Releases: project-fika/Fika-Plugin
Releases · project-fika/Fika-Plugin
Fika Release 1.0.6.0
Fika Release 1.0.5.0
What's Changed
- Add new locales by @Lacyway in #223
- Add more logging by @Lacyway in #224
- Fixes the range finder locally by @Lacyway in #225
- Fix and tweak kill sharing by @Lacyway in #227
- Adds support for server-side transit toggle by @Lacyway in #228
- Disable server scenes as client by @ArchangelWTF in #229
- Implement operations by @Lacyway in #230
- AI culling by @Lacyway in #231
- Localise main menu UI by @Lacyway in #232
- Inventory changes by @Lacyway in #233
Full Changelog: v1.0.4.0...v1.0.5.0
Fika Release 1.0.4.0
Fika Release 1.0.3.0
What's Changed
- Add backwards compatability for bugged patches by @ArchangelWTF in #195
- Don't run UI logic as dedi by @Lacyway in #196
- Don't add dedi to own list of visual profiles by @Lacyway in #197
- Fix nullref from version check by @Lacyway in #198
- Remove DestroyNetworkedComponents() by @ArchangelWTF in #199
- Dynamic AI improvements by @Lacyway in #200
- Fix/patch VFS by @ArchangelWTF in #201
- FikaNotificationManager changes by @Lacyway in #202
- Add new event for when the raid starts by @Lacyway in #203
- Fix AFK bug by @Lacyway in #205
- Don't destroy gameObject by @Lacyway in #209
- Use new serializer & set ProfileId (Fixes: #204) by @ArchangelWTF in #210
- Fix MMUI again by @Lacyway in #211
- Add patch from UI Fixes by @Lacyway in #212
- Shared kill xp by @Lacyway in #213
- Update references by @ArchangelWTF in #214
- Cleanup and separate bot logic by @Lacyway in #215
- Fix transit quests by @Lacyway in #216
- Cleanup configs by @Lacyway in #217
- Fix kills not tracking by @Lacyway in #219
- Add custom class for med operations by @Lacyway in #220
Full Changelog: v1.0.2.0...v1.0.3.0
Fika Release 1.0.2.0
Fika Release 1.0.1.0
This release is for SPT 3.10.0
Patch Notes
- Fixed an error when extracting as a client
Fika Release 1.0.0.0
This release is for SPT 3.10.0
Patch Notes
- Added
Mounting
support and it's properly synced between clients - Added
Tripwire
support and it's properly synced between clients - Added
Bipods
support and it's properly synced between clients - BTR is back: Re-implemented the BTR, and it's now more in line with live and also less buggy. All features of the BTR has been tested and working in an online environment.
- Trader services (BTR, Lightkeeper) are now synced host <-> client
- Lightkeeper is implemented and has been working sporadically during testing. Please be cautious that he might not always work as intended, be thorough in your bug reports as he is very hard to troubleshoot. Let the host enter with his beacon first for the optimal experience
- Removed old airdrop code
- Added new airdrop code, which is more in line with live and now looks much better between clients
- Clients now get a proper notification if an airdrop flare fails
- Clients in the BTR no longer lose armor durability while being a passenger
Native Sockets
is now enabled by default- Massive amounts of changes to the inventory sync system, should now be more resilient to desync from mods and erratic player behaviour
- Optimized the
InteractionRaycast()
on other players - Failed operations on bots should no longer get sent to other players, causing (harmless) errors in the logs
- Several error messages are now more clear/verbose in the entire mod code base
- Several packets should not longer incorrectly be sent if the player/bot is dead
- Quests that requires you to extract in a specific zone should no longer fail with
Auto Extract
on - Added support for the new culling system, players outside a specific range should no longer render
- Bundles are now forcefully loaded if you have picked up and attached an attachment to your weapon on reconnect, preventing a camera bug
- Loading screen should be more responsive while waiting for other players to finish loading
- Added a
DEBUG
option to spectate bots after everyone has died - Updated DogTag logic
- Removed
FindItem()
and went back to BSG's implementation due to them fixing it - Removed
DiscardLimits
on other players, preventing bugs during inventory operations - Tweaked most
HandControllers
to be more optimized during initialization - Small refactor to
OperationHandlers
on host and clients - Reworked death sync: Holstered hand guns are now properly removed when discarding them on other corpses, held weapon is now properly removed when discarded, dead observed players are now less prone to
WeaponPacket
errors if they die during a reload - If a client fails an inventory operation they will no longer send it to the host
