The first standard beta build is going through the final process for going live and will be available for download within the hour. I've copied the change log below.
Shadow quality settings added
Update network config defaults to preferred values
Fix galaxy map billboard orientation on oculus
Fixed un-normalised transform being passed into a universal address when the ship explodes and ejects cargo
Prevent losing the object with a momentary disagreement about its existence on authority change
Federal fighters shouldn't be set as „Wanted“ around Chango Dock
Oculus Rift: Don't reset the orientation via sensor reset when wearing a DK1
Improved the performance of the noise generators
Lighting improved on rings
Patrolling bounty hunters will dock/undock with space station if present, otherwise will patrol
Improvements to AI mining
Miners can dock at stations and sell cargo
Oculus Rift: Fix for the galaxy map viewer not rendering correctly when using the Oculus Rift and accessing it via the in-game menu
Type 9 explosion optimisations and improvements
When a landing request is granted request that the pad get into dockable configuration, fix the landing pad occasionally being backwards
AI breaks away if shields are down
Add in distortion to star hotspot quads to match that of the surface
Don't start hyperspace process when inside a station, as we'll just crash into a wall
Mouse control gui shows ship rotation rather than mouse position when using inverted pitch
Lens flare optimisations
The inertial camera should gently reduce its angular and linear offsets to zero over two seconds when docked
Fix hardpoints not deploying in outfitting
Reduce ships being able to fly through parts of the stations
Large gimbal pulse laser now gimbals
Brightened the „align with target“ message
Don't update the location info when transitioning to/from super cruise, only when in hyperspace
Buy selection decrements correctly
Update lens flare quality scaling to skip smaller/more transparent flare elements when in low quality
HeatSinkLauncher and ChaffLauncher were both incorrectly implementing some ammo functions, causing them to double-count their first (and only) hopper of ammo
Remove some superfluous mouse cursor activities
Fix bahaviour for friendly fire in factional battles
Jettisoning cargo near a station (within the NoFireZone for now) is a crime
Adding animations for deploy and stow of weapons
Make spot light rotation work as expected with the bone transform for a given light
Added missing transform to render debris in the right place relative to the underlying physics skeleton
Oculus Rift: Proper fix for star background
Soundbank to fix some bad virtualisation on missiles
Removed erroneous missile rack audio events on other ship low ammo
Player's credits are being displayed incorrectly. Upgraded the number formatters to use doubles, so they can handle the largest currency values
Always disconnect a machine if it has failed to respond after we have retried AckRetryLimit times
If you hyperspace to a location with flight assist on, when in supercruise, the throttle still acts as if flight assist is on fixed
Stop being able to cause all station UI to disappear
Distance reading in the contacts panel updates every second
Fix too many authority response ships spawning
Prevent silent running in Supercruise
Don't add belts and COMs to the location list
Prevent locked destinations getting priority over the docking locations when deciding what to show on the compass
HeadlookDefault option, and mouse headlook obeys the ResetHeadlook control
Fix for broken Hauler hyperdrive charge audio
Fix for distant asteroids not receiving shadows from the planet
Fix some sliders not starting at the correct values in the bindings menu
Planets: Normal maps computed from real height values
Physics thread safety optimisations
Loading spinner added
Don't try to use GetInterfaceAlways on a proxy that's probably already dead
Force close scoop and landing gear while jumping
Improved AI escort behaviour
If using a throttle axis, don't reset the throttle coming out of FAOff
Changed the way the lighting to clip transform is calculated
Increased the alpha ref of the thruster flames to fix the edge of texture showing
Adjusted the basic vision range on AI up to 3km, and upped the angle to 75 degrees
Oculus Rift: Fix for „Unable to alter resolution with OR plugged in even when not in use“
Pass the new stereoscopic mode to StellarRenderManager when deciding whether to lock the resolution or not, and only lock it if OR is present
Options screen * Switched 'round the apply and cancel buttons to bring them in line with other dialogs. Also, made use of the scroll input
Added in a variant of the broadside gun for use on stations rather than use the Capital version as we do now. This version is set as a beam weapon
Visual improvements to laser shield impacts
Updates to anaconda drive effects
Updates to anaconda drives
AI. tactics to avoid getting too close to capship
Another look at the disappearing station menu issue
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Change how we determine throttle coming out of FAOff
Prevent selecting anything while a transaction is being authenticated
Add a transition from 'TransitionToHanger' to 'MarketSelectScreen'
Don't reset throttle when entering FAOff using an axis
Updated all station patrols to use the „Police Patrol Station“ behaviour
