====== 0.β+2 - Beta 2 (Premium) ====== ===== 2014-06-24 ===== ==== Premium Beta 2 is now available ==== **Hi,** Premium Beta 2 is now available. I've copied the change log below, please read the important bit at the top! **New Content/Features** * New space station type added (Orbis) * Added Hauler ship type * 3 x new visitable systems (Styx, Aulin and LHS 3006) * German language support added * Incremental install added (it will need to do a full install on its first use) * Animated pilot added * Price item bought for added to trading interface * Customisable controls for galaxy map added * Rear beacons inside station turned on * Hyperspace effect tweaks * Anaconda cockpit art improvements * Lakon Type 9 cockpit art improvements * Audio tweaks for Galaxy Map * Additional controllers added * Cloud layers use height separation for normals generation * Charge bar for supercruise/hyperspace added to left panel * High resolution screen capture added (Alt-F10) * Art improvements for large docking pads * Eagle cockpit art improvements * Updated stars with hotspot colours * GUI added to aid escaping masslock * General audio tweak and balance pass * Hyperspace arrive and depart VFX tweaks * Add a default joystick device that maps to first available joystick * Animation added to opening of star map * Default descriptions for populated systems added to galaxy map * More individual descriptions for systems added to galaxy map * Updated trade goods * Added connection stats debug (CTRL+B) * Option for pilot gender added * Screenshots now saved in My Documents\Pictures folder **Crash Fixes** * Prevent crash when authority change occurs * Fix for alt-tab crash * Fix for crash in AI null value * Fix for nullpointer crash in schematics * Fix crash in location lighting shutdown * Fix crash in faction interogation for AI * Fix softlock caused by LogicTriggerGlitch receiving negative damage * Material crash fixed * Fix for assert when enabling / disabling SSAO * Fix for server island crash * Fix for crash spawning AI * Fix for ejecting cargo crash * When resurrecting, wait properly instead of soft lock * Fix to stop crash when quitting the game at the same time as dying * Fix for vertex crash in galaxy map **General Fixes/Tweaks** * Server moderated docking pad control added * Interdiction frequency balancing * Fix Anaconda's collision avoidance to prevent flying into asteroids * Station name and status information always available * Format changed for galaxy map coordinates * Apostrophe can now be used in galaxy map search * Kinematic optimisations * Improved prediction for Oculus Rift * Control sticks can now be used in menus * Various text fixes * Missing texture on capital ship fixed * NPCs can now check if another NPC has a bounty * Hyperspace exit flash restored * Functions panel now indicates that flight assist is in cruise mode and cannot be changed * Contacts aren't counted until they are fully resolved * Ships no longer need an armour module * Fixed X52 controller naming * Greebles optimisations * Cobra death explosion tweaks * In windowed mode, don't update display mode in response to focus events * Various trading tweak * Better cargo integrity checks * General avoidance behaviour improvements * Don't make target locking SFX if weapon isn't deployed * Stations appear on scanner at fixed distance * Ships must be within range for docking request to be accepted * Try and reduce AI tendency to ram opposition * Move FOV setting out of presets section in options screen * Additional safety checks for authority changes * Camera lag and orientation clamping for gun and navigation sights * LODs for ships and weapons updated * Reduce message spam when spamming the supercruise control * Fix for gimballed weapon sights * Physics around docking port improved * Clean up session change in supercruise * Network connection and session creation takes into account connection health scoring * Star database fixes * Assorted audio tech fixes * Wait until station voice has stopped speaking before performing the timeout * Emergency drops force FAOff which blends out over a duration * Stop friction noises continuing when docked * Fixed vertical stalk scaling on larger landing pads * Emergency drops cause ghost controls to fight with which blend out over a duration * Change ship's voice to use the headset effect atmospheric effect setting when at the galaxy map * Fix for the flashing black boxes on AMD cards. * Collision damage improvements * Added a separate row type for toggle bindings to help with the toggle mode confusion * Fixed a mouse scroll losing focus bug. * Tweaked docking assist params (remove angular help and lowered linear help so docking still requires you to at least roll properly to align). * Keep the processing flight scheme active when in the galaxy map to preserve your speed * FSD charge rate changes while you're charging, rather than being fixed when you start charging * Fix message spam when docking is declined * Add '+' to allowable search characters in galaxy map * Supercruise speed balanced (Top speed lowered, acceleration lowered, min speed increased, gravity wells shrunk, star mass lock reduced) * Fixed hull health discrepency when docked * Confirm equipment purchase added * Outfitting screen remembers list location after cancelled or failed request * Canister infor split into two lines * Fighter and large AI behaviour tweaks * Fix network token deadlock * Fix faction choice in single player scenario * Flight assist off warning added * Fix beam lasers passing through things and not causing damage * Deactivate Proccessing_Flight while docked ('Docked' is now a distinct state) * Show the inner-sphere for bodies from further away if you're moving at non-trivial speeds. * Fix for trying to access MotionLineInstances before they are created * Drop request time from 20 to 10 seconds for docking requests * Don't disconnect if other