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Releases: richardbogad/infinitra

v0.0.277

26 Oct 20:12
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v0.0.277 Pre-release
Pre-release

INFINITRA Pre-Release Alpha Announcement

We are thrilled to announce the latest Pre-Release Alpha version of INFINITRA! This version represents an exciting step in our journey to create a boundless virtual universe.

How to Run the Software

  1. Download and run the EXE file for Windows from this page below to start your adventure!

or

  1. Download the ZIP file for Windows from this page below.
  2. Extract the ZIP and run infinitra.exe to start your adventure!

More Information

Visit the Main Page for more information about INFINITRA.

Your Feedback is Crucial

As this is an early Alpha version, your feedback is incredibly valuable to us. If you encounter any bugs, issues, or have suggestions for improvements, please report them here.

Stay Connected

Join the conversation and connect with other explorers on our Community Forum. Your insights and experiences will help shape the future of INFINITRA.

Thank you for being an early part of this journey. Let's explore the infinite together!


Core changes:
refactor: function refactoring; fix: XR interaction manager turned on/off, number of threads increased
feat: inventory capacity, server messages
feat: fog is set to the larges block distance; refactor: block manager status class
fix: shutdown and teleportation issues
fix: fading effect can be continued
refactor: new firestore references, generic thread and task cleanups; fix: teleporting issues
feat: inventory sounds, fix: movement issues
feat: better movements & animations for remote users; fix: improved movement jitter
feat: basic compass; refactor: terrain simplification; fix: folding concurrency error
feat: no more gap between terrain blocks
feat: improved terrain geometry, added snowy, more perlin for grass
feat: user & object foldback for a larger space
feat: formula foldback
refactor: generification of some blockmanager logic
refactor: vector3 usage reduction
feat: different movement sounds for different terrain
fix: UI light correction
fix: application quit problem
fix: a closed canvas is removed properly again
feat: faster day-night cycles, slight light at night; fix: toggle background is visible again
feat: handling of server connection interruption, custom HUD positions
feat: further modularization of function processing
feat: detail variants carry pos & shift information
feat: stone placement
feat: various city fences & properties, better grass visualization; fix: global block applied after pattern path, mutable vector fixes
feat: combined translation and rotation pattern matching; fix: detail pattern matching now working properly, no more missing facing close to terrain, no more gap between blocks
refactor: utilization of MathF namespace, reduced usage of unity data structures
feat: item collection via XR, item processing on block level, mouse speed setting; refactor: object & item handling for blocks, cross-section cross-block item tranfer, REST listeners
feat: items can be placed in the world; refactor: mesh instance manager now handles particular instances
feat: changing clouds and sun
fix: user snapshot improvements
refactor: restructuring of game object interfaces
refactor: calc functions are part of world controller, IGo interface utilized by more classes
feat: item destroy, canvas refresh on firestore update, firestore test collections, ui improvements; fix: various ui fixes
feat: item inventory, picked up items are placed into the inventory; fix: ui camera rotation no longer resets
feat: basic item collection support; refactor: major refactoring of object classes; fix: proper function initialization
feat: crystal objects; refactor: namespace for shared code, detail object logic moved to shared code; fix: grid point calculation; test: grid point calculation
fix: resolving of UI visibility, UI sounds, and control problems
feat: help buttons, default user data object
feat: general ui improvements, inactive toggles now have proper background, character canvas is accessible when logged out
feat: custom eventhandler class; refactor: registration checks for components
feat: user animations, generification of user movements and sounds, changing of user models, UI improvements; refactor: simplified firestore converters
feat: UI element for displaying models; refactor: firestore shutdown improvement
fix: object position snapshots are added properly
fix: cpu&gpu benchmarks no longer cause crashes
feat: support of generic object network synchronization
feat: server synchronization of user rotations; test: some unit tests of core component
feat: position reset feature
refactor: change of asset cache, show internals to test assemblies
feat: add of displayName change logic; refactor: change from DestroyImmediate to Destroy
feat: basic user position visualizer; refactor: restructuring of server position handling
feat: better UI & logging messages
fix: teleportation areas for ground meshes
fix: correction of various loading issues
refactor: namespace refactor; adapted class/field access for obfuscation
fix: better logging, function loading fix, pitch fix
feat: dissolve effect; refactor: sound clip refactoring
fix: perlin noise, range action check, collider box size, relocation culling, work queue processing, interactor removal, camera block&action update
refactor: more usage of internal vector and quaternion classes
feat: interactors handled by UnityObject class; support of collider sets for submeshes
feat: restructuring of block processing, additional actions, math functions can be changed during runtime
feat: world geometry received by backend
feat: modularized geometry calculations
feat: unity independent core calculations
feat: teleportation sounds
feat: EULA check
feat: internalized setup controls; refactor: generalized fading scripts
refactor: major generalization-refactoring of block processing
fix: settings properly initialized, various minor fixes; chore: logging changed to formatters
feat: time limitation of component main thread executions; refactor: mat mesh renderer is now a component;
feat: teleportation support, snap turning support, customizable control settings; fix: various fixes
feat: UI toggle groups, player pref synchronization, mouse invert setting; refactor: structured component loading in stages
feat: improved UI experience with keyboard, mouse, XR
refactor: better UI structuring
feat: major UI improvements, faster propagation of subscribed status, firestore db listener routine
feat: loading screen improvements, password reset feature
feat: player controller managing server login and data synchronization, better loading screen handling
feat: basic server communication routines, basic UI routines
feat: block culling based on transparency, modular submesh loading; refactor: refactoring of thread actions, performance dependent number of active threads
feat: new grass LOD models, object storage class for stages
feat: stage details adapts to grid sizes, volume checks for multiple encValues; refactor: various refactorings
refactor: improved stage action handling, introduction of flag cell sets
refactor: better stage action dependency management
feat: grass detail; refactor: CellBox class now carries grid related data/methods
feat: large scale procedural terrain, terrain mesh generation, improved tunnel structures
feat: terrain model, functions support modifications, new asset cache
feat: better threading performance; refactor: internalized thread pool and mesh instance manager
feat: support of multiple meshes per object, additional fractal material
chore: buildchain uses now release configuration for obfuscating the core
refactor: block manager replaces dispatcher service and handles game object creation/removal
fix: buildchain doesn't create empty directories
feat: block manager is able to handle cell sizes smaller than 1, functions are now classes, added pipe detail; chore: toolchain changes;
fix: resolving compile issue
refactor: fully solid or empty blocks are not processed by stage details
refactor: block execution queues focus on active blocks and sort out done blocks, subcell calculation positions now aligned for different block sizes
feat: blocks are non-overlapping, only one blockmanager instance manages blocks of different sizes
feat: improved stage calculation flow and thread logic; refactor: various smaller refactorings
feat: added sectionizer detail stage
fix: corrected cell culling logic
feat: github commit
feat: simplified geometry, added mesh instances and priority queues; chore: build script changes
feat: support of pyramid block generation and block culling
refactor: cell information moved to fractblock class
feat: draft of roof pattern
refactor: less vector instantiation
feat: added core logic
chore: non-code project files
Initial Commit.