Elite: Dangerous Beta 2 is now being uploaded and should be available within the next 45 minutes. Here is the change log for this update:
Changes on how to treat invalid portions of the texture in the vertical perspective projection. It reduces the problems in the borders of the sphere. More notably avoiding inverted normals
Audio: Added navbeacon targetted events
Noise generators: A fix for unreleased effects and improved the effect creation process for the noise generator
Fixed ship voice line „Hull Integrity Compromised“ being posted after loading a previously damaged ship
Audio: Making sure that cockpit reverb soundbanks are loaded before trying to set the effect in the bus
Metallic asteroids enabled
Sured up the docking services menu
Restored the firegroup warning flag reset so that you can received the message more than once per session
Added lights to the station pulse lasers
Fix for Small fixed beam laser's beam containing uniform dots, caused by not enough blending
Mission details panel can now have multiline detail row labels (as well as detail row details)
Reordered the galaxy map controls priorities, so that they are now below the UI controls, in order to avoid conflicts
Small improvements to jobsystem scheduling overhead
Changed most of the text boxes in the mission detail to be left aligned
Fix for start system name not showing up when returning to base after a collect or massacre mission
Fix planet billboards from changing size suddenly when entering and exiting supercruise
Fix to stop mission contracts falling off the bottom of the mission selection screen
Updated Type 6 art
Colour adjustment of fuel bars to match other UI elements
Enabled SMAA as an anti aliasing option
Tweak of the system connections to differentiate the independent jumps from those that depend on your current cargo mass
Ensure the condition for checking a new authority is OK to take it match between the issuer and the checker
Support for Oculus SDK 0.4.0 added
Fixed the MLAA node so is renders correctly
Missing black markets fixed
The PaintJobModule should not appear on the right hand cockpit panel module list
Improved the calculations for the atmospheres and the geological activity of planets
Geological activity is now broken down into several aspects(plate tectonics, volcanism, mountain forming and magnetic field), these values are Earth relative
Atmospheres now have a composition included and will calculate the surface temperature of planets based on the greenhouse effect of a particular atmosphere
Planet classes updated to account for these changes and also they now use the fixed point maths instead of floats to do their classifications
Sidewinder * Fixed the external shell of the cockpit for it to cast the correct shadow
Prevent super cruise ships from trying to create physics objects at extreme locations
Added ship subsystem select audio event
Hide mouse gui if using Relative Mouse Control
Enabled galaxy map background capture
Removed the drop down arrow from the entries in the comms panel that have no options
Save on undocking, to ensure binary save matches webserver state when game crashes while player is in space
Reduce rate of replication for distant objects
Modules' on/off state is not retained if we're replacing the player's ship
Fixed galaxy map sound when runtime capturing the background on several cases
SMAA search loop optimisations
Fix a bug in shields * using the on hit delay for several things that should have been using the OnBreak delay
Fixed low resolution issue on pulse laser FX by using less stretch on the texture and a smoother blend time
Improved thread use for packet receives on server
Cockpit UI mesh tweaks to stop bits cutting cropped
Background darkening based on star proximity
'Relative' control is set per-axis
'Relative' decay rate is adjustable
Mouse headlook has a separate sensitivity from mouse flight
Mouse headlook can be inverted
Mouse gui is optional
Cobra art updates
Fix some loadouts trying to give scanners ammo
Moved some constant arithmetic from the pixel shader to the CPU
Tweaked
GUI placement is some cockpits
Added Independent Police paintjob for the Viper
Converted the type 9 to use the paintjob system added in 4 paintjob varient schemes and colour layouts
Pick up localisation symbols for localised display of numbers
Added more black holes to galaxy data
Merge together fines from the same jurisdiction in the missions panel
Optimisations to user connect/disconnect
Chaff launcher ammo is listed as „Out of Range“. Chaff launcher is now always in range
Cleaned up fuel gauges a bit
Fix descrepancy in distance in the info panel when arriving at new location
Police paint jobs added
Shift authority dummy shapes in to the centre of the parent ship
Missile racks stop tracking if they are out of ammo
Add paint jobs for Cobra
Prevent fuel usage value flicking between numbers
Force bmp format for high resolution screenshots
When transferring authority to self, ignore session mismatch, and remove object from session we aren't in
When exiting game, issue a PrepareForExit phase to avoid objects staying alive when they shouldn't
Ensure that AI dumping due to piracy doesn't occur when in no-fire-zone (this was already the case for dumping due to jumping away)
Upgrade the LetterCreator 'layer' for some letters do they don't get delayed due to replication which has had its urgency increased
It's only an error to be passed a station with no ILaunchBay or ILaunchBayRegister, not to have no free bays in that station
Fixes to ship ships leaving stale docking allocations all over the place when auth transfers happen * Usually AI but that's only because players don't transfer
On auth loss, stop refreshing our docking request
If a pad has an allocated entity, but that entity disagrees, count up the allocation clear timer, at 20 second the allocation will be dropped
Fix self-preservation delegation during threaten behaviour
Fix multiple-request and saved game bugs on outfitting screen by blocking UI until module installation is complete
Crashing or softlocking while buying a new ship could cause the ShipState to not match what the server says we should have. If so, ignore the ShipState and give the player the correct ship with a _Starter loadout
Make a slot for the LifeSupport module
Fix for landing pads not rendering until you are in the station, they now start rendering if you are inside or within the entrance limits
AI ships can now run out of oxygen
Implemented Orbis station icon
Longer station names will now fit on the small cockpit docking panel
Making some pirates wanted * removed federal reference from generic scenario
The preliminary black hole background distortion effects have been enabled and optimised to only require the calculations when there is at least one BH present
[German] Issue with the profit display when selling commodities on the market fixed
Delay the update of the transform of the planet to the RenderSetup to synchronize the movement with stars in the in system map
When a new crime is committed, with a new delay value, set the delay to be the same proportion through the new delay as we were through the old delay