party pauses * Set defaults for shadow view near plane bias values. Expose these values as a shadow quality setting. * Fix AI idle behaviour after scanning player * Upped drop out speed and distance limits by a factor of 5 * When near a stellar body (within 4x it's "radius"), need to align away from the body to supercruise. * Fix mask counter being reset between transitions * Fix for motion lines being visible coming directly at the player * Changed slice algorithm and shaders on planets to use the proper vertex and texture coordinates. * Emergency air timeout now 10 minutes * Deploying the cargo scoop or the landing gear will reduce the speed of the space ship * Bounty hunter AI improvements * Moons can now have moons of their own * Prevent the "No fire zone entered" message if you're docked * Bobblehead a little less crazy * Reduce cockpit jitter in supercruise * Cache cockpit blow out state across transitions * Correct the firing bones used for the adv torp pylon * Updated Advertising Drones beam effect. Fixed alignment of beams in relation to drone beam projectors * Added Saitek Pro Flight Rudders to device list * Reduced star spin rates * Stop NPC Eagle friendly fire making you a hostile * Better interaction of FAOff and throttle controls * Updated hull explosions, removed spinny spinny smoke and rebalanced the textures * The player should stop using the breathing mask once inside a space station * The oxygen in the breathing mask should be replenished when docked * Emergency drops cause damage to hull and modules * Interdiction don't count as emergency drops anymore * Ring optimisations * Added new death explosion to the Cobra, also rebalanced hangar flares and removed the vertical anamorphic * Fix "Don't report crimes against me" not working * Damage states added to Anaconda * Changed the inertia tensor for ships from a 10m radius ball to a box the size of the ship * Fixed "no firegroups set" spam * Shadowing improvements * CustomiseCrime allowing ships to have bounties in lawless jurisdictions - now converts local to nearby bounty if local is lawless. * You can no longer dock upside down * Fix for missing activity lead to incorrect UI for railguns when retracting * Improved resize handling * Red ring of the star lens flare now has a nicer offset so it doesn't linger across the screen * Coriolis optimisations * Fixed issues with internal cockpit panel not showing proper ship schematics * Fix for selecting Anaglyph 3D rendering resulting in nothing being shown * Stations no longer show criminal status. * Canisters display their contents in the contacts list * Clear contacts list on entering supercruise * AA modes can now be used with OR * Fix for items not showing up in black market * Increase spawn radii for scenarios * When inside the space station, the ship's heat should increase gradually to some ambient level to simulate the temperature control of the station's atmosphere * station interior fog now balanced to reflect lighting better * Fix polyTrails for FrameShift arrival/departure * Give AI something to do if their drive module is dead * Improvements to handling of when mouse cursor shown be shown / hidden * Locked exit button after submitting a transaction to prevent money-making exploit from UI side * Change to ambient on distant ring cells * Improved render rejection and lodding of kinematic models * Change checks on values in algorithm getting barycentric co-ordinates from a ray intersection point with a triangle * 3D settings in graphics options no longer take effect immediately, only when 'Apply' is pressed * Push out shadow cascade end distances to fill available shadow map space * Added Beam effects for the hyperspace clouds * Fix for scenario initialisation in server * Fixes the glitch where shadows flash off for a frame while moving * Fix not emergency dropping when 'hitting' stellar bodies * AI ships make the same hyperspace clouds as players on arrive/depart * Quantise shadow cascade alignment axis by angle rather than quantising the vector directly * Local dust cloud models tweaked in galaxy map * Absolute magnitude calculation for neutron stars altered * Reduce the mass range of the injected massive stars * Moved some bones around in the sidewinder cockpit and rebalanced the damage effects * Allow players to see unaffordable items when viewing the outfitting parts list * Increased the speed at which ice forms on the windscreen when close to 0% temperature * Location targeting is now 'locked' while the hyperdrive is charging * Detect cases where CustomiseShipCargo is set up with invalid min/max quantities * Fix for not submitting rocks that aren't spinning to the renderer * Fix bounty min's that are greater than the max * Fade Rotation correction out over 2 seconds when you leave the docking bay so it's a less jarring transition * Reimplement the atmospheric failure ships voice line to take into account the state of the life support system * Changed shadow filter to work in gamma colour space. This reduces blocky shadow artifacts and makes the size of shadows more consistent between cascades * Keep the list of the asteroids active when time isn't passing * When the shipyard is closing down consider the case that the ship is being destroyed * The Local dust now has a subtle gradient at the end of the galaxy * High quality shadow settings: Increased resolution * Re-implemented gunsights * Don't let the hyperdrive ask anything of the MainGameFlow when it's doing something else (anything that isn't InGame or Paused). * Commander names that include a hyphen and are 22 characters long now show the last word on the contacts tab * Galaxy map rendering optimisations * AI ships can no longer jump when mass locked * Added more state to SavedGames (heat, power settings, oxygen timer) * Fix ship voice talking over itself during hyperspace/supercruise jumps * Updated shadow slope scale calculation to be consistent