppBvTreeShape crash when loading some types of grids
- MEC-16 Fix partially built blocks getting doubled inside of a grid's physics shape
- MEC-18 Fix worker thread to hang caused by canceling mod download
- MEC-19 Fix workshop items with unicode characters in title or description showing garbage in-game
- MEC-23 Miscellaneous fixes to blueprint filtering
- MEC-25 Fix game not saving when "Server host has left the game" appears
- MEC-26 Fix blueprint viewer always saying "It's not clear if this blueprint requires mods"
- MEC-37 Fix random crash when deserializing BuildServerResponse.BlockIds
- MEC-39 Fix all catch blocks on a grid breaking when the grid travels too far
- MEC-40 Fix client "Attempt to split a client group that was already closed" crash
- MEC-58 Fix Steam workshop dependencies publishing the wrong way around
- MEC-70 / MEC-72 Fix joystick configuration not saving and not being respected until the world is reloaded
- MEC-89 Fix a duplicate shaft appearing when constructing catch blocks in a blueprint
- MEC-95 Fix a memory leak in when unloading grids
- MEC-96 Fix the map only showing grids that you've seen since loading the world
- MEC-114 Fix crash when standing on the opposite side of the planet from the sun
- MEC-124 Fix distant particles attached to moving objects getting left behind
- MEC-138 Fix some blocks not restoring state when loading in
- MEC-139 Fix occasional crash when loading grids after mods have been removed or changed
- MEC-141 Fix Medieval Engineers servers not appearing in Steam's master server browser
- MEC-144 Fix servers with too many mods not showing server details
- MEC-146 Fix switching maps in the dedicated server config tool not updating the world name
- MEC-147 Fix model LODs not working for subparts created after the world has loaded
Modding
- MEC-50 Fix FieldMergerAttribute not working
- MEC-57 Add a GroupFlag that lets a group be ignored when copying / blueprinting a construct.
- MEC-63 Add game version preprocessor symbols to allow per-version conditional code in mods
- MEC-73 Allow mods to access analog joystick values below 0.5
- MEC-97 Provide API to allow the first and third person camera components to not be aligned with gravity
- MEC-98 Provide API to allow the first person camera component to look left/right
- MEC-107 Add ability to dynamic adjust pitch of entity FX
- MEC-119 Add support for Span<T> to provide more optimization opportunities
- MEC-132 Make PlanetActionTrackingComponent configurable
- MEC-135 Add support for dynamic runtime models to allow mods that create custom models through code
- MEC-145 Mark a lot of non-mutating struct methods pure to reduce compiler warnings