~~NOTOC~~
[<>]
----
====== 2014-06-24 - Beta 2 (Premium) ======
==== 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
----
[<>]