Fix calculation of the new pending investigation/backup strength when a crime is committed. Also added more debug output to shed light on the process
AI deploys hardpoints when scanning
AI update. make it harder to flee. improve ai goto target tactic
Don't create the same materials multiple times if resources are taking a while to load, we only want to create them one time
Fix the bindings options screen not reverting the preset selection if the cancel button is pressed
New Viper flag paintjobs added
Soften to top massive stars
Scaled down the massive stars
The dust now fades out
Quite close dust is a bit darker for emphasis Added more dust shapes Added colour variation by a noise texture
Don't include users in their own search results
Fix for the radar pulse cycle getting out of sync as time goes on
Fix for linear depth no longer being written by forward rendered objects
Fix choosing of docking holding point, if ship was between the start and end of the shared docking path the point could be behind the station, causing the ship to crash into it while moving towards it
Trade market update for illegal and stolen goods icons
Add MTU discovery handshake after connecting to Server
Modify planet sorting to support multiple bodies within rings
Add calculations for the oblateness of planets
Refactor the friends list to make it clear that this is new/old friend
Added audio events to radar
Declining emergency fuel shouldn't short life support, since players have a self-destruct available
Buying your old loadout upon death now preselects all the additional systems and hard points as well
Weapon Control had some function that should have been on Ammo, which caused ammo-using non-weapons to never fill themselves properly
Docking AI improvements, mostly to do with launching
Support for spot light shadows added
Audio * cache conditions so we can reuse them upon creation of identical conditions
Updated fuel gauge to show anticipated fuel use for a hyperspace destination before jumping
Optimise text messhes where same mesh is being used on an object
Fixed the jagged edges of the planets in some situations created by inverted normals when sampling the borders of the texture
Emergency fuel dialog didn't have it's dialog string set fixed
When auto-docking, set the ship rotation to be that of the pad once we're into the station and no longer preserving the outer path rotation, so that we don't come in at a random angle and make the player concerned
Fix for GalaxyMapCamera when Oculus Rift is enabled
A modification to not show anticipated fuel cost for a jump after the fuel was consumed (for the same jump)
Music: fade out SuperCruise.trk over a period of 25 seconds when we are being interdicted
Audio: Added cockpit events for flight assist on and off
AI update: Add some poorer skileld AI pilots
Improvements to authority investigation response
Some effect and lens flare tweaks
Batch shadow map clears into a single operation
Tweaking AI ship obstacle avoidance
Added a higher quality filter for spot light shadows
Fix compute-based DXT compression
Reduced the glow on the large lateral thruster
Audio: Added cockpit events for landing gears and cargo scoop deployed / retracted
Before entering outfitting, or allowing players to make repairs from the stations services menu, we should wait until the ship is fully in the hangar
HLSL Constant Buffers are now packed to OGL Uniform Block Packing Rules & De-compilation fixes
Fixed searching for users with 1 or 2 characters in their Display Name
Talk Channels now handle text messages, and optionally voice.
Talk Channels are automatically opened to online friends and wing members. An additional channel can be opened to another local session player which automatically mutes talk to your wing.
Allocate shadows to spot lights based on their priority
Fade shadows in and out to avoid popping
As an optimisation, and to prepare future optimisations, cache the information required for culling/LODing earlier
Enable shadows on headlights
Fix for Styx 3 listed twice
Updated spot shadow priority algorithm to take into account the direction to the light and the camera facing vector
Hovered/selected systems will show how many stars are in the system
Limit how strong the darkening around the stars is by the background brightness multiplier
The EjectRandomCargo malfunction should be possible even when the cargo hatch module is off. To interrupt the malfunction the player must turn the module off (if it was on originally) OR turn the module on (if it was off originally)
Optimisations for CockpitGunsightComponent
New PFX for the slugshot weapon and ammo, muzzle flash and impact effects
Added text strings for atmosphere types
Rich station interior polish
Make sure the reference camera, which is used to provide the rendering service with a projection matrix, uses FOV and aspect ratio taken from the stereo cameras when Oculus Rift is enabled
When a view is deleted, do not immediately release its view bit from the set of view bits in use
Load balance players onto fewer edServer instances during quieter times so they're more likely to meet other players
Fixed a bug where people could not join a privategroup on an edServer that wasn't in their region or in the default region
Audio: Smoothing movement and orientation ship RTPCs for others
Music: only play the arrival from hyperspace bookend if this is our first visit to the system
Gatling gun impact effects now have lights
Adding some bounties to pirates
Update to Cobra and Eagle L3 LOD. Changed them from baked textures to use the shared materials like the other LOD's, so they will now work with the paintjobs
Radar not being displayed on hyperspace when rendering to Oculus Rift fixed
Set transition type for AI's hyperspacing
CPU optimisations for CockpitUIComponent
Update Type 9 LODs
Silently discard requests to join a private group from users ignored by the owner of that group
AI update. fed fighter tweaks. better deceleration to get to 50% speed to help turning
Turning off FSD or drives in Supercruise will cause you to drop out of Supercruise
Added arrow to Coriolis schematic to indicate docking port location
In case of abrupt disconnections (i.e. ED-Server down), remote server state is now maintained for at least 1 minute in order to allow EDServerWatcher to identify failure and migrate accordingly
Music: don't play the arrival from supercruise at destination bookend unless we've actually arrived from supercruise
Track total distance hyperspaced by commanders and the greatest distance from Sol
Do the dim-capping calculation per vertex, not up to three times per pixel
Music: add exploration music pool
Re-enabling the diffuse texture on the interior mesh to ensure it creates the correct UVs
Audio: Fixed some issues with movement and orientation rtpc for other ships
Sidewinder * Fixed mirrored text on a decal
Fix incorrect net worth being logged on mission end
„FireInStation“ is a new bounty-crime, and will aggro the station even if the bounty is 0 (anarchy station have protection without law!)
