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"Internal Updates: 1. Added new art for the Skyeline airport. 2. Added new art for the Prisma Hotel. 3. Added new art for the Skyeline residential living area. 4. Updated the vegetation system: - Resolved memory leak. - Updated the handling of the culling management system so that billboard trees now properly cull when outside of the camera frustum. 5. Updated the AreaSanCielo scene: - Updated the persistent vegetation data. - Updated the biome data. - Added new chaparral biome rocks and shrubs; removed older placeholder shrubs and weeds. 6. Added new biome shrub elements. 7. Updated the road materials. 8. Generated atlas for all vegetations: - Integrated into the new instanced vegetation material system. 9. Updated the road network system and tool set: - Added many new features and cleaned up some code. - Updated prefabs to include new component from the road system update. 10. Updated the AreaSanCielo scene: - Updated the road network prefab and merged many road elements. - Disabled light probes on road elements and many buildings; updated non-interiors to not include light probes unless they're near rect lighting volumes. - Updated the terrain materials to use the new splat paint shader. - Updated texturing on many buildings and added signs for all named buildings and buildings that will have interior content. - Rebaked interior and exterior building lightmaps for those buildings with interior content and exterior lighting. - Updated the biome settings to improve billboard handling, cell loading blocks, and added new foliage/vegetation. - Add new terrain texturing using the new splat shader. - Updated the ambient light setting to flatten out the lighting now that the fog shading is proper. - Updated the post-processing profile to add the new fog shader rewrite. - Added new pre-calculated volumetric light and removed the older, more costly version. 11. Added new rewrite of the fog shader: - Fog now includes multiplicative horizon-based lighting into it's overall calculation; this fixes issues with the distant terrain fog shading in the California Mountains regions of the map. *NOTE: We'll be bringing the distant terrain from the other world map into the main scene now that this is resolved. 12. Updated the water shader: - Reduce the quality of most of the advanced features to improve performance. *NOTE: Moved many of these settings to the options menu so players can still choose to use them, but some where just overkill so they're permanently reduced. 13. Updated all Unity packages to their latest verified release. 14. Added new Asgard concept art. 15. Massive shader rewrite: - Rewrote a small portion of nearly all shaders to improve performance and to consolidate local variables. *NOTE: Saw a 25% increase in overall game render thread performance. 16. Massive Art directory clean-up: - Imported nearly all new Skyeline buildings and interiors. - Deleted all placeholder buildings and props. - Sorted some directories into more fitting locations. - Added the new optimized buildings with their associative proximity meshes. *NOTE: We'll patch these into the game in a following patch as we add the proximity meshes for Jax's overworld design, so that players can see the open-world renders of this nearby district. - Added all proximity meshes for Skyeline buildings that have been complete. *NOTE: These will now be loaded in for distant buildings on startup as the actual buildings are being fed into the loader and should resolved issues that players had with load-in lag. 17. Added new role-play animations for bartending, cooking, and cleaning. 18. Updated all rock prefabs to include the new vegetation mask volumes to prevent vegetation spawning within the confines of the mesh once it's grounded. 19. Updated the persistent vegetation data. 20. Updated the Startup_UI prefab: - Updated a few elements to fix some behavioral issues. 21. Updated the audio occlusion script: - Updated the way the component image projector renders because for some reason it was passing this data into the worldspace water puddles shader pass. *NOTE: Sent bug report to Unity, but implemented workaround in the meantime. 22. Updated the AreaMorpheus scene: - Added more NPCs, mobs, and items to test. 23. Updated the AreaSanCielo scene: - Implemented the new billboard dithering implementation and distance blend factor so that we're able to heavily reduce the rendering congestion caused by vegetation rendering. - Updated all rock formations. - Updated the terrain shading to use the new parallax negative offset value to resolve the issue where the renderer would divide the camera's far render distance into the calculation creating a highly distorted representation of the height offset when the far draw distance was beyond 20,000 units. - Added more of the final buildings. - Updated the scale on some building elements. - Removed interior components from all enterable buildings as we've moved over to our temporary "interior" pipeline for all buildings to reduce the time consumption of lightmap generation. *NOTE: I've covered this in the upcoming news post(TBA), but this will allow the art contractors to focus primarily on exteriors and overworld development and we'll generate interiors so that content implementation isn't stalled due to their continued work on buildings geometry and texturing. 