Station should appear at top of list. Contacts are now sorted by size
Cargo containers now use Standard, Liquid or Toxic models depending upon what base commodity they contain
Ships know which DetailedScans have been done on them
New and improved rail gun ammunition and muzzle flash
Now revert the pilot gender option on cancel
If we have tried, but failed, to connect to a machine that has been suggested for a session, give up as soon as the machine is disconnected
Fixed a problem with incorrectly rotated models for the clouds in supercruise mode
Turn off authority response if in anarchy or no jurisdiction areas
Gave the rail gun impacts some more punch (FX)
Updated some system descriptions
When caching the ship, don't record heat unless we want to
Improve pilot idles
Added safety to Ring AddToRenderer for drawing near cells
Added support to adjust the size of the intermediate render targets based on the desired output resolution,instead of it matching the recommended texture size provided by the Oculus SDK
Improved hitcheck for Anaconda
AimWeaponAtTarget changes * Mostly to improve gimbals, fixing a bug in how acceleration is calculated and correctly defaulting to infinite
Re-balanced pulse laser attributes. Will need another pass when hardness values for ships comes on board
Ensure hyperdrive effects state gets reset after arrival clouds are created for NPC ships
Fix shield hit markers not networking properly: Now only shows „all hits on me“ and „my hits on target“ but not „other's hits on my target“
Get authority ships to scan cargo, determine if it's illegal and destroy it if it is
Extra-fast shield charging stops when a shield reforms, not when it takes a hit
Re-balanced burst laser attributes. Will need another pass when hardness values for ships comes on board
Re-balanced beam laser attributes. Will need another pass when hardness values for ships comes on board
Smooth the framerate shown in the status line (CTRL+F) over 60 frames, to make it easier to read
Stopped the ring cells updating every frame
Correct contact binary data in i Bootis
Fix for reentry into ring not respawning rocks
Error in description of Vesper-M4 fixed
Fix a couple of routes for a NULL machine to be sent to under obscure circumstance
When this machine & the space station end up in different sessions, ask whether the space station should be deleted or not * the answer is usually 'grab the authority'
Another pass on ai combat collision avoidance
Only desaturate colours when positional tracking is lost if the 3D mode is set to Oculus Rift, and revert back to the regular colour settings when 3D mode changes to something else
Fix shield recharging 16s after being hit instead of 2s. Also fix shield taking more power/heat than needed on the frame when it reaches its capacity
Re-balanced railgun attributes. Will need another pass when hardness values for ships comes on board
Oculus Rift: Allow users to select the desired resolution when rendering to the OR display
Re-balanced missile attributes. Will need another pass when hardness values for ships comes on board
When considering whether to claim authority on an object we're about to lose due to session hopping, check whether our sessions with our points of focus will contain this machine
Re-balanced cannon attributes. Will need another pass when hardness values for ships comes on board
Shield effect updated
Re-balanced plasma accelerator attributes. Will need another pass when hardness values for ships comes on board
Improve appearance of AI vs AI fights
Message log for gaining a bounty for violating a no fire zone
Removed unneeded initialisation wait in the ring
When calculating quality of service: for this machine ignore sessions without this machine in them; for any session return 100 if the session is empty
Stop multiple authority ships from trying to scan the same ship/cargo at the same time; if their behaviour is to only scan ships once, consider this at a hive level
Fix: Shields not breaking when the generator is unpowered
Wake sessions introduced
Lens flare optimisations
Shots fired at debris will now move the debris and fire off a particle effect, however the shot will penetrate the debris and hit anything behind it
Missiles will act like other weapons now and should bash debris out of the way, but not kill the missile
Server Side * fix savegame delete deadlock bug
EjectHeatSink control only triggers one launcher (will choose the one with the most ammo)
Fix way quality of service is combined from multiple sessions * now having multiple nearly-identical sessions doesn't reduce the overall QoS
Scanner zoom level is preserved across save/load and location transitions
Ensure we don't think about authority migration when not in a 'variables initialised' state
Missing Sol system description fixed
Prevent local star billboards going sub-pixel
Display a sensible heat value during hyperspace
Cannot commit crimes against myself
Once a ship has started scanning its target, if the scan position/rotation requirements stop being met, allow a grace period of 5s before ending the scan alert
Module inventory and pricing now sever moderated
Prevent
GUI appearing in the environment map
Scale Eagle
GUI to fit better
Sidewinder optimisations
The lowercase L in lightyear looks very similar to 1 in the distance indicator * LY is now uppercase.