Hauler art updated and paint job support added
Delete and recreate the player character game object every time we go into gameplay from the main menu, to avoid stale state bugs
Updates to the canon poly trail and tracer, also added lights to the impact effects
Player migration/load balancing improvements
Docking offences are now 3 stage: verbal warning, fine, bounty.
If you would be given a bounty of 0 (e.g. anarchy systems) in most cases the station will shoot you anyway.
Allow replication server to state its availability in a more timely fashion
Made the generator deal with rotation speed rather than rotation period
Allow GalaxyOctree to spread generation across multiple frames rather than forcing all work to complete in a single frame, to remove the big stall encountered on loading into a location
Audio: add a condition capable of looking at the player ship's acceleration
Expose the min/max limits for the FOV slider in GraphicOptionsScreenActivity in its
spec
CrimeComponent now consults the LocationCrimeComponent for laws and jurisdiction
Fix problem with outfitting cameras
If you disband a Private Group, the 'Create a Group' button disappears fixed
Pressing escape returns from Friends and Private Groups to main menu
The friends/Ignore/Blocked lists can now be interacted with a controller
The friends list now gives feedback that it is searching
When distributing galaxy billboards, use a cheap LCG instead of the very expensive Mersenne Twister to provide random numbers
Fixed misaligned
GUI Right mini panel bone in Type 6
Reducing the harshness of the spotlights in the hangars and a quick pass of the ambient lighting
Galaxy map/generation optimisations
Stop directional lights leaking in when sampling an environment map
Price at confirm process now formated
Message to let players know they do not have enough credits when attempting to purchase someonthing they do not have enough credits for
Improved outfitting controls
Unreadable text Red text on red background menu option fixed
Replaced the distribution of asteroid types in rings to a classification system for rings. Currently rings can be classified as metallic, rocky or icy
Some fixes to the generation of a planets spin,should no longer get planets spinning so fast that they would spin themselves apart
Trade commodities list order not standard fixed
Distance meter cut off when exceeding 1,000,000.00ls fixed
Changed tolerance value for overlapping nav markers
Cockpit UI overhaul
Render Schematics only in relevant views
Removed that the noise on the local dust suppressed the Fresnel effect
Replace expensive Mersenne twisters with Park-Miller sequence when determining the position jiggle of local dust clouds
Increase connection time-out for specific replication instructions
Added more detailed audio triggers to the animations on the side panels
Rebalanced the colour of the missile explosions
Fix when the starport services menu appears that you are in the fuel and muntions menu and that the top panel is not displaying correctly
Prevent remnants of previous menu remain after entering new menu
Galaxy map economy colours and labels bore no resemblance to the filters they manipulated fixed
Point Defence wasn't excluding itself from firegroups properly
Improvements to shield effects
Transmit migrate messages in parallel rather than in sequence
Reduced trading commodity restock rate to be 10% of its previous speed, it should now completely refill a market between 40 hours and 10 days
Weapons consumption of ammo is now independent of it's class. Railguns now use ammo!
Added audio events for radar contacts increased, hostile contacts increase, fuzzy contacts decrease and contacts with hardpoints deployed increase
Fixed missing schematics for type6 and viper ships
Ensure damage models are given a location before spawning
When AIs hyperspace away they now choose a system to hyperspace to. It must be within range, and have a space station somewhere in it
Stop untargeted drops from cruise could land a player within a stations 20km push-out zone
Reduced the bloom from the strip lights in the hangars
Updated lods for Hauler
If a player exits without a clean shutdown, report via telemetry
Get starting ship & location from webserver
Ensure AI group members turn hostile (show red on the radar) when being asked to attack by their group leader
Reduced the blue emissive element of the class4_A idle engines
If a machine has 4 or more cores set the main thread and render thread to highest priority
Tick all modules revisited
Can now text chat with anyone in the comms panel
Fixed use of local talk channel before it is initialised
Gunsight simplification and art-pass
Added an astro definition for terrestrial-low-temperature-volcanic planets
Audio: Added power distributor malfunction event
Removed text justification from mission text on cockpit panel
Added Friends Management Option to Pause Menu
Fixed module panel highlight being brighter than all the others
15s timer when trying to quit while „in Danger“
Friend's requests clickable area is now only on accept / decline buttons
Added option to mute a voice channel and moved the voice channel open/closed notification
When the hardware cursor is turned off the mouse cursor now reaches the edges of the screen
Clients can now identify rescue sessions from general 'game' sessions
Locations arent always easy to read fixed
Increased number of visible locations on cockpit locations panel from 10 to 20
Fixed incorrect values for Type 6 fuel
Ship is „Endangered“ if there is a nearby hostile contact or the life support is dead (and you're undocked)
Fix station navmarker drift
Updated star description text
Burst lasers should not consume ammo
Binding fields now display multi button options
Added gas giant meta module. A large module that integrates most of the features of a gas giant
Eagle
GUI no longer too big and overlapping
Improved lighting for rich station interiors
Made the chat window combo pop-up background completely opaque * as text underneath was showing through making menu options hard to read
No heat is actualyl dissipated when you're buttoned up, so you can't Run cold and silent indefinitely unless *everything* is off. The previous minimum dissipation value now simply acts as en emission clamp so that silent targets can still be detected slightly
Fixed Missing information in the Status panel
Speedometer's line reference is no longer cut off
Optimise send scheduling
Pressing X to „Apply“ in Options menus now works again
Fix for glass windscreen particles not inheriting velocity of the ship
Commodity market shouldn't show demand/supply level of zero
Change the black/white gradient on confirm your choice on the ship destroyed menu
A bunch of optimisations for culling kinematics and greebles by using more trivial rejection