when using orthographic projections. This also makes it more efficient. * Fix being able to run out of air when in the station * Fixed the label for galactic average column as it wasn't showing the whole text * Fix issues with cursor not responding immediately to changes of state * Fixed mismatched damage displayed on hull repair screen * Fixed Bug With Eagle GUI Schematic Target Panel * Missing stars in galaxy map now displayed * k-warrant scan and cargo scan gui update from out of range if the fire button is held when flying into range * Point defence weapons no longer listed in firegroups, they are activated and deactivated through modules * Oculus fix for lens flares not converging properly * EjectCargoActivity should only try to queue ejections of cargo units that are not currently ejecting * Added density controls to the distant ring cell meshes. The density of the ring is now set as number of rocks per Km^3 * Prevent the stick-on damage models used in the Anaconda and Type9 from jittering * If you respawn with the free sidewinder, bring your money up to a minimum of 1000 * Fixed panels' popup getting stuck * Fixed the cameras in the hanger from focusing on wrong hardpoints on the Eagle * Firing in a no-fire zone is now a crime * Force Flight Assist on when playing frameshift exit effects * Stop AI Ships attacking even when wanted level has been cleared * Speed indication bar now "Flips" round when in "Reverse" * Improvements to turret behaviour * Heat seeking missiles track the enemy ship * Added the ability to have modifier keys to input binding * Weapons no longer turn on/off as you deploy/stow hardpoints * Hardpoints don't draw power unless deployed (effects heat) * If you hit an emergency stop but you're going slowly enough to drop safely, just do so * Location/target/target location panels are mutually exclusive * Distance to target takes target size into account * Station shows up with the correct colour HUD * Fixed the move-mouse-pointer-off-screen-when-using-the-pad-so-it-doesn't-trigger-rollovers thing * Hardpoint modules can be set to "always deployed", so they ignore the player's "Deploy hardpoints" control. They still retract if unpowered * Make sure aspect ratio is correctly calculated when Oculus Rift has been selected as an option but the device isn't available * Fix for HeatSinkLauncher being usable when unpowered. Now it needs to be powered and deployed, but is always deployed when powered * Using forward/backward thrust resets throttle fixed * Fix bounty hunters with no crime scanners - was setting the (basic) scan time to 100s if there was no crime scanner, rather than 3s * Once a ships engines are taken offline, AI should flee after a variable period of time * If we fail to lock a vertex or index buffer, don't add it to the list of buffers to be unlocked * Changed "dumping" price of a commodity from a constant 80% reduction below the galactic minimum to use the per-commodity ReductionBuyHomeGrown scale factor * AI improvements for police patrols * When buying ships from the shipyard, make sure the logic requests the appropriate state transitions depending on whether Oculus Rift is enabled or not * Split bounty hunter state into patrolling and interdiction variants * Tweaks to galaxy map for oculus * Allow a chance for patrol pirates to jump away after scooping cargo * Reduce network debug chatter * Allow cargo hatch to begin retracting before it has fully extended and vice versa * Fixed the jumping button focus on the cockpit launch/services panel * Various WIP changes to get exit/entry into asteroid rings a little more graceful * Trade Cargo screen: new tweaks, adjustments, fixes, improvements * Removed Planet/Station/Sun initial lock on icons * When buying/selling an item, then dropping back to the main page the item I was on should remain the focus * Fix for unsynced stellarforge timings causing station rotation issues * Background stars not flattened into background * Optimisations for damage models * Animations for small landing pad updated * Don't allow the game to run without an input system * Impose some sensible limits on the threading parameters parsed from AppConfig * Fixing an in the power distrib that might have been hampering the cobra * Clear the "arrive from supercruise" flag when you buy a ship so you don't appear in the hangar with a fantabulous flash * Change cockpit glass edges to use different shader that doesn't argue with the background envmap * Targeting system does its selection based on look direction rather than ship direction. TrackIR, Oculus & manual headlook now works to select targets * Additional checks for missing space station * If space station is missing then don't trap the player in a docked state * Can now supercruise through rings (clusters that add mass locking to be added later) * Added notification that player must sell cargo before selling their ship (when buying a new one) * Additional safeguards when receiving authority changes * Improved the loading when starting docked, there is no longer 1 frame when the ship is outside the station * Don't replicate variables from a bad packet * Planets, moons and stars ignores the "amd crash fix" graphic option.They would be rendered even if the amd crash fix is turned on. * When testing if we're close enough to the station ot request docking, subtract its radius from the distance in the same way as the target UI so we're consistent * Fix a huge missing texture on the corners of Coriolis station * Fix for jerky motion in profile builds caused by excessive replication * Added a way point between full cockpit control and the galaxy map so the player can't get up to any shenanigans while the galaxy map initialises * Fix a bug where sessions do not start up, due to info lost relating to a cancelled message * Fix for ship not appearing on other player's scene - due to order of initialisation of components Michael