Lootable Container
interactions are now more optimized- Other players no longer incorrectly switch weapons when looting a weapon from the ground while holding a knife
- Switching weapons is no longer instant for other players, they will bring down their currently held item and bring out their new weapon as intended. This also means that eating/drinking now stops as intended rather than abrubtly ending
- Weapons on other players that have emptied their mag should now bring back the bolt as intended
- Fixed mines on clients not blowing up
UsableItemController
is now replicated (Lightkeeper beacon)- Improved IP fetching: Your external IP is now retrieved once upon game start and cached rather than every raid. It will attempt to use 3 services and properly parse each address, making sure that we don't rely only on one service and that the IP is a valid IPv4 address
- Updated
Compass
sync to be slightly faster - Failure to connect to a session is now handled properly and will return you to the
Server Browser
- Reworked damage sync to use less
Reflection
. Each player now has a uniquePlayerBridge
attached to theirBodyPartCollider
, meaning the code knows what to do in each scenario from the start rather than doing several arbitrary checks - Updated the
Raid Settings
window to use localized text - Added support to start the raid at a custom time and to customize the time flow in the
Raid Settings
(the game uses1x
as standard which equals to7x
time flow) - The health state of other players is now serialized and sent rather than creating a temporary controller and serializing it locally (effects are not synced upon reconnect currently)
- Added several new localized messages
- Flares now properly play the animation and are used up by other clients, preventing them from picking up an "unused" used flare
- Optimized ping check
- Pings now send your main profile name rather than your scav's name during scav runs
- Major new feature: Added snapshot interpolation. Player movement is now sent at a default of
20x/s
rather than every physics update (~60x/s
). This means that the amount of data sent from every player has been cut to 1/3 of what it used to. Each client now has a local time that is used to interpolate received packets, meaning that it dynamically interpolates or extrapolates other players to make their movement much smoother and less jittery. This should make 200 ping feel a lot less laggier when looking at other players move. The new logic is also a lot less CPU intensive for the host. This also alleviates the problem where some players would "ice skate" after stopping for a bit. 2 new options are included for the interpolator:- Send Rate: How often per second packets should be sent (lower = less bandwidth used, slight less accurate interpolation, this only affects the host and is synced to clients and is recommended to be left at default),
default: Low
- Very Low =
10
- Low =
15
- Medium =
20
- High =
30
- Very Low =
- Smoothing Rate: Local simulation is behind by Update Rate * Smoothing Rate. This guarantees that we always have enough snapshots in the buffer to mitigate lags & jitter during interpolation. Set this to 'High' if movement isn't smooth. Cannot be changed during a raid,
default: Medium
- Low =
1.5
- Medium =
2
- High =
2.5
- Low =
- Send Rate: How often per second packets should be sent (lower = less bandwidth used, slight less accurate interpolation, this only affects the host and is synced to clients and is recommended to be left at default),
- Added a new setting:
Shared Boss Experience
- When enabled, you get ½ of the base experience when a teammate kills a boss
- Our big packets (
WeaponPacket
,CommonPlayerPacket
,GenericPacket
,InventoryPacket
) have received a substantial refactor. They are faster, use less memory, and are interpreted over the network at a much faster rate than before. This should make the experience much smoother, especially during intense firefights - Update the velocity on shells getting ejected from the firearm on other players to the correct amount
- Pings should no longer be received if you have the option disabled
- Added 2 new features to the free cam:
- Drone Mode: When enables, the camera only moves on X and Z axis (horizontally)
- Zoom: You can now zoom with the mouse-wheel
- Fixed a bug where you could no longer enable your nightvision after enabling free cam with them enabled
- Increased the super fast modifier of free cam from *8 to *12