[GERMAN] Text cut short on galaxy map, text now is shorter (doesn't include ANZEIGEN) and fits.
When calculating quality of service and reporting unsent letters, use only letters which are due to send, not all letters * many of which aren't at urgency > 1 yet
Fix font to correct Styx 4 planet target marker appearing to cast a shadow on the planet
Replicate the health of individual damage regions properly
Added performance option slider to change the max limit on debris
Added further culling tests to always cull debris a very long distance from the camera
HyperspaceClouds are now targetable, and scannable with the CloudScanner
Added LANDING GEAR DEPLOYED, LANDING GEAR RETRACTED messages to the info panel
Shipyard interaction should be a basemenu not a base station menu
AMD crash fix option removed
Faded rotating ship when in the death menu
Unidentified signal source text now fits in navigation menu
[GERMAN] RAUMVERLAGERUNGSANTRIEB now fits on modules screen
Block several ship controls that were still active while in bindings menu
Add cooldown timer for authority ships scanning targets
Fix a bug where shields would never *quite* actually fail, they'd just drop to zero health and forward all damage to the armour, but using the shield's damage reduction parameters
Fix a bug where the AFM would be totally destroyed rather than just reduced to zero health
Hardness implemented (by default everything has hardness 0 and penetration FLT_MAX so will not cause any effect unless we want it to)
Shields can generate EM emissions when active (generalised for easier use on all modules)
Heat radiators lie about their emissions if the ship is running really cold, to prevent faux-silent-running abuses
Remove heat radiators from the internal module panel
Drive speed when turned off reduced to zero rather than 10% (causes some audio issues,WIP)
Initial implementation of Outfitting simulation for ships and ship module availability based upon market data
Darkened down the galaxy clouds. Now looks more similar to what was there before the gamma switch
Actually fixed the optimal speed throttle indicator
Central reticules are now horizontally aligned with the ship so the Cobra doesn't look off
Added first pass hardness values
Fixed the cobra engine effects clipping through the cockpit & reduced refraction on the type9 retro drives
Regardless of what weapon you buy you only see the same weapon deployed in outfitters fixed
Inconsistent menu highlight wrap in outfitting fixed
Allow pirates to sometimes choose to dock at anarchy stations (only)
Apply fines to illegal dumps
AI shouldn't try and scan space stations!
The Hyperspace ship should have its cockpit blown out if the current ship has its cockpit blown out
Added back button in outfitting to focus chain
Don't show cruise panel when targeting anything other than a station or POI (i.e. point objects that you can actually reach.)