Rework background receive thread to be one per run
Added audio support for thrusters in self and other ships
Fix up the MotionIndicatorGUI so that it can be used in both Supercruise and normal flight with different settings, only enabled in normal flight if flight assist is off
Don't let Scaleform use the dynamic glyph cache when running on a multi-GPU machine: Prevents missing and/or flickering text characters
Gatling gun muzzle flash now timed correctly and is more of a gatling gun muzzle flash instead of a missile muzzle flash
Audio: Smoothing thrusters rtpc parameter
Module list unresponsive while a new module is being fitted fixed
Additional glow/cross/ring effect for bright stars
Tweaks to distant star billboard settings
Let the game recognise an XB1 controller plugged to the PC as a regular gamepad
Fixed a late initialization of the star that cause it's textures to be created after the whole game loaded
Tweak to EnterLocation's check for swapping servers on Hyperspace jump * only check for this if in 'all' play
Audio: sending drive thruster contribution as an rtpc for other ships
Fixed friends management screen bug with handling enter key on particular buttons
Added confirm popups on unfriend, block and kick player actions
Allow upload data rate to be capped in a final build
Slight re-order so we don't leave stale motion lines when disabled
Give the cockpit
GUI the ability to do different things with cargo units that are not owned by the player but are carried with permission. Crime scanners should not report cargo as stolen if it is not owned by the player but is carried with permission
Beam lasers now have lights attached to their impacts Beam laser impact lens flare improved Also fix for beam laser muzzle flash lights now remain on whilst firing by changing the control variable from IsFiring to IsFiringContinuous
Fix to prevent spinner-locking on friends management screen while sending new friend requests
Orbis name fix
Corrected the star hotspots output
Reduced the maximum size of the gas giant storms
Fixed some areas where UI was getting clipped outside its UV space
Type 9 art updates
Fix choosing/discarding old layout weapons make no difference on price
Rather than a fixed shield health multiplier, Shields now use an optimised mass-based calculation so they they can scale with ship size in nice ways
In case of planet textures creation or the normal map generation gets cancelled release the temporary textures
Kinematic lods added
Optimisation for advancing empty phase containers
Soft thrust limits are implemented, defaulting to 40% for reverse and 60% for transverse. These limit the top speed you can reach in non-forward directions, but will not cause problems when you rotate. If you rotate into a case where you're breaching these limits you'll bleed off speed slowly.
FAOff speed bleedof is now the same as FAOn.
FAOff now uses the same Time-To-Target acceleration curves to smooth out acceleration while boosting or near the top end.
Rail forces act correctly when the player was recently applying transverse thrust and is now doing nothing, effect being that transverse acceleration and deceleration are once again equal.
Reduce ships being able to get above their maximum speed while pitching boosting and thrusting simultaneously. This might still occur and need a revisit due to timestep issues.
Changes to gas giant colour and physical parameter generation
Fixes on the band frequency for gas giants
Anaconda art updates
Fixed missing target sight groups
Cockpit cargo list now shows correct icons
Added dark backdrop to aid readability on side panels
Stop NPC's regularly flying into the Impeccable and exploding/becoming stuck
Apply cost modifier to illegal commodities when selling as well as buying
Ensure we still process microphone data through the gate even if the user requests that it be muted to avoid invalidating gate release while open
Added support for different normal gbuffer formats (32 and 64 bit azimuthal, 32 bit best fit normals)
Fixed the hangar spot lights flickering
Pulled the ZNear plane for the SchematicsNodeView camera a little closer to prevent clipping when the camera gets too close while boosting
Class1_A idle exhaust texture now more subtle
Updates to panel background chrome to bring it more in line with cockpit style
Reordering hardpoints to standardise order across ships in outfitting
Point defence hardpoints now cannot commit crimes
Added new icons to navigation panel to represent locked and current locations
If Oculus Rift isn't present or the SDK could not be initialised, don't show the Oculus Rift options in the 3D dropdown list part of the graphic options menu
Fix for fuel gauges in large ships (anaconda / type9) when not showing proper main tank fuel value
Audio: Enabled focus rtpc for thruster emitters
Added a lens flare to the medium lateral thrusters
Consider recently-encountered players when selecting islands for MatchMakingParameters
Fix for null machine being removed from session
Adding a large spot light in the far right corner to help with ship lighting
Player can now exit using controller if no missions are present on bulletin board
Updated lighting model
Being near a star heats you up
Ensure we check for object before assessing its relevancy for replication
Audio: Change how we handle explosions slightly
Updated shadow depth slope bias to reduce artefacts across the surface of asteroids
Recharging text shows up over target display fixed
Update available jump destinations when the ship mass changes (e.g. jettisoning cargo).
Changed comms key to C as it wasn't being used for anything in this scheme (Keyboard only)
Reduced visibility of scanlines in internal and external panels
The camera should not shake when the ship is docked
Expose parameters for the
GUI brightness scale and amber glow scale
Audio: Setting the proper reverb options to station inner dock and landing pads emitter definitions
Reduced gap between commodity min and max prices by 50% when the capacity < 500
Fix some unexpected disconnections from server, which were due to the ACK not being sent because of other higher priority messages
Request a new server list on the very first entry into game, as we may want to switch to a different server based on the starting starsystem
Updated gui brightness slider setting to turn light emitted off at dimmest setting
Ship Outfitting now has more cinematic camera angles.
Standardised the order in which modules appear across all ships (largest to smallest).
Stopped the 'seasick' camera motion and replaced it with something more subtle.
Adjusted a light on large landing pad.
Tweak to camera shake code to stop long large movement at the beginning of the animation.
