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UPDATE 2/18/2019 ~~ Besti 9.53 QOL+++
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It was a 50/50 Split between Besti X and Besti 9 this week. I got a lot done for both, but not a ton to put into this week’s build. The new behavior was most of the Besti 9 work, and is by far the most complicated that has ever been put in Besti. Each of the 2 behaviors that I’m making at the same time contains twice as much data as a normal behavior, so the amount of work is squared compared to a normal behavior. 100% Besti 9 next week to get the new behavior in, though.
==Core Updates==
-Migrated Besti 9 to Unity LTS 2017.4.20. This will improve stability, and ensure that I am able to to keep Besti 9 supported for several years after Besti X becomes the dominant platform we produce. We’re getting closer to that so this needed to be done. I don’t want an Nvidia or Steam update to break Besti. Spending time on this now saves spending significantly more time on this later/potentially not doing it.
-Upgraded shadow systems to latest external libraries. There aren’t any functional changes in this new version, but performance is significantly improved. I didn’t do this earlier because it required a newer version of Unity.
==New Features==
-Shadows are improved in all situations. They look better and cost fewer CPU cycles to produce. As a consequence…
-…Performance has improved in most settings. Shadows now take significantly fewer CPU cycles to produce, and every scene uses shadows so long as you’re not on the lowest settings. I can’t get it close to what Besti X is doing (Besti X is AOT instead of JIT) but it’s a visible improvement this week.
-Stability has been improved thanks to the Unity build update. This should be the presently “most stable” platform Unity has.