Major Module rebalance * largely effecting heat, power and damage capacity
Fix particle sorting on Fed capital ship fire
Show correct sell price in outfitting screen
Fix Escape Vector appearing in odd situations
Block redundant module swaps in the UI
Fix groups of ships in interdictions not always scanning player
Trade Cargo fix with trade limits (by cargo capacity, cash amount and such)
Noise Generator: Fixed a problem with the scale point module
Fix a bug with invulnerable anacondas & type 9s caused bay having insane soaks set, added asserts, clamps & resource limits to catch this if it happens again
Stop shields draining the SYS capacitor at maximum rate while in cruise
Audio: ensure that the ship voice object is set to Force_Stop
Fix for the range slider being missing from the radar
Added cross fading between shadow cascades. Enabled bounding box cascade collection
Pass on cannon muzzle flash and tracer texture
Audio: point the audio hard-point activity at the emitter it should use now, not the bone it was using before
Stop Outfitting Selling Menu Sticking Open
Player was prompted to sell their bulkheads when equipping a class 2 hardpoint fixed
Added a warning that prompts players before completing the free sidewinder transaction upon death
Added the message at bottom of the window when user doesn't have enough cash to buyout a loadout he requested. Confirm button is inaccessible then also
[AUDIO] Split up the audio events on the rings a little
Added Galactic Centre and Old Worlds to localisation system
In the graphics options menu, if the selected display monitor is the Oculus Rift, and the 3D mode is set to OR, then red out refresh rate, fullscreen mode and v-sync options so that it's made clear which options we're locking. Note that the resolution is not red out nor locked
Don't attack a target if it is inside a space station; this is to stop NPCs following target inside stations * the station will deal with them
Nicer scaling params for large thrusters. makes large ships feel larger. Also lens flare now properly obeys particle effect
Increased frustum plane count to cover maximum that can be produced
Updated Atmosphere shader and astro values to match
Fixed missing bindings
Merged the „Supercruise“ and „Hyperspace“ buttons. Triggering the FSD while selecting a HyperspaceCloud will cause the Hyperdrive to follow the wake
Tactics tweak to stop drifting in idle close to target ship
Various text fixes
Updated the fragment pipeline builder to handle blend links between MRT nodes
Noise generators: Fixed problems with swirl bands and swirl bands mask inputs
AI ship scoring: For non-authority ships, don't start an attack with a hostile who is much stronger or much weaker than we are; if attacked, jump away immediately if attacker is much stronger than we are, or if they're stronger and we're not very aggressive. For all ships, if they're much weaker than us, don't consider jumping away due to hull/shield level, likewise if they're weaker and we're aggressive
Fix authority response not attacking player when in no-fire-zone by making GenericAuthority friendly with suitable factions, and lowering the check on ship vs no-fire-zone from allied to friendly
Make shadow cascade cross fading optional based on shadow settings.
Added an explicit check to ensure PolyTrails only recalculate their vertices once per frame
Fix to fTime occasionally making time go backwards very slowly (not handling windows clock being adjusted appropriately).
Added some preloading frames and changed audio output streams to send digital silence to wwise when no data available from mic (prevents voice starvation)
Moved shadow filter quality settings from the directional light to the deferred shading settings since it's only used there
Skip cross fade passes where possible
Minor optimisation to stream system
Reduce the number of nested cascades rendered based on the current depth partition bounds
Stars and planets now write depth * a new fxl (DetllarBodiesDepth.fxl) has been included for this. This fixes the worst of the pop effect in the I Bootis binary pair
Stars and planets now transition to and from the stellar background
Reduced the number of strings being created and discarded every frame
Removed some temporary array allocations happening every frame
Pack the lens flare base mesh in to on stream and compress the stream
Set station attach modules to use the physics MoveTo function rather than update via kinematic callback. This should figure out the station modules velocity for better collision response and it's useful for obstacle avoidance
Noise Generators: Fixed the HLSL code generation for some modules that ignored the global seed
Repositioned VFX damage bones in the eagle cockpit
Stencil out shadow back faces to reduce cost of shadow filter passes
Don't let AudioOutputStream queue up buffers until Wwise has started requesting them
If AudioOutputStream ever runs out of data, enqueue some silence before consuming the next valid buffer to ensure we don't constantly underflow
Stop lights dimming to early in Hauler during Hyperspace sequence
Improvements to AI docking at stations
Fixed secondary audio explosions on IncrementingSequenceEffects activity
Provide a good record of time of receipt; allow object methods to access the receipt parameters
