Friday Update 11 is here, and info on release!

Hey again! It’s time for another Friday Update, but unfortunately, it might be one of the last!

Classic release info


Blox Classic at this point is pretty stable and fast approaching release-readiness! I don’t plan on doing any more Friday Updates to Classic - between university, survival mode and other responsibilities, I’ll be working pretty hard on getting the last few missing things in! The only exception is final release version of Classic, which will be a Friday Update of course :stuck_out_tongue:

I’d like to thank you guys for helping along the way! You’ve helped uncover tons of odd bugs and suggested lots of improvements.

I’m currently planning to implement liquid physics (finally), skin customisation and overlays, capes, and possibly vote-to-reset - expect a poll on that soon!

One last thing - I’ll be including information on the state of Survival in the release announcement for Classic. It’s not nearly ready for early access at the moment, and I’d like to take the time to reconsider many core parts of the voxel engine to work much better long-term. I’ll have made progress on that by the time Classic is out anyways, so it’ll all be done in good time hopefully!

Anyway, what’s new this update?

Changes


  • Rewritten large parts of the sky renderer to improve performance with clouds.
  • Fixed a bug where the sky could clip through opaque objects at the top of the world.
  • Clouds are now enabled on all quality settings.
  • Shadows are now disabled on fast graphics to improve performance.
  • Reduced the number of caves generated in ocean, forest and island worlds.
  • Water now spawns twice as often in ocean and island worlds.
  • Lava now spawns twice as often in all worlds, and 25x more often on top of that for island worlds.
  • Added thick fog when inside of lava blocks.
  • Reworked ocean worlds to be deeper and more extreme.
  • Added Glowing Obsidian blocks
  • Blocks can now render as ‘glowing’ - this disables directional shadows and brightens the texture slightly.
  • When water flows on lava during world generation, there is a 10% chance of generating Glowing Obsidian, otherwise it generates Obsidian.
  • When lava flows on water during world generation, Cobblestone is now generated.
  • Enlarged touch controls slightly.
  • Added deadzones around touch controls to prevent misfiring actions.
  • Changed the tips that show during world loading.

Bugs


  • The player for a loading client would occasionally appear unmoving in the sky before being moved to the correct position.
  • The world could still be interacted with through menus and other GUI elements.
  • The client and server could sometimes disagree on whether a block was in range of the player when placing or breaking blocks.

As always, feel free to suggest ideas and provide feedback in our community server! :slightly_smiling_face:
You can play Blox here: BLOX - build anything! - Roblox
(small tip from neep3r - your personal worlds tend to get updates sooner!)

Anyways, I’ll see you guys in a few weeks time! :wave:t2:

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