24. Added new Harbor View art. *NOTE: The proximity meshes for the buildings aren't complete yet, so for now these will only load when internal testers are near the 'Harbor View' playable area and will look a bit jarring but this is not a bug. 25. Added many new vegetation elements for the Chaparral biome. 26. Added the new Windows build to the Builds directory. 27. Updated the water volumes prefab: - Removed one section as it wasn't deep enough to merit the cost of a volume's processing; replaced with the InWater script functionality so that players' movement is still slowed while they're collider's bounds box is below the plane. 28. Removed many place holder building and prop files. 29. Updated the road collection fbx file: - Split the left and right sidewalk elements into two separate side objects. - Added new highway ramps. - Added new 6-lane road pieces and transitions to it from 1-land, 2-land, and 4-lane roads. 30. Updated all of the biome rock prefab: - Updated the vegetation mask bounds to target the terrain layer so that there is no chance that the volume could penetrate through the terrain it's closest to. 31. Updated the AreaSanCielo scene: - Fixed up holes in the terrain. - Updated building lots and parking spaces. - Updated the the vegetation manager to utilized new functionality added. - Updated the terrain mesh data. - Updated the road network to process the separate of sidewalks into unique side objects. - Updated the placement of some buildings. - Updated the terrain's mesh data for vegetation rendering. - Updated the chaparral biome assets to make cacti objects instead of trees so that they don't drain resources rendering with the tree billboard distancing system. 32. Updated the vegetation system: - Updated a few shaders for performance. - Improved distance dithering and unloading. - Updated cell handling to improve loading when using Super Speed and Flight (at high levels). 33. Updated all Unity packages to the latest verified releases. 34. Updated the global terrain material: - Updated scaling. - Added new cliffside rock texture. 35. Updated all building prefabs: - Updated staticness. - Cleaned up meshes. - Added physics. *NOTE: A few builddings still need proper optimal physics added. 36. Updated the garbage disposal prefabs: - Added the ability for players to drop items into the trash is it prevents the server from having to start dropped item storage data. *NOTE: Players will also be able to interact with trash cans to get items out before the server wipes the trashcan's contents; this is just something that will help with server performance in the near future. 37. Updated the AreaSanCielo scene: - Added updated building prefabs. - Cleaned up the terrain and water meshes. - Updated some elements of the road network. - Added building door interactors. - Added new cliffside textures to the cliffsides of the terrain. - Updated parallax mapping. 38. Added a new set of shaders with tessellation settings for improving terrain. 39. Updated the AreaSanCielo scene: - Completed the entire sorting of the scene in preparation for the new patch. - Updated the terrain mesh and processed the mesh terrain data file for vegetation management. - Updated all buildings. - Added new vending machine interactors. - Moved all remaining interiors to the AreaSanCieloInteriors scene. - Updated all water volumes to utilize the new optimized water volume handler. - Completely finished the entirety of the Skyeline road network. - Combined the road and parking lots meshes into a single drawcall. - Optimized many of the rocks and trees. - Processed the lightmapping and occlusion culling. 40. Updated all rock prefab: - Updated the blending shaders. 41. UPdated the AreaSanCieloInteriors scene: - Processed the lightmapping. - Updated the loading and unloading manager volumes. 42. Updated all Unity core packages to their latest stable releases. 43. Updated the Config.php script: - Updated the JSON processing configuration to dump the updated Skill and SkillType scripts to the the new Scripts/Modules/ directory. 44. Updated the scriptable object data directory: - Moved all data to that location. 45. Updated the MMOPreParser script. 46. Updated the AreaSanCielo scene: - Updated the terrain mesh to fix more separations from the road network. 47. Updated the ArchetypeSelectionFactory script: - Moved the script to the new modules directory. 48. Updated the SkillType script: - Moved the script to the new modules directory. 49. Updated the effects data file for the server: - Added new status effects. 50. Updated the R & G loot system: - Added values from Jax's latest work on that spreadsheet. *NOTE: That was long overdue, like ancient almost, but those are in finally. 51. Updated the GenerateSkills php file: - Updated some old null reference states that have have been resolved through new client code and only existed to project warnings now. 52. Separated the client and server into unique repositories. 53. Updated nearly all of the final buildings prefabs in the government/business district of Skyeline: - Added custom, optimized physics volumes. - Optimized vertices count. - Updated the doors to a fitting height for the tallest player model height. 54. Updated the AreaUnderside scene: - Updated many building prefabs. - Merge the road and sidewalk meshes and cleaned up more floating vertices. - Updated the terrain mesh to account for sidewalk polish. - Optimized many world elements to combine physics. 55. Added new prop meshes for the various street elements. 