Keybinding to open/close the Galaxy Map
Updated the appearance of the 'charging' bar for supercruise in the external panel and the front view
Procedural node doesn't need a blend surface. Saves 8mb of GPU at 1080p,more in multi monitor mode.
Update Oculus SDK to version 0.4.1
More subtle fog in stations now that new tonemap is activated
Updates to landing pad spot lights
Can now exit the Report Player UI with the control pad
Fixed issue with info panel log entries not having there alpha reset after fading out
Optimisations for deferred shading
Audio: Making sure that AudioThrusterReporter activity waits for the thruster to be registered as an audio emitter before attempting to use it
Fix thrusters firing based on Speed in FA off, they now only key to aceleration in this case
Don't do anything in the advance for ModuleCameraPositioner if the target ship is dying * because all of our interfaces on it will be invalid
Reduced the brightness of the sensor alpha and fixed the colour of the sensor diff * this changes the appearance of the cockpit radar/scanner
Fixed sliding vent on Sidewinder
Changed the neutral schematic colour and the 'self' colour to a true orange
Changed the colour of the power bars and hull gauge to match the neutral schematic colour
Audio: set correct emitters and ranges for other ships engines and boosts
Changed the neutral stalk colour to be more orange than yellow
Moved the „Galaxy Map“ button out of the list and added a „System Map“ button.
Added jump range numerical value to the navigation info in the galaxy map.
Refactored the jump range calculation to make the use of cargo and fuel mass obvious
Ship wear now make ships take more damage
Only use the optimised integer flags path in DX11 since some shader profiles do not have full integer support
Can now use controller to exit after backing out from the graphics options
Audio: fix weapon spin up audio
Check the ShouldRenderVisualEffects flag is set before rendering geometry shadows
Pushed the Z Near plane value for SchematicsNodeView cameras a bit further out
Ensure we always return a valid location on resurrect
ECM now scales to accurate size depending on how long module was charging for
Stop the local star billboard from self-dimming
Current firegroup configuration now display for a brief time when you change firegroup.
3 different bar types for ammo (ammo, energ and charge)
An ammo string has replaced the ammo counts that were sent to the UI to allow for some customisation (e.g. ECM displays a distance value)
You can change firegroup when weapons are stowed
Audio: added stellar ambiences system for normal flight
Hauler art tweaks/fixes
Jump range added to ship status panel
Bloom now has two levels of quality: High (the default one) and Low (a somewhat subtle effect, with less passes). Added a new scalable render feature for Bloom, and wired the quality levels with methods implemented
Audio: MultiCannon overheating bug fix: gun fire does not continuously play
Systems can now have secondary economy
Initialise the ammo count for heatsink launchers to avoid weird results
Arriving from hyperspace now triggers the frameshift cooldown as originally intended
Cockpit side panels now have the full set of detail sound triggers for the flickery effect
Fixed FuelManager not updating fuel weight when docked
Cockpit module list is now sorted by maximum power drain, rather than current power drain
Fixed the central gunsights not being hidden by default, resulting in 2 transparent quads being rendered to the centre of the screen
fuel usage is now shown as tonnes per hour. (tonne is the normal fuel unit and design is that a chunk of fuel is about an hours gameplay)
Location list now shows all jumps within the max jump range and indicates that jumps are out of range because of mass (and not fuel as before.)
Fix VFX light sources being one frame behind the particle effect, which was very noticable on the cockpit fire
Added diagnostics/log messages when NewObjectLetter fails (eg due to mismatched versions of game)
Velocity inheritance on missile trails now behaving properly
Fix for out of order drawing of low lod asteroids
Updates to the generation of volcanism and atmospheres to the planets
This has changed how bodies are classified, now there are 3 sets of classification: body type, atmosphere type and volcanism type
Disable the Distress beacon and Self Destruct while docked
Carried cargo can now be identified as stolen,couriered or marked
Audio: post events when we enter a location specifying the type of the new location and the type of the old location
Copy player session data rather than moving it for island migration in case players opt-out from server switching
Fix for selection of systems in the galaxy map not working when the side-by-side stereo mode is enabled
Allow stations to spawn their own ships
Fix for HUD panels disappearing when entering hyperspace
'Fog' added to rings
Updated ship masses to reflect actual hull masses rather than the temp ones with module weights baked in
When forking authority use the 'object appears in new session' mechanism to broadcast forkage
Ring lighting improvements
Fix for AI ambient traffic ships having potential to be created with more cargo than they can carry
Adding new medium thruster effect and updating small and large effects to make sure they don't clip through geometry
Add a new graphics quality setting controlling the resolution of filtered cubemaps
Added ranking to the targetinfo panel and the target reticle.
