Changelog
Horizon server — What's new on Universe Testing
- Village seeds: The 4 "mining village" POIs from the tarsis_3 QGIS export are added to
startup_items.jsonwith fixed UUIDs and positions calculated from their lat/lon coordinates.mining_village_01is already marked as spawned, with its habs consisting of the 23 existing spawn buildings.- Building-to-village link: The new
poi_uuidproperty links each spawn building to its village (whileparent_idremains for informational purposes). The village also receives aspawn_requestedproperty. - Apartment assignment: A new player is assigned to the fullest village that is still below the capacity limit (50, configurable via
max_players_per_village). This limit is strict for individual players. Exceeding the limit is planned for future matchmaking (friends/groups) viaAssignRequest, but this feature is not yet active. - On-demand spawning: At 80% capacity (
village_prespawn_ratio), if no other village has space, Horizon setsspawn_requestedfor the nearest unspawned village—one at a time. Only the Godot server responsible for that zone receives the request and creates the habs.
- Building-to-village link: The new
- serverinfo relays scenes_number_actives to clients.
- optimization of parent-children by addeing index
- fix disconnect player (on some cases events continues to send to nobody
- Vehicle components (engines, and later batteries and tanks) replicate and persist: which bay holds which part now travels to every client.
- Update number player split server from 30 to 75
- Fix move & reparent missed in some cases because of LOD
- Send velocity when transfer player to another player
- disable audio for NPC
- Resolve godot server pool list from DNS when run instead of when pod start
- add LOD for player movement
- report LOD delivery for debug
- Manage frequency in zones + manage different frequency depends on distance on a same zone
- Update server meshing dynamic with new world system in godot server
- Moving plugin.toml (plugins config) into the horizon-data docker image
- Fix gorc when player in vehicule
- Update startup position / rotation
- increase server meshing dynamic (50 players)
- Vehicles can now show their suspension moving to other players.
- Remove static rocks at startup and update rocks properties
- The system's star is no longer dropped when a world loads.
- Fix/player network
- Fix player connection
- The Horizon patch has been replaced by a DyingStar-game/Horizon submodule.
- Fixed a crash that could take the server down whenever a player connected, leaving clients on a grey screen with
ERROR 1337. - Update items to spawn, because now it's directly on the planet
- Replicate the player stance (crouch/prone) and seated look yaw, plus per-seat vehicle occupancy, so other players see them.
- fix player disconnect
- fix bridge when have many events (persistences)
- The state of a vehicle's engine and horns is now replicated: every player around a truck hears it start, idle, rev and honk.
- feat: replicate
mineral_idon miningrock- tweak: miningrock GORC distance 30 → 150 m
- Replicate the player's server-driven carry prompt to clients.
- Fix reparent object. The position calculation wasn't right and so the item is so far, it' not updated on client (because gorc works nicely :D)
- Fix the apartment attribution store in persistence (it wasn't the case, that's why when restart Horizon, we loose them)
- When player disconnect, the remove_player will unscribe to all subscription, but not delete player from gorc internal database. Now, we delete it. Fix disconnected player seen for new players connected.
- Add the vehicle prop replication definition (state channel + deletion channel).
- Add the vehicle prop replication definition (state, deletion channel, and speed).
- Fix the ore shown on a fractured rock's cut faces so it stays consistent across clients.