56. Added new concept art. 57. Updated the AllowCustomImportAction script: - Added a layer to always reset build textures whenever a scriptableobject is reimported into a new Unity version. *NOTE: This will be removed eventually as we'll rebuild those textures. 58. Deleted many old placeholder animations: - Replaced with recently purchases animations. 59. Updated all SpeedTree vegetation to use the latest versions of their tree types for better performance. 60. Deleted many materials and textures: - Replaced many of the existing textures and materials with similar materials/textures to continue to bring down the weight of loading and the cost on performance. 61. Deleted many older vegetation elements no longer used in the San Cielo rendition of the Chaparral biome. 62. Updated the package manifest file: - Updated all Unity packages to their latest functional releases. 63. Added new reference art for Skyeline. 64. Updated the road and spline tools: - Updated the merging threshold of vertices of side-objects. In our case the sidewalks; this should improve automated clean-up significantly. 65. Added more music from the composer for different regions of the Skyeline. 66. Updated Skyeline building prefabs: - Added LODs to many of the highly details versions. - Optimized matters and lowered some texture resolutions for performance improvements. 67. Updated the Skyeline named buildings: - Reimported the last working versions to fix issues caused by the Unity GUID bug. 68. Massive material and texture meta data update: - Optimized the materials and textures to improve performance on our lower-end rig. 69. Updated the AreaSanCielo scene: - Updated the road network to clean up some UV and vertex issues. - Updated the terrain mesh to fix all terrain divides. - Updated nearly all building meshes to improve physics costs. - Updated the mesh terrain file. - Updated the vegetation shader setting to improve performance. 70. Updated the AreaSanCielo scene: - Updated the terrain mesh to fill a hole in the northern area of the map. - Updated many build prefabs' positions. 71. Massive building and building prefab update: - Updated building physics. - Combined building elements. - Optimized building elements. - Updated component scaling. 72. Updated the Managers prefab: - Updated the AreaConfiguration component's settings to reduce animation playback distance and culling. 73. Updated the AreaMorpheus scene: - Added more testable objects. 74. Updated the AreaSanCielio_Roads scene: - Merged road elements and set this as the back-up instance of the road network for future updates and road network implementation. 75. Added new billboard art and advertisements for the Skyeline area: - Added prefab instances. 76. Added new concept art for Asgard. 77. Updated all Skyeline building source files: - Optimized meshes. - Cleaned up physics. - Updated geometry to fill some missing faces. - Added LOD meshes. 78. Updated all Skyeline building prefab files: - Added LODManager components. 79. Updated all sidewalk materials. 80. Removed old placeholder voice-overs for testing: - Added new voice-overs for NPC dialog. 81. Updated the AreaSanCielo scene: - Updated the terrain mesh to fix some sidewalk mating areas. - Updated the terrain material settings. - Updated the terrain splat map. - Smoothed some shoarp edges that were sharp enough to trigger ambient occlusion. 82. Deleted the old Road_Network prefab as the new system doesn't require a prefab and exports to a custom XML file. 83. Updated all Unity core packages to their latest releases. 84. Added new custom road configuration files. 85. Force removed the EasyRoads directory. 86. Updated many building prefabs to fix physics issues from the latest testing pass. 87. Updated the AreaSanCielo scene: - Updated terrain and road meshes to fix issues with layers and physics to fix issues from the latest testing pass. 88. Cleaned up the building directory: - Sorted buildings based on their classification or purpose. 89. Updated the Skyeline buildings source file: - Updated the terrain planet elements to separate them for grass and tree rendering. 90. Updated all Skyeline building prefab: - Updated physics. - Updated texturing. - Updated meshes to use the source meshes. 91. Updated the AreaSanCielo scene: - Cleaned up more vegetation and terrain issues. 92. Updated the game launcher: - Updated old code for deleting builds. 93. Added concept art references. 94. Added the new Launcher directory: - Added the new launcher build. 95. Deleted the old test launcher directory: - Deleted the old launcher build. 96. Updated the AreaSanCielo physics build. 97. Added new manifest system to the baselib.dll of the launcher and physics builds. 98. Updated the live internal Windows test build. 99. Updated the AreaSanCielo scene: - Fixed road network static-ness and layer settings. - Rebuilt the navigation mesh data. - Rebuilt the occlusion culling data. - Rebuilt the lightmapping data. - Updated water volumes. - Optimized water reflection layers. *NOTE: The shading itself is still preforming a bit buggy, but we'll fix that in the next pass. - Updated the vegetation rendering settings; added a few new terrain blocks and optimized render distance. - Fixed some road face normals to fix some automated pathing of vehicles. *NOTE: There are still a few face normals that need to have the meshes brought out to third-party apps for fixing as Unity's tools themselves can't quite fix them, so the area in front of the Prisma Celeste may often show a vehicle spin wildly in a direction before correcting itself. (lol) - Updated all building lots to separate grass element to merge them with the terrain mesh. - Cleaned up tons of hierarchical madness to better sort many elements of the scene. - Merged many objects for drawcall behavior improvements. 