Am I still applicable for testing?
PTG is about to enter the last testing phase before release, so I will need more testers. If you want to help just let me know. =)
Speaking of which, not all of the testers are active anymore, so I'll probably create a new list (with a cap of 20). If anyone else is interested in testing, feel free to send me a message. This last testing phase is crucial for making sure there are no issues before release.
Update: PTG is now 98% complete!New Server Command For Highlighting Chunks - A /PTGReveal server command was added that will add a highlight object over chunks, giving you a visual representation of them (which can be very useful - can also be used via the Chunk Manager). These highlight objects will not only show you the size of each chunk, but will also reflect the static value and max height of those chunks. You can setup custom colors for these objects when chunks are static / non-static, and their height will snap to the same grid that boundary bricks use.
Streams and Boundaries Are Finished!- Dynamic stream generation is done! Streams use a unique fractal algorithm, allowing them to cascade over other bricks.
- Can now use static shapes as boundaries, which are much faster than using normal bricks (they are stretched and handled as single objects, and don't interfere with bricks that might stick out from chunks)
- You can also toggle invisible static shapes (which are great for use with infinite terrain to prevent bots or players from falling off the landscape)
- Boundaries now work with infinite terrain! As you explore, boundaries will be recalculated both in front and behind your player (it's recommended to use static shapes for infinite terrain)
- A new option was included that will offset boundaries relative to the offset height you set for terrain
Modified Setting UploadingYou can now upload settings at any time, even while a routine is running (not during clearing routines however). Also, you no longer have to upload settings and immediately start a routine after.
New Options- You can now halt clearing routines (i.e. clear, clear all and purge), which now also pause if lag detected
- Can toggle lag checks and pauses for normal and dedicated servers
- You are no longer limited to removing only one chunk at a time (you can use the Remove Chunk command to clear multiple chunks at once)
- Removing chunks now highlights the chunk for removal so all players will be notified
- Added a toggle option to automatically create chunks for planted / loaded player bricks if one doesn't already exist
- Added toggle options to prevent destroying terrain, detail bricks and boundary bricks with anything other than the destructo / admin wand (players can still remove detail bricks when public ownership is enabled, unless you toggle the admin wand only option)
- Added support for removing Sylvanor tree bricks that are stacked with the hammer
- Added options to select up to 3 colors when using Sylvanor trees (the generator automatically chooses one of the tree base bricks for you when a tree top brick is selected as a detail, but now you can select 3 random colors for the base bricks)
Other Modifications- Any issues with bots should now be fixed
- Multi-user functionality is now entirely Super Admin only
- Schedules and delays have been finalized for the most part
- Built-in hard limits are finished (which help protect the server)
- Finalized setting upload security
- Improved dedicated server remote function functionality
What's Left:- Add toggle option to generate details on flat areas
- Finish third party support for loading presets server-sided (will also be used to setup default server settings, which will allow you to host dedicated servers with PTG without having to actually join your server to start a routine)
- Finish Modular Terrain Support
- Add final graphics and fix remaining issues