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    Nin Online Story
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      Time/Day/Night related changes

      Game time now takes place over the span of 24 in-game hours. Previously the game's clock would go from 0-12 and then restart. This was a little weird. The game's world now has 24 hours, but moves 4 times as fast as real hours. Meaning 6 hours per day cycle. This should help players who play short periods of time a day at fixed time being subject to only ever seeing one time of day.

      Added clock at the bottom right of the HUD.

      We intend to next, sync the time system with the server's time and set raids and world events to happen at fixed in-game world time. For example, raids might happen every (game) day at 12pm. In the future with automated tournaments and such, we could make it happen every 4pm game time, as another example. This should make things a lot clearer.

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      Fixed day/night sometimes turning black for a moment when GMs adjust time.

      • Like 1

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      New Day/Night Overlays & Lighting System

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      A good example of how our new UI system is helping speed up development. This feature and all the editors were completed by @TheWolf in the last two days.

      Also, the new Day/Night Overlays are done with shaders and is more optimized than the old day/night system. It's possible that some users may experience good performance gains from the new system.

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      Fixed Item Sell Price being displayed wrongly, improved message
      Spider eggs would sell for 2 Ryo but when you double-clicked it, it would say
      "This item will sell for 1 ryo"
      Now it'll say
      "Spider eggs sells for 2 ryo"

      Fixed GPU Utilization being high in Main Menu
      Forced VSync on main menu to make sure the client isn't trying to render infinite frames on main menu.

      Fixed furniture rendering [BUG] image over them sometimes

      • Like 7

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      Baked Player Rendering
      Player characters and all their paperdolls (Skin, Eyes, Hair, Weapon, Accessory, Shirt, Vest, Pants, Shoes, Buffs) are now baked to a single render texture, should increase performance on maps with large numbers of players drastically. This also allows us to apply shaders to the player character like the outline shader.

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      Look behind feature
      You can now see your own player, and your vicinity behind walls.
      You can now see your target and it's vicinity behind walls.

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      Outline targeted players
      Player targets are now outlined, like mobs have been.

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      When zooming, smooth maps texture
      Previously when zooming, the map would stay "nearest neighbor" style rendering, which didn't work well with non-integer scaling. This wasn't obvious, but now we smooth it with the same bi-linear filtering we had on the player for non-integer zooms. The transition should be slightly more seamless now when zooming.

      Corp chat (/c)
      Type /c <msg> to speak to everyone in your corporation

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      Targeting tracking is now available on any zoom level, not just when zoomed in
      You can still disable it in settings if you don't like it, meant to help track action.

      Fixed Corp UI flickering bug

      • Like 7

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      Improved pixel art for Swordsman Hairstyle & removed rogue pixels.

      Fixed corp panel promoting/demoting/removing yourself instead of selected player.

      • Like 5
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