Tweaked ring material parameters to help hide lod transitions
Tweaked distant billboard lighting to allow a bit more variation
Fixed issue with yaw into roll description
The weapon range indicators and the target distance both use the same code so they agree
Audio: make sure that we explicitly virtualise emitters when we're not updating any in the group
Improved separation between headers and stat item renderers
Made secondary fire group indicator more readible
Fixed cut-off distance on target info
Remember focused element when switching away from missions list
Improved readability of text on dialogue box
Support ships without shield generators, rather than leaving the shield in a half initialised state
Roll the boosted maximum speed into the flight model so that it can be affected by both engine pips and ship mass
Silent running turned off (briefly?) when view the galaxy map
Updated impact markers on gunsights to match new style
Increased horizontal size of navigation markers to solve a number of loc issues
Gave warning message 2 extra lines to handle our longer messages
Allow a proportion of ships spawned by MaintainRandomShipPopulation to start docked in the station
Desaturate the star light when distant from the star
Tweaked values to reduce range between worst case and best case modifiers to flight model behaviour
Fix Missiles 'missing' the things they hit
Fix disbanding and reforming a group will show the old group members
Audio: Changed behaviour of ship rotation rtpcs when flight assist is OFF
Updated fuel reservoir sizes to reflect the rebalance from the new module slot layout stuff
Adjusted colour of the impact lights
Anaconda art updates
Audio: Set up code ready for station wealth levels to be implemented
When asking the server for an available launch pad, list all possible launch pads, making sure they're ordered by pad size, but randomly within groups of the same pad size
Fixed render layers/ordering for star trail rendering so that they correctly darken with the rest of the star during hyperspace effects
Resupply All now available from Station services 'home' screen
Station menu mesh now has a stronger bend, and slightly further away from the camera. Also matched up the cursor hit area better
Audio: added stationary speed rtpc on AudioShipReporter activity. Smoothed target speed rtpc
Fixed a problem with a texture being released before the surface when the texture generation process has started and it is cancelled for some reason (when jumping from a star to another)
Button inputs were getting through to the cockpit services panel while the station menu was up * noew fixed
Audio: setting attenuation scaling factor to 1 ls for stellar ambience audio objects during normal flight
Loading screen ship colour changed from yellow to an orange / red hue
AI no longer boost if they're running hot
Audio: fixed ScanSuccess flags in AudioHardpointScanner
ETA on nav markers added
Fix pressing A while on the Galaxy map while docked will access the Starport menu
Added height mapped fog to distant planetary rings
Once a ship has started scanning a target, if the target then moves, start moving towards them at top speed, and head for them rather than the scanning position
When interdicting (or pirate ambushing) fly at top speed towards the target right from the start
Improved the look of the ECM effect
Expose the engine mass modifiers for audio
Planet textures quality settings are now applied immediately
Station LOD tweaks
Galaxy map UI now flat-on to camera
Only perform near fading of distant ring effects when there are near asteroid cells to render
Add „Waiting in queue“ message while under docking computer control and waiting in the holding pattern
Stop ship rotating while waiting in holding pattern so it looks less broken
Tweaked sensor parameters and heat dissipation stats
Fix calculation of available space for fragmenting letters
Tweaked heat generation values for power plants such that lower class produces more heat than higher class
Fix FireGroups not saving properly
Updated dissipation values
Obstacle avoidance does not function for docking-computer-controller player ships fixed
New function for shadows on planetary rings. This gives a solid shadow core and a soft penumbra
Improved AI Viper powerplants so they don't shut down when deploying weapons
Audio: move listener update to a later point in the frame so we don't end up with last frame's stale, possibly yet to be for-shifted, camera transform
Give the stereo extra display (used for showing the undistorted image of the left eye on a separate window) a default size which is more suited to DK2
Explosion effects updates
Fixes on orphaned texture surfaces when the texture creation process is cancelled
Audio: Increased gain loss compensation for rotational rtpcs when flight assist off. Changed speed relative rtpc when flight assist is off. Changed stationary speed rtpc to have a more long decay
Improve AI aiming with projectile weapons
Time warp fixes for Oculus
Fix a bug in LetterSchedulingRecord * was not taking Level into account if Urgency was 1.0
Audio: don't do the work to update the orientation of emitters unless we actually need to
More updates to ice impact effects and lighting
Audio: RTCP and audio states created for different engine classes and ship mass modifier
When sending a naked SEQ, remember it incase we need to resend * fixes some random disconnections
Updated Oculus SDK to version 0.4.2. This SDK isn't compatible with runtimes 0.4.0 and 0.4.1, so installation of runtime 0.4.2 is mandatory
Crime sysytem server moderated
Fix for menu focus being lost when returning to the main menu
Audio: smoothing transitions on stationary speed rtpc when switching flight assist on / off
Viper * Tweaked some flight stats; lowered boost speed and manoeuvrability slightly
Allow NPCs to start with stolen cargo
Cargo crimes working again
Flush DX11 immediate context in swap() and also after any operation that copies data to a readable staging surface, to ensure timely submission and maximum possible GPU time for GPU operations to complete before the application attempts to retrieve results
Tweaked how dust motes are pushed away by the camera. The push volume is scaled by the mote size so you don't get large motes with odd motion near to the camera. The volume is also skewed by the camera forward vector so motes in front of you move sooner
Fixed tangent space generated by the mote shader so they light correctly
AI * when flying away to hyperspace, go at maximum speed, full engine pips
If an AI can't find a system to jump to, just keep running away forever, which is better than sitting still doing nothing
Fix AI ships not responding to AI attacks
Allow for voice comms with friends outside of a session
Prevent the player from accepting the same mission again and again
Backround displays player as docked regardless if they are when entering starport services fixed
Fix the commodity market simulation's detection of whether a market is a net producer or a net consumer
Added reactive and mirrored armour for the hauler
Changes to galaxy map star colour mix, size enhancement, and making sure the daughters stars follow the same colouration
Show loan terms in the resurrection dialog * implementation Ensure Death sequence functionality is communicated to the Player
