1/25 @ 11:45am - An update was released earlier this morning, water is now fixed. I just updated our dev server and it did force a wipe. Our main server has not been updated yet...
Server owners: If you updated early on the 24th (which caused a wipe), you can update again today and it will not cause a wipe. If you didn't update early on the 24th, your next update will force a wipe.
6:06pm EST - It's getting late on the other side of the pond... thinking we may have to wait till tomorrow till we see water again.
1:05pm EST - Yesterday afternoon, a big update was released (see more in my post). This update introduced a very annoying bug: keyboard lockups. The culprit of these lockups was a form of client side congestion control which had been added. Early this morning, Garry released an update to revert the congestion control. Although the update appears to have fixed the keyboard lockups, it unfortunately caused two shitty things:
- Water is gone. Visually at least. You can still swim and drown in it, you just can’t see it.
- Servers which updated this morning got a checksum error when trying to load the map, forcing a wipe.
Andre is working on a build which will fix the water now. When that comes out, it is likely servers will be forced to update and wipe again.
Another issue I’d like to address is performance. Since yesterday’s update, server performance has been noticeably worse. FPS on the server end is lower than it should be. CPU and ram usage is higher than normal, causing issues for server hosts (especially ones on shared hosting plans). We’ve received numerous reports of mass drops from populated servers (and experienced 2 ourselves last night).
One potential culprit is entity counts being much higher than normal. We’re almost at 100k entities after 20 hours of uptime. That is about double the normal number. This is likely due to the increased tree spawns mixed with people having much more resources to build with. The downside is, as more entities appear, performance drops. I’m not jumping to any conclusions yet, however, I will remind everyone: Smooth gameplay is my priority. If performance goes to shit, I will not hesitate to wipe the map. Don’t worry, blueprints will not be wiped.
Garry is aware of this issue and looking into a fix. In the mean time, there isn’t much we can do other than play the game and try not to drown in that invisible water. As always, I’ll keep you posted as updates come out.