100. Updated many building prefabs: - Updated physics. - Updated textures. - Processed editable meshes to be flattened fbx files. - Updated static-ness and layer settings. 101. Updated all network manager prefabs: *NOTE: This line is obfuscated for security reasons. - Updated the launcher and version setting to sync to the server's data. 102. Updated all rock prefabs: - Updated staticness and layer settings. 103. Updated the main camera prefab: - Added the spatial audio listener component to convert the current default listener to utilize the new audio occlusion functionality of the AudioSource components. *NOTE: This still needs a lot of work, but it sounds good. 104. Updated all server data: - Added NPC and mob spawn data to the server. 105. Updated the launcher project. 106. Updated the AreaSanCielo physics build. 107. Updated the Base-f and Base-m prefabs: - Updated footsteps to use the new audio source component for better 3D spatialization. 108. Updated the file ignore list to ignore a few Visual Studios components. 109. Updated the base decal shaders: - Fixed an issue with z-fighting and decal layer overlap sorting. 110. Added the new Car Paint shader: - Applied to a few of the new traffic vehicles. *NOTE: A few still haven't been transitioned but those will be finished soon. 111. Updated the Base-f and Base-m character prefabs: - Removed the customization bones from the prefabs as we're now used the new vertex offset + scale shaders. *NOTE: This has dramatically reduced the overall performance of mass character rendering. 112. Updated Legacy's material and texture set: - Added new texture masks to better handle the implementation of the new gravity particle effects and gravity render effect. 113. Added new implementation of the hair aura and effects shaders: - Added Sagittarius' custom cosmic hair aura effect. 114. Added new celestial and demonic wing set. 115. Added a new AnimatorSyncReceiver script: - Wing animator parameters now receive identical sync data to their respective player models. *NOTE: This now allows us to make wings available to the public. 116. Updated nearly all material mask textures: - Shaders can now discern sRGB texture settings for more crisp edges while color shading grayscale albedo maps. 117. Updated the sci-fi projectile weapon particle effects: - Removed colored material sets and transitioned to using the new particle coloring system from the character creator. *NOTE: At the moment these are always the default color as the character generator's settings aren't yet synced with the server but this is coming in the next patch. - Added many new effects from the effects contractors. - Cleaned up directories and sorted effects into more accurate directories. 118. Updated all base particle shaders: - Updated distortion handling for better performance. - Updated emission and panning versions to sort using the new layering system. *NOTE: This allows particles to properly render in front or behind player character meshes when in close proximity. 119. Updated the burnout and debris shaders. *NOTE: These aren't applied to anything in the internal test environment as this is part of the environmental destruction system that the coding department will have in for testing after the upcoming patch. 120. Added new effects volume tech and debris particle meshes for the environmental destruction system. 121. Added new security turrets for the NameSake Media and NameSake Radio properties. 122. Updated the AreaSanCieloFEAJR scene: - Updated a few of the terrain chunks if the full world map. - Deleted some floating prototype buildings. 123. Updated the City_Hall prefab: - Updated the interior teleport entity. 124. Updated all rock prefabs: - Updated shaders. - Updated collision volumes to optimize for performance. 125. Updated the Startup _Login_UI prefab: - Added new Character Generator art elements. - Updated hierarchy for proper tab key implementation. - Fixed references to audio sound effects that were broken; fixed bug that didn't allow sound effects to play properly. 126. Updated the Main_Camera prefab: - Updated the underwater render trigger to be m ore accurate. - Set the physics to Kinematic so that the camera starts as Kinematic and doesn't have to switch to it after the player character loads in; fixed bug where the camera seemingly started falling once appearing. 127. Updated the AppearanceFactory prefab: - Added a ton of new character customization elements. 128. Updated the AreaMars scene: - Updated for internal testing. - Added to the legitimate teleportation location on the live server. - Rebaked lighting in the main colonial outpost. 129. Updated the AreaSanCieloInteriors scene: - Added more interior locations including new lab and warehouse interiors. - Updated the sector volumes for optimal loading; no interior will load unnecessarily. *NOTE: This now allows us to make interiors available to the public again. 130. Updated the Startup_Live updated the loading screen settings. 131. Updated the billboard and hologram effects: - Optimized shading a bit. 132. Updated all core Unity package to their latest releases. 133. Added a ton of concept art and reference art."

On 10/25/2021 by SKIPJACK "Internal Updates"
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