There is a verification when the camera position is set that it is within sensible boundaries. This is to avoid „jiggling“
Docking schematic fix for ships picking the wrong schematic item to use their scale value from
Station lighting overhaul and optimisations
If AudioOutputStream ever builds up a backlog of buffers remove ones that we don't need to prevent a delay creeping in
restricted the Throttle Forward-Only/Reverse options to only work in their intended situation, and changed the localisations to call out this fact. ForwardOnly doesn't effect the throttle buttons, reverse throttle only effects a ForewardOnly axis
Updated the stations to use Vipers for patrol. There are still Eagles around Asellus Primus, but all Fed stations now have Vipers and Fighters, and Eranin has Vipers only
Confirmation UI should have 'No' as the default on the left and 'Yes' on the right
Generate time 'ping's back to edServer to measure the time skew between clients and the server
Some greeble optimisation * attached some strut models together since they repeat at the same rate, saving about a third of the number of greebles referenced
Audio: Fixed explosion events being cut
Tweak to make the popup text more visible
The landing pad schematic model now attaches to the correct bone Docking_Panel instead of Gauges_Panel
Updated the way the edge length for the tessellated spheres (planets, moons and stars) is calculated
Audio: Fixed targeting events posting for objects, stations and navigational targets
Balancing station atmospherics with the new lighting
Audio: Added quality (affected by ship heat and hull damage) and interference (affected by frame shift charge) rtpc to voice comms effects
Station now has teeth, big shiny ones, and it ain't afraid to use em
Use native depth textures for shadow maps
Game loop advance time synchronised across clients using edServer
New loadouts for AI ships
AI fighter tactics pass
Text mesh rendering added
Sidewinder * Heavily optimized main LOD
Audio: implement variable consumption rate of audio output stream's queued data
Issue with changing UI tabs with Black Widow preset fixed
Changes for oren nayar deferred shading
Audio: fix how the audio activity
spec data for KinematicBezierCurveMultiple was laid out
A bunch of optimisations and changes to SpotLightActivity and LightCones
Sidewinder * Updated dirt and mask, also added decals. Slight model tweaks
Some anaconda loadouts given the right hyperdrives
New police station patrol, with no scan, they'll just fly around and help out in case of danger
Finishing mass lock indicator implementation in cockpit
Stage 1 of implementing our new lag correction/local prediction methods
Added trigger for
GUI impact sounds that help highlight hits with projectile based weapons
Hull Damage on smaller ships now produces additional explosion and impact sounds for greater pleasure
Don't try and scan ships that are inside stations
Particle system optimisations
First pass on ambient traffic for stations, all non-anarchy stations should now have traders, miners, bounty hunters and smugglers buzzing around them
[GERMAN] Fix some untranslated text on Galaxy Map
Replicate mass-locking to proxies, and use it to set maximum speeds correctly
[GERMAN] Lock and engage Hyperdrive cut short in German fixed
Sidewinder * Updated decals and model to add details. Added bespoke parts textures
[GERMAN] Text cut off issues on trading screen fixed
Prevent the field around the station doors reaching out to absurd distances on occasion
Re-merging of Islands takes account of matching allocs in the merging Islands
Code added to detect unwanted space station killing
When Transfering our own object to local don't tell everybody that we've gained authority * we'd already got it!
Improved lighting for sidewinder cockpit
Stop the cargo scoop and landing gear acting as space-brakes
Added new pirate loadouts
Update ship position each physics sub step rather than each frame while docked * help prevent Toku going mad while docked
Reworked dust particles so the light from the center of the galaxy is taking into account
Remove the Authority dummies used for lag correction from the physics Spatial database, so they don't block raycasts
Fixed: [GERMAN] „KONTOSTAND“ (Balance) is cut off in station services menu
Changed vignette on outfitting screen to cover less of the ship
Improved AI collision avoidance
Solar flare 1 now aligned along Y and using gravity
Clear down the turn flag on disconnect, so we don't try using an invalid turn link when reconnecting
Update to the Eagle's default paint job, with new UV3 layout + additive green layer
Set up complex star systems correctly
Set up the current batch of stations so that they get their name applied via the TextMesh renderer
Hardening player addition/removal checks in case of new connections which had state established earlier
AI don't start launch process if a player is in the way. Better to stop them here than when they're waiting in a ring around the station door
Added a lens flare to other ships in supercruise which can be seen from a distance of 1 AU
Detect a network comms issue where we're re-sending the same ack message too many times, which indicates the machine at the other end is not receiving our traffic
Ship mass management enhanced
'Ghost ship' at toxic waste unidentified signal source scenario fixed
Ship Heat Capacity Rebalance
