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Hi Everyone!

It's Tuesday! I got the servers updated at 6AM on Monday, but I wanted to get 100% caught up on emails and messages before posting the post and video so I could have a better estimate about how much programming time I'd have this week! Last week I had so many emails I didn't get started on programming until Friday, but as of right now I'm done on Tuesday morning, so I will be able to get lots done this week <3

In the 3 days I had to work on programming last week I still got some cool stuff done. No new build this week, but I did neat things on Besti X, Besti 9, and a couple extra projects in the works.

For Besti X I chose to work on porting Besti 9 content over. I really want the 9 content in X so folks can get the benefits of that system compared to 9's. 

For Besti 9 I backported some improvements made for Besti X into Besti 9. That will result in a significant performance improvement, so that's good.

I also brought on two new people to work on various things so once that stuff is turned in we'll be even farther ahead. I'm still waiting on the new voice pack but as soon as that's turned in I'll do the lip-sync on that and get a new build out of Besti 9.

This week I'm going to work on Besti X avatars as well as the Extreme Content project.

Here's the full changelogs of what I worked on this week, and what will be in the next builds for both of those:

Besti X:
  • Modified the DLC loader system to search an internal directory so I can have Besti 9 scenes show up in there and they won't be re-downloaded when you update Besti X. The idea here is that this is temporary until we have the new servers up for the Besti X store, so this will permit me to push content packs for now. I want the ported content from 9 to be asset packs made with the Besti SDK.
  • Made an Oculus Quest ready version of Alwaysfree Forest
  • Added additional data to Besti SDK IBMI files that indicate the platform that the module was compiled for. This will prevent the system from attempting to load installed IBMS files for platforms that are incompatible (Quest loading PC modules and PCs loading Quest modules.) I need this for both the new internal assets as well as for the automated processing of assets on the website when you as a creator upload something for the Besti Store
  • Made an Besti X ready version of Community College
  • Removed light baking behavior from the compile process when manually setting up your own lighting system in the Besti SDK. If you're doing this you know enough about game development to do this yourself, and since it takes a long time even on fast computers, this will allow for faster iterative testing for creators because you really don't need to do that unless you change a specific subset of things. I put a message in the build log to do that if you should do that. In the procedural system this is all handled automatically for you.
  • Added a debug function I can use internally while loading modules that will give me more verbose information on points of failure when loading a module. 
  • Improved the overall loading and processing of scene modules, resolving several issues. 
  • Started working on optimizing good morning cutie. I'm going to defer this for a bit because I need to make the new TV interface and that's going to take a lot of time. I'll do that later and then port in all scenes with TVs and pictures.
  • Created Oculus Quest capable versions of the Besti 9 interactor package.
  • Created a reduced polycount version of the Besti 9 friend.
  • Wrote a significantly more performant submesh handler than the one that's used in Besti 9. It's orders of magnitutde faster. Nice! I can actually backport that to Besti 9 easily. I'm going to do that. 
  • Merged the Besti 9 Animation converter into the main Besti X codebase.
  • Converted basic behaviors to Besti X animations.
  • Converted Anal Reverse Cowgirl to Besti X animations.


Besti 9:
  • Backported the improved submesh handler from Besti X. This has a significant improvement to GPU performance.

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