Compute jump distance and exclude current system from location & multi system variable generators
AI shouldn't hyperspace if at 0% hull
Unable to navigate the friends menu with certain joystick hat sticks fixed
Improvements to the ring band generation to give more variation to the ring textures
Eagle art fixes
When overriding the Post-
GUI FOV (currently only done in the system map), make sure the overriding FOV is adjusted taking into account the aspect ratio
Update the way we do interdictions and player events to use the state of the system and player to make a weighted choice of scenario
Tweak far labels in galaxy map
AI update. trying to get ai be better at turn wars
Various heat based changes. Should be able to target ships farther out than before
Weapon and module icons for class,size and mounting type
Add a mission's advertised reward to bulletin board
Fix for players dropping out of sessions (which fixes treatment of wake maintenance)
Added the weapon mount icons to the weapon status HUD
Avoid dereferencing m_islandHook when it may be null
Added support for grouping scalable render features, so that a quality setting can be specified for the whole group and that translates automatically into per-feature quality settings. Grouped background quality and planet quality into the new 'Environment quality' setting, and also grouped light cones, lens flares and debris limit into 'FX quality'
Add a shader which uses a Fresnel calc for it's diffuse. Allows for arbitrary shapes in the GalaxyMap and not just a sphere for jump radius
Mission icons added
AI update. making high skilled ai better
Allow docking computer to go faster when inside station
When in a local session create a dummy IslandHook so that Alloc clients don't need to worry about the distinction between local and net allocs
Rebalanced the damage decals and gave them a slower cool down
Changes to letter fragmentation for increased resilience against lost packets and packet reordering
Immediately update cash when you perform a mission action when looking in the bulletin board
Blue artifacts left behind from Pulse laser.This should now be fixed, reduced brightness of lights
When calculating the Z coordinate for the schematics billboards, prefer the average value of the bounding box vertex coordinates in clip space rather than taking the minimum
Fix police going to the wrong location when scanning target
Lens Flare rebalance
Lighting improvements
Particle Effect improvements
AI now obey 5 second countdown timer before jumping
Headlights now useful and look good
Unable to select livery using an xbox controller fixed
Make sure presets affect the material quality setting
Lend flare revamp
AI update. make low skilled ai easier
When showing the list of items that the player can buy for a given slot in outfitting: 1) Sort the item list by price. 2) Show all items that fit regardless of the price. 3) Grey out items that are too expensive
Don't discard old incomplete fragmented letters if they are supposed to be reliable
Gave the cockpit compass some love, so try and draw peoples attention to it, as it's really rather handy. It'll now hide when there's no appropriate nav item selected, and will show and pulse when . . . You're out of alignment for a jump, When you change your location
Make sure that a badly timed supercruise exit can't randomise MainGameFlow
Minor tweaks to the firegroups panel
Save the galaxy map opening animation for the tutorial
If sending a very large replication letter (65k bits or more) use reliable fragments so if we lose any, we only have to retransmit any missed fragments not the whole lot
Reduced the displayed connections to the hovered system only in the galaxy map
Just „Quit To Main Menu“ instead of „Save And Quit…“
Warzone scenarios tell LocationInformation that we're in a warzone, so CrimeComponent will stop handing out punishment for attacking people
Projectile weapon fire optimisations
Only update a session's name if creating a new one, not if matching an existing one
Added the setting 'Oculus Image Quality', a slider that controls the parameter 'Pixels per Display Pixel' passed to the SDK when calculating the recommended texture size. This gives users more control to find the right balance between quality and performance for their particular setup. Since low values of the setting can have a very dramatic effect (e.g. text can become unreadable), the user is asked to confirm the selection even when only this setting has been changed (using the already existing confirmation dialog). The slider is only enabled if stereo mode is set to Oculus Rift, and it will not be shown in the graphic options screen if an Oculus Rift wasn't detected
Added increasing player-faction relationship and faction boom on trade mission complete and reducing player-faction relationship on mission failure
Highlight the compass when the navigation waypoint changes to the pad
L is now default landing gear button for pad schemes
Docking AI, add action to perform if docking permission is refused, to get AI to hyperspace away in these situations
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Stop damage decals showing up on cockpit surfaces
VFX optimisations to missiles * there was no need to have individual detonation, impact and self destruct explosions
Night sky graphics tweaks
Changed navigation panel icons to always be legible
Fixed fire groups numbering issue
Update shield effects
Lowered mass of weapons
Tweaked engine power used for boosting
Added resending of mission accept requests until we receive a response from the webserver
Asteroid rendering optimisations
Prevent belated state transitions from two activities that could trigger one frame into the next state * fixes some very timing-specific game exit bugs
Allowed client to recover from the available mission list never being delivered
Fix firegroups not being big enough for the Anaconda
Disabled depth testing for the landing pad schematic material as its billboard is now partially occluded by the cockpit after the Oculus depth
Fixed incorrect dependencies for gimbal and turret weapons
Removed vignette from cockpit services panel
Changed the appearance of the firegroups panel to make it easier to read
Max upload rate now capped to 250k bytes / sec by default, to help prevent isp traffic shaping
Updates to the schematic sobel shader to make them closer to the concept art
Gamma correction option added
Rebalance of hyperspace effects
Removed default option to deploy weapons on trigger press. Now Key_U or a specific joystick button will deploy by default
Updated market categories for beryllium and gallium to be metal
Hydrogen Fuel now listed as HYDROGEN FUEL, not HYDROGEN FUELS
Planet shader now uses gamma corrected surface which reduces over brightening. Also updated earthlike and metal rich worlds
B type stars slightly less cyan
Colours of Sudarsky classed giants biased more to their respective ranges
Adding mission selection about mission giver minor faction types and states
Replaced the stand-in ships in the showroom with low-poly baked-texture versions
Reduced the effect of motion lines in super cruise
Automatically add suitable paintjobs and wear to ships created through the auto-ship-creation-system