Federation stations now have their name under the portal and a ID number on the rim
Display list of bounty vouchers in the ExtPanel
Distance of other players in supercruise is displaying incorrectly at large distances fixed
Add Docking track
Fix ShieldEmitterModule trying to reform then break a shield when the generator is turned off while charging
Stopped ships that don't have it set from dropping cargo on death. Toning down dropout linear force
AI update. Stop anaconda being stupid. lower jitter on attack from behind. increase accuracy required before firing
Federation Coriolis stations now display a „postcode“ from the starsystem data Federation Coriolis stations now display a „postcode“ from the starsystem data
Fixed a potential conflict with output streams wwise game object names
Adding new Jurisdictions and laws
Server moderated death
Normalise a vector to prevent nonsense forces if the player manages to line up perfectly with the docking bay
Tweaked equipped frame shift drive sizes
Fix for planet culling culling rings when you are in them
Fixed some timing issues with AudioEmitterEvents end callbacks management
Added in ambient traffic for anarchy stations
Stations now respond to AI criminals with lots of shooting
The InnerDock now displays the name of the space station its attached to on the area around the portal
Modified gauge panel to include nav compass label
Audio: Changed AudioEmitterEvents to set event state to Idle if Wwise playback fails
Type 9 * adjusted physics, tried to minimise glaring difference between lod 3 and lod 4
Fix for shutdown of the ring where if it was alive but not active its render thread shutdown may not be called when the ring is destroyed
Rewrite how speed bleedoff works when moving above your top speed: it's halved when FA is on, and none at all when FA off
Fix a bug where combining thrust axes in FAOff can lead to exceeding max speed
When both engines and flight assist are off, don't hard set the ship's angular velocity to zero
Ships in supercruise now have a particle trail which can be seen when up close
[GERMAN] Contacts menu has a few words cut off fixed
When just sending a SEQ letter to keep a connection alive, increment the sync sequence, as we're now looking at repeated SEQs as indication of a poor connection
Restructured component factory for network components
Audio: ensure we clear callbacks when un-registering events in AudioEmitter
Black market existence now server moderated
Audio: improve the handling of callback cancellation to allow for interactions with audio object from the render thread
Remove the un-paid-for modules when rebuying old ship in the resurrection dialog; restore default armour if necessary
Centralise where we get the approach distance of planets & stars, tweak those numbers so that we get a better impression of how large/small a star is
AI * force a fight on some scencarios by setting attack duty
Change some crimes to use Fines instead of Bounties
Death has now an hourglass
Planets and stars now can configure the camera stack name used for computing the screen size of the sphere and the textures camera direction
Fixed a problem with planets tessellation. The process of updating the local coordinates of the stellar object instances wasn't working correctly
Improve hitcheck on inner dock
Known complex star systems added
Fix for incorrectly exported binary systems
Docking offences do not apply to players under the control of a docking computer
Allow AI ships to break off from the hyperspace-away process if they are attacked *and* the reason they are hyperspacing away is *not* that they have a low hull or no shields
Changes to the outerring lighting model to reduce scrolling artefacts as it blends when very near
Add Police_ThankYouPassedStopAndSearch chatter lines to Police Patrol/Passthrough AIs
Fixed the ring so it isn't receiving planet rotation
AI update. stop jinking unless being shot when being chased
Added duplicate missiles with appropriate prices to solve issue and altered the missile clip size for medium launchers
Audio: ensure galaxy map star audio is set to Force_Stop * should fix the occasional hanging objects when leaving the galaxy map
Don't report a crime when adding bounties as part of initialisation (for NPC default bounties), just update the stored bounty values. Stops AI ships/station attacking NPCs with bounties in other jurisdictions
Changed star particles to take their colour from the corona colour instead of the artist colour
Added fresnel to dust particles in galaxy map
A high security rating would result in high skill police and weak pirates and vice versa
Dead systems have a very low chance of interdictions and have their own pool
Fix WaitForWeaponFiring activity to wait until the weapon fires in game, and to ignore trigger presses when firing is disabled
When authority ships discover that a target has a local bounty through a ship scan, make the local station hostile to the target (as well as making the authority ship hostile)
Optimisations and pipe-lining work on TrailRenderer classes
Removed FSD and Heatsink launcher to lower overall passive power consumption
Added Anaconda_Bobblehead
System contents generation system updated
Updated HELP_slide4_label2 to read „Use DIVERT POWER TO WEAPONS to increase WEAPONS COOLING capability.“