- Network statistic are printed to the log after a raid, showing packets sent/received, data sent/received and packet loss
- Tweaked bot spawn logic to mitigate bots spawning on top of other players
- Added
debug
commands to spawn items when running Fika in debug mode DynamicAI
now ignores exUsec (Rogues)DynamicAI
now deletes the current target of other AI if they are the target when being disabled- Major new feature: Added support for
Transit
. The mode has been tested and smoothly transports the group to another location. Currently it does not ensure that everyone is in the exfil, so make sure that everyone is inside or the game will glitch out. More improvements will come to the Transit system in the future. Keep in mind that changing maps with the Transit system can be unstable and is not recommended unless needed for quest progression - Updated sound logic for other players to mitigate Unity Warnings
- Updated
HandleTeammateKill()
to use your ownTime
for quest checks - Improved the synchronization of the weapon used to kill another player, this should improve easy kill sharing substantially when using grenades and in general
- Fixed a bug where the inventory controller generator ID would become desynced after a malfunction
- Updated how Misfire malfunctions are handled on other players
- The position and rotation of thrown items are now synced to all clients from the host, meaning they should always end up in the exact same position
- Optimized the handling of full auto sound on weapon controllers
- Added "Join as Spectator", allowing you to join a raid as a spectator from the start
- New feature: Added a custom menu to the main menu where you can see the amount of players online, what level they are and whether they are in a raid or not. More features will come to this menu in the future. You can resize this in the F12 menu if it looks out of place on your resolution.
- Fixed a bug where old
FirearmController
s were not destroyed properly, causing a potential of infinite instances - Added a new option to the pinging system:
Show Ping Range
. When enabled the range between you and the ping is displayed under the ping. Fika | Custom
has been renamed toFika | Pinging
as it only contained options for the pinging system- The
Send Item
menu has been slightly redesigned and can now be dragged around - Improved the handling of bolt action reloads on other players
- Pings and healthbars should now be more correctly positioned when aiming down a scope
- Fixed several inconsistencies with firing a grenade launcher and how the ammo was handled on other clients
- Reduced the amount of data used when performing a state check with the server by roughly ~95%
- Tweaked bot reload to mitigate an issue w...
Fika Release 0.9.9015.15435
What's Changed
Patch Notes
- Updated loading logic to make it more clear what the game is doing
- Updated bot packet logic, should reduce the amount of bots standing in place "moonwalking"
- Incorrect inventory operations are now disposed of and logged rather than throwing an exception
- Inventory operations are now rejected by the host properly, meaning you if you get a desynced world state you can no longer cause a chain reaction of errors. Keep in mind that most of these errors are from mods, it's very rare for the base game to get desynced to this point. If you have errors or operations getting rejected, check your mods that alter inventories. An example would be if you move an item from a rig and the host cannot find that item because of desync that you have caused, you can no longer move it and it gets put back where you dragged it from. This is a near (if not even complete) 1:1 replica of live behavior.
- The game will now try to resync operation Ids after getting a mismatch
- Tweaked game logic on the dedicated client, fixing a problem where bots could not hit players due to transforms not moving with the animation due to a UnityEngine parameter
Fika Release 0.9.9003.37546
Rerelease of last version
Fika Release 0.9.9003.32880
What's Changed
Patch Notes
- Added mitigation to exceptions when a player dies
- Reworked inventory synchronization, should no longer ever throw errors unless a mod breaks the world state sync (some minor bot operations still throw errors, but they are harmless)
- Update audio code for player controllers
- Fix a bug with audio muffling from the host when playing in a non-dedicated session
DynamicAI
can now be disabled on the dedicated client and is no longer mistakenly hardcoded- Made several tweaks to dedicated client's tracking logic, should make the AI more responsive