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Another Landmark patch coupled with a quick hotfix. This one's mainly optimizations and bugfixes (both sorely needed). Of note we're finally seeing Multi-Threaded Rendering as well as proper SLI support!
Optimizations
- Multi-Threaded Rendering
- MTR is now turned on by default. On systems with slower CPUs, lower resolutions, or systems with very fast video cards the difference is more noticeable.
- Basically on any machine where the game is CPU limited there should be a performance increase. However, we’ve done a lot of CPU optimizations over the last couple months, so the game is usually GPU limited for most configurations now.
- SLI
- Landmark now supports SLI! You should see a performance increase when running in High or Ultra.
- NVIDIA hasn't published new configurations for SLI Mode in Landmark, so you'll have to enable AFR Mode for Landmark64.exe in your NVIDIA Control Panel manually.
- In your NVIDIA Control Panel, do the following:
- Select "Manage 3D Settings."
- Under Program Settings, add the Landmark64.exe to the Customize List.
- Once you've done that, set "Multi-GPU Rendering Mode" to "Force Alternate Frame Rendering 2."
- LOD Improvements
- We’ve made some improvements to increase the visual quality of voxels at certain distances. Your voxel based structures should retain their shape much better at further distances, with one caveat - this will only affect newly placed voxels. This change is not retroactive, so if you want to make sure your claims look good at a distance, you'll need to force it to update by making small voxel changes in each corner of your claim.
Controls
- We've been reading your feedback from all of the Control and Keybinding changes, so we've decided to revert a few things.
- While exploring through the world and being in Combat, nothing has changed from last week.
- While building however, we reverted some of the Mouse Wheel and Key Modifier controls.
- With a Building Tool active, the Mouse Wheel once again controls your Cursor Size.
- With a Prop or a Paste Volume active, the Mouse Wheel once again controls Rotate / Translate / Scale.
- Camera distance is controlled via CTRL + Mouse Wheel.
Modal Building Tools
- In an effort to solidify and concentrate the options when using Building tools, we're introducing the first iteration of our Modal Tool bar.
- The way it works, is that a secondary tool bar will appear over your normal Action Bar, any time you equip a Building Tool.
- This bar lists the Options that each tool has, and displays the keybinding that activates them.
- We're still iterating on this system, so expect to see it expand (to Props, in particular) and iterate over the coming weeks. We look forward to your feedback!
Player Created Waypoints
- You can now set waypoints on the map for yourself! With the map open, press CTRL + Left Click to place a way point. This will stay on the map, and in the world until you remove it (or you zone / logout.) You can place up to five waypoints at a time, and they can be removed by CTRL + Left Clicking the icon again.
Templates
- Previously, the max voxel count for a template was 20 million. We've increased this limit to 46 million.
- Unfortunately, we found a last minute issue with this, and had to pull this functionality. We'll introduce this in a future update.
Storage Expander Changes
- We've done some back-end work on how the Inventory / Vault pockets work. As a result, we've had to do the following:
- The pockets you have purchased / consumed have been reverted, and the Pocket items themselves have been refunded to you.
- When consumed, these items are now on your Station account. This means that they will persist if you happen to delete and re-create your character.
- The amount of increase given by each expander type has been increased.
- If you do not see your previously purchased expanders please make room in your primary inventory and log out and back in again
- If you currently have all of your expanded inventory space your Items will go into overflow.
Props / Materials
- Since it looks Dwarves are going to lose yet again, we've got some Ogre goodies for you this update!
- New Material
- New Prop
- Intricate Copper-Plated Door (Left and Right)
- Additionally, we inadvertently changed some materials to use "Worked" versions a while ago. (Stone, Obsidian, etc.) We are changing those materials back to use only the base material for now, since having "Worked" materials ties in to our Refining system, which is still in progress.
Commenting System
- You can now post comments on Player Studio items in the Marketplace.
Bug Fixes
- Pressing SHIFT with a Heroic Movement item equipped will no longer trigger said item if your cursor is in a text box.
- Addressed a couple issues with outfits (they should no longer overlap when zoning, they should update properly when switching between outfits / armor)
- Fixed the Keybinding for "Duplicate Prop."
- You should no longer be able to get stuck in a running or diving animation while Gliding.
- Removed the reference to "Esc" from the Observer cam text.
- FX and audio should no longer persist the first time you use a Heroic Movement item.
- Fixed an issue where you couldn't use the Grappling Hook if you had SHIFT pressed.
- Removed a duplicate entry for "Free Look: Left and Right Strafe."
- Fixed an issue that would result in a broken stamp volume, after using a Shaped Block on a selection volume.
- Your character will now animate properly when attempting to equip a tool while using Ledge Grab.
- Placing a prop with a weapon drawn now works properly.
- The Portal Shard window will no longer persist if you teleport with the Tweak Mode UI open.
- Fixed a bug where the cursor would get "stuck" on the Original Selection after pasting a copied selection.
- The Translate arrows will now properly go away after pasting a copied selection.
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And the quickly following hotfix notes:
- We had to redo the Expanded Storage (Pockets) Maintenance due to an invalid quantity on the bundle.
- This means that the original Update Notes are still relevant.
- We've done some back-end work on how the Inventory / Vault pockets work. As a result, we've had to do the following:
- The pockets you have purchased / consumed have been reverted, and the Pocket items themselves have been refunded to you.
- When consumed, these items are now on your Station account. This means that they will persist if you happen to delete and re-create your character.
- The amount of increase given by each expander type has been increased.
- If you do not see your previously purchased expanders please make room in your primary inventory and log out and back in again
- If you currently have all of your expanded inventory space your Items will go into overflow.
- We also made sure that those of you who bought Trailblazer packs got your pockets re-granted.
- Fixed an issue where resources were not being refunded after a Claim foreclosure.
- Fixed the model on the Kerran lattice (which was inadvertently changed to the Kerran Trophy.)
- Miscellaneous fixes / polish to the new Commenting system.
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