Made cargo hatch a size 1 class 1 module and changed the cargo hatch slot to be of the same size to make the module list cleaner
When there's an authority conflict happening, do not disable flag on any subsidiary objects that have already been created
Increase the timeout for EnterLocation's CreatePlayerShip sub-activity from 45 to 90 seconds
Change the way the camera plane normal is calculated to avoid squaring large numbers multiple times
Gauges, navigation panel and navigation markers now check with the exploration database which details (if any) are know about a particular astral body
Make sure we cant equip an item to a slot if that item will violate our main engine's mass constraint
When disabling Oculus stereo mode, if using Direct Access, make sure the swap buffer gets recreated
Fix problem in resurrect player where we could remove vital modules like the fuel tank from the ship, all the client does now is tell the server which modules it would like to rebuy, and then the server makes all of the decisions about what to put on each slot. For each module slot that we choose not to rebuy, the server will now fill with the item that comes with the free ship of that type
Updating planets with improved textures
In a warzone, set our pilot name to be the initials of our faction, e.g. C.O.Z for Corporation of Zanax, ignoring numbers in the faction name and always capitalising
Set pirate archetypes to be a criminal minor faction, set police to be the minor faction of the body, set everything else to be a random non-criminal minor faction
Add chatter text for police reinforcements/investigators arriving
Improve AI ability to use projectile weapons
Orbis stations had a bit of a blind-spot with defences along the front third of the station, allowing a player to hide there and attack other player without repercussion. Added in an extra turret to help cover this area
Adjusted the nav beacon ambient traffic to use the new automated system. Also some adjustments to numbers and spawn times
Performance fix for planet lighting
Relighting rich station inner dock interior
In a warzone, auto-name ships even if the archetype field hasn't been set, if no other name has been given
Made turrets a little bit better at tracking but extended the time it takes for them to change from focused to confused
Updated RandomSoloPirate/Trader/Smuggler scenarios to use the new automated system
Updated NPC chatter
Move Clear Save over to Options, and give it proper UI
Adding new assassination scenarios and scenario/tag/player event fixes
Tweaked the alpha clip value on the
GUI to reduce the size of the AA stencil mask, this helps the case where schematics are rendered on top of
GUI and loose AA on some edges
Added a render radius to the trade routes
Improve the rather severe rubberbanding seen in supercruise, when changing reference body this wasn't being handled correctly on proxies
Fix over-spawning of type 9s when spawning random ambient AI traffic
Reduce mission related network traffic
Don't allow AI ships to hyperspace away when under 2% hull
Shield status for previous target occasionally overlays new target hologram on central HUD fixed
Wrapping menu focus was borked due to the VerticleScrollingList remembering the last focus * fixed
Start point moved to outpost
Add more miners and reduce pirate numbers in asteroid scenarios
Fix: Disable FAOff when resurrecting or changing ship
Mix of changes to help the various spawning-docked softlocks (ED-21617 and others):
Docking requests in the Transfer state will now time out and cancel after 30 seconds, releasing the authority-side allocation.
When requesting a bay from EDserver, include any bays we already think are allocated to that ship in the request, so it can re-use a bay if possible.
When receiving a docking request, if there is already an outstanding request from that source then merge the two so we don't generate a ton of spurious requests from the same ship.
Extend default timeout from 10s to 15s as we are seeing cases where due to server and network load it can take up to 12 seconds for a response
Removed the unused economies from the galaxy map filter, and tidied up the whole thing while I was at it
Oxygen depleted text now added to the info panel, this should now be present on all ships
You can now get much closer to planets
Sort completed mission to the top of the list
Fix the numbers in the bottom right hand panel in outfitting, so that we can see clearly our jump range
Fix for combat bonds having nowhere to redeem. Now every station has a 'Combat bond store' where you can redeem combat bonds for any minor faction in the local system
Voice Comms: Conversations with Friends now persist through frameshift jumps and game menus
Outposts: Soundscapes for all scientific outpost modules
Outposts: Soundscapes for all industrial outpost modules
Outposts: Soundscapes for all commercial outpost modules
Outposts: Soundscapes for all civilian outpost modules
Outposts: Soundscapes for all criminal outpost modules
Outposts: Soundscapes for all military outpost modules
Outposts: Outside reverb around outposts modules
Stations: Soundscape for Bernal Sphere modules
Travel: Tidied up audio on frameshift transitions
Travel: Adjusted supercruise engine behaviour
Travel: Added elements to supercruise to convey subtle movement of acceleration/deceleration
Ships: Internal sounds for the ASP ship
Ships: External sounds for the ASP ship
Ships: New audio flybys, distant, and close engines sounds rolled out across all “non-self” ships
Ships: Self Ship engines audio now responds to engine power up and power down (when disabled, damaged, or fuel low)
Ships: Ship thrusters on self are now audible (subtle), and volume is boosted slightly when flight assist is off
Ships: Ship thrusters on “non-self” ships is also audible (if close enough).
Ships: Engine audio behaviour correct, when flight assist is disabled, on all playable ships
Ships: Frameshift charge up audible on “non-self” ships just before they jump into supercruise/hyperspace
Ships: Cockpit breach sounds fixed
Ships: Boost rattles enabled on all ships
Ships: Audio for the Shield Boosting
GUI: Sounds added to the Radar, when it’s in focus
GUI: Updated
GUI audio for new Cockpit and Station menus
GUI: Sounds and ambience for the pre-flight checklist (can turn it off in the right side panel).
Physics: Boom! (explosions updated).
Physics: Added a distanced based pause to secondary explosions for delayed aural pleasure.
Physics: Ice impacts added.
Weapons: Audio for slugshot added
Weapons: Audio for Huge Cannon
Weapons: Updated deploy and stow audio for all hardpoints and weapons
Weapons: Tweaks and fixes to audio of Pulse laser, beam laser, multicannon, duplicated missile locks etc
Exploration: Ambient soundscapes added to various types of stellar bodies. (Stars, planets, Stations, outposts, galactic core)
Exploration: First iteration of exploration audio (more planned!)
System Map: System map now has interactive stellar ambiences for each stellar body type.
Music: Added supercruise Music
Music: Added exploration music
Music: Improved combat music behaviour
Mix: Improvements to how bass frequencies are managed (eg, rumble when entering stations, and numerous other places)
Mix: Distance based sound filtering improvements.
Mix: General mix improvements