Made the station laser turrets more deadly, don't mess with the station
Scanner floats away from the HUD when exiting Supercruise whilst using the Oculus Rift fixed
Upgrade cash-for-cargo to use a proper market trade request
AI update. make ai turn around sooner instead of flying too far away
Adjusted the shape of the some of the models Tweaked the cloud shape's positions and rotation
Improve loading time for station services menu
Combat Bonds to use Vouchers
Allow kinematic audio to specify multiple emitters per cue
Better handling if we get a crc error in a fragmented letter
Cull the location list based on fuel range
Add a percentage chance that appropriate ships will jump away when they detect an authority ship, rather than always doing so
Stop cockpit glass scratches becoming insanely bright when near a star
Added adaptive shadow cascades based on depth analysis. Use adaptive shadow cascades in high shadow quality
Lowered the minimum shadow distance ratio so fine details on space stations get shadows up close
Tweaked the generation to reduce the occurrence of binary planets/moons and make made some stars have a chance to not have any planets, this is more likely for stars in binary pairs
Star light scales with distance. When star light has been scaled up, it is also scaled if you can see the star. The background brightness is scaled oppositely to the star brightness
Small improvement to galaxy map grid line aliasing. Looks crisper
Slight tweak to galaxy map grid labels
Resurrected system connections, now based off player's ship actual jump radius
Replaced old cobra engine with one that fits in with drive unit progression size template. Class 4 for use with the type 6
Update to missed conspicuousness value on the Cobra
Tweak Insurance data default values, extra safety checks
Improved the trails look by reducing the number of cases that overlapping quads appear, the outer radius trail now scales down proportionally with the inner radius trail
Enabled multiple lighting for surfaces and atmospheres
Fixed incorrect fire interval on medium cannon
Islands can now be closed, stopping instances from accepting new clients/hooks
Triple buffer the final depth analysis render target to avoid stalls. Handle unsupported frustum counts in frustum zero override check
Half Lambert Support in Deferred
Don't use the system's address as seed for generating individual planet details as every planet would be the same. Use the body address instead
Fix some rotation oopsies near planets and stars. You now faceplant into the star on arrival as designed
Fix for station bounding cylinder
Audio: implement a more robust way of handling callbacks from wwise
Make cockpit glass receive shadows
Planets: Start texture generation as soon as they are created (if visible in terms of distance and radius). Otherwise the generations is delayed until the finish of the loading screen and any close planets are invisible for a small period of time
Can now select any system from the galaxy map and have it appear as a navigation marker back in the cockpit
Adjusted how the generator looks at the abundance of elements and works out metal/rock/ice/gas amount, this solves the issue with planets all coming out with large amounts of metal
Only eject cargo when jumping away if there are hostile ships around, and we are not in a station's NFZ
Audio: don't wait on unreferenced callbacks to called-back on shut-down, as we've cleared the callbacks
Removing Alpha 4 Unidentified Sig Sources
Fixed the classification of planets to not give a certain classification to a planet if it falls out of bounds of that classification
Audio: don't try to start and stop events out of sequence * fixes the repeated posting of events which generate invalid playing ids
Fix for Ring Cell voxel grid
Audio: Fixed AudioEventHelpers not returning the playingID in all situations
Fixed the station's capital broadside gun ammo being overly bright and scaled down. Polished the muzzle flash and added a light too!
It seems that at a certain range out (4km) during combat, AI will retract their hardpoints so stop that
Don't save credits balance * all credits transactions are now performed server-side
Filter out small gaps in the depth buffer that cause depth analysis to become unstable
If the maximum depth is passed the last shadow cascade distance immediately snap to the current target depth
Tweaked the chance of planets forming to be less around binaries
Tweaks to adaptive shadows. When pushing out distances be conservative and go a bit further than required. Updated settings to make small adjustments less obvious
Wanted status added to the system popup
A small change on the swirl bands. With and height sizes are always proportional. Before two random values where generated independently
Extened delay between galaxy map intros to 4 hours
Use adaptive cascades in medium quality settings. Fixed issues with texel stability in medium and low shadow settings. Improved shadow cascade cross fading in high quality
Changed police to use sys authority instead of fed. added fed versions changed police scenarios to use sysauthority instead of fed. added fedpolice version
Adjusted the Class4_A exhaust cones and balanced the medium thruster lights
Some tweaks to system generation to increase number of gas giants.
Made the close star encounter less severe.
