This is awesome! I'd also love to test.
id like to test
i'll test, why not
All testing slots are full, sorry guys. =/
Update:Mass Biome Detail Listing is done!Instead of being limited to the 18 detail slots provided per biome, you have an option of listing up to 400 per biome.
Third Party SupportA new function was included that will allow you to load client presets on the server-side via gamemode files. To use the function, first save your GUI settings as a client-side preset, and move the save file from "Config/Client/PTGv3/Presets/" to "Config/Server/PTGv3/ServerPresets/". Then use the "
PTG_LoadServerPreset(%fpPreset,%noFallDamage,%autoHalt,%autoClearFunc,%autoReset);" command to load the settings. This function also automatically load default settings to the server for you before you spawn, so you no longer have to upload your GUI settings before starting a routine. You also no longer have to join your dedicated server to start a routine since default settings will be loaded for you, however you can also use the PTGRmt dedicated server command to change presets remotely through this function.
To set up the function via gamemodes, just replace "
%fpPreset" with the name of your server preset file (filepath and extension are filtered out automatically), "
%noFallDamange" as true or false (if true, this will disable fall damage while a preset is loading, useful to prevent players from falling to their doom while terrain is being cleared, "
%autoHalt" as true / false (this will automatically stop any generation or clearing routines that are currently running, and wait for them to finish before continuing, "
%autoClearFunc" with the clearing method if you want terrain to be cleared before continuing (i.e. "None" / "", "Clear", "Clear-Save", "ClearAll", "ClearAll-Save" or "Purge"), and "
%autoReset" with true / false if you want the function to automatically reset the first minigame that's running after the preset is finished loading.
New ModTer OptionsYou can now define different ModTer types for Clouds and Floating Islands, instead of having them use the same type as Terrain. For instance, you can set Terrain to use Cubes only, Clouds to Use Cubes & Ramps and Floating Islands to use Cubes & Wedges.
New Brick OptionsOptions have been included under Routines options to prevent destroying detail bricks, boundary bricks and terrain bricks in certain cases. You can choose to disable destruction of biome details, boundaries and / or terrain unless using the admin wand, as well as to prevent destroying detail bricks if they are under public ownership.
Changed Multi-User PermissionsI thought it would be best to leave permissions for Server Commands, Events, GUI Access, Dynamic Stream Bricks and Build / Settings Uploading to Admin Only, instead of only allowing Super Admins to have access to them. You can still set these options to being Host-only if desired, which is how they are set up as default.
Changed Schedules / DelaysSchedule delays were altered to take the fast packets update into account. It's highly recommended to just disable fast packets with the most recent revision that was included, but various delays are still included just encase.
Preset Error Reports (mentioned before)When loading client presets into the GUI, you will be notified of any bricks and /or prints that couldn't be found on the server (however, you can disable this option for the rest of the game instance if preferred).
Added "Ensure FIFO Chunk Removal" OptionFor some reason, chunk objects are sometimes added to the top of the chunks sim group during infinite terrain generation (despite the chunk id number), which causes problems during culling. Once enabled, this feature will make sure to grab the lowest chunk id in the group and check it's proximity before removal, thus preventing the culling system from being overwhelmed.
Other Small Changes- Added "please wait" message when loading a list of all .bls saves in the Build Load GUI
- Finished static object that overlays chunks when using the Remove Chunk command
- Fixed small issues with floating islands and detail offsets
- Fixed issue with public ownership (also loads onplant-events either way)
- Fixed issue with rapidly starting a new routine while uploading settings
- Fixed issue with disabled prints still showing in GUIs
- Fixed overwriting presets and prevented overwriting nested presets (folders / .zip files)
- Disabled the option to allow caves to generate for Skylands (too complex to implement right now)
- Various other fixes
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