Made some of the classifications more strict on their temperature range
Audio: fix some incorrect rtpc names for hyperdrive control
Added safety check to ensure we can't create a key of the wrong length if we get garbage input
Always ask whether to kill an object from an external event. Add death event reasons so the decider has enough information to choosealways ask whether to kill an object from an external event. Add death event reasons so the decider has enough information to choose
Fixed a schematic docking offset issue
Polish to plasma accelerator muzzle flash
Audio: fix some incorrect rtpc names for supercruise control
Display broadcast announcements from server along with text chat
Updated the medium landing pad scale value to a better size that actually fits within the cockpit dashboard
Audio: Setting up blast shield events properly
Audio: moving station inner dock comms tower emitter position
Polished the class4_A retro drive effect and balanced the light
Decrease upper clamp for cockpit glass lighting
Remove unnecessary transitions from ShipAI that were causing ambiguous paths
Fixed damage decals not appearing in profile configuration
Check 'Clip to view' in lens flare activities to stop the headlight lens flares becoming visible inside the cockpit
Fixed galaxy map camera controls clashing with UI navigation controls
Sett the no-fire zone to 10km (used to be 4km) on some stations.
Don't force enable flight assist during boosts. Also fix a bug uncovered with how the acceleration multiplier is applied during boosts that would have lead to very inconsistent behaviour based on framerate
Added a new stripes module more suitable for gas giant bands. Also fixed the variable frequency in the old stripes module
Adjusted distortion on the Class7_B drives
Prevent avoid obstacles making ships fly backwards and drift about in front of the player
VFX for other players while in supercruise together
Removed all cargo from Fed Fighter authority ships (they don't have cargo holds or hatches) and changed a Tantulum to Personal Weapons
Fix art for Type 9 shield impacts
Choosing the freewinder sends you to Eranin
Update D star to also include DQ * fix for all star star noise files where curl noise module has dropped some legacy support
Fix for broken aspect ratio scaling
Moved cargo scoop on Type 9
A whole raft of animation tweaks and updates
Separated the info panel from the navigation panel
Prevent players exploding on loading
Remove GPU stall on depth analysis
Art pass on all planetoid bodies
Audio: Fixed hyperdrive point of no return posting the wrong event
Added mass to armour modules
New ring cell blends
Fix two sign errors. No, they don't cancel out
Moved the radar renderer down one render layer so it can be brightened by the hyperspace effect
We should make sure that the UniversalAddress of the RandomEvents is legit. We should not spawn a random event inside a body's inner radius
Updating the trade goods found in ships in scenarios to match new list Adding some new CargoDrop Scenarios
Block text chat and voice chat to or from players on the ignored list
Terrestrial Heavy Metal planet fixes
Fixed some now-dead items in ambient traffic
Metal Rich planet fixes
Make nav/targeting icons appear outside of cockpit rather than on cockpit glass
Terrestrial_Rocky and version with rich atmosphere fixes
RockyIceWorld variant update
Reset the m_repeatAckCounter when disconnecting, so if we reconnect we don't immediately think things have gone wrong
Bounty store now uses Vouchers
Updates to slushworld
Art pass on Venusian planet type
Art pass on ice mantle planet
Ensure the the state of the panels and the state the game thinks the panels are in is the same
Fix Pirates being „wanted“ in anarchies
Host of changes to how stations calculate both their rotation axis and rotation around that axis
StationInnerDock StationVoice emitters group
Localised the control binding groups
Moved headlook toggle into the headlook group so it can be bound to the same key as galaxy map controls
Make planets in local system more visible
Fixed screenshots at non-multiple-of-4 resolutions
Audio: Ignore playback requests for non begin end events while the emitter is in virtual state
Added quality settings to galaxy map background Added quality settings to galaxy map background
Updated the Class4_A retro thrust effect & lighting
Set collision filter on bobble head body to not collide with anything
Stencil fix for distant ring
Art pass on Waterworld Terraformed (earth-like)
Art pass on Waterworld
Fixed ring specular
Art pass Habitable ice world
Art pass terraformed habitable ice world
Art pass habitable outdoor world
If there is a target marker behind the currently selected target it displays when you face the target causing your selected target to be un-readable fixed
Fixed mouse cursor momentarily appearing after exiting hyperspace
Fix occasionally showing up miles away from the star after diving into it
Fix for double quantities being shown for supply
The „Loaned“ weapon no longer appears in your buy-back
Show wanted status in the system map body popup
Kick player out to station services menu if an outfitting screen transaction fails