The servers will be going down at 19:30 GMT in order for us to import the latest build. It will take a minimum of two hours for the updates to be put in place, but Beta 3.00 will be with you shortly.
The update has all the features we’d previously teased as well as hundreds of other smaller, equally important, updates.
The dev team haven’t stopped working since the previous update, that’s why they’ve been able to come up with an update as big as this one. You can see the full list of changes below.
Please keep in mind that we expect a similar release process to that of 2.0. There may be some issues at first, but we will be able to iron them out with your continued testing and support (just like last time). There will be further, smaller, updates in the coming days if and when new issues are identified.
Keep the feedback coming in the thread below, and post any tickets if you come across problems. Enjoy.
Fix shield art on Fed Fighter
Displaying ship wear incorrectly fixed
Capital ships can no longer be moved if repeatedly rammed
Ensure station orbits are beyond any ring systems and within any moon systems
Fix low poly versions of ships to fix shadows
Adjusted the bounty value multiplier for the various ships in the game. Now the automatic bounties should be larger for large ships
Upped the max delay on the authority response times, as well as slightly upping the max bounty this is based on
Update patrol paths around stations
Various mission text fixes
Improved behaviour for supercruising AIs in a system with no stations
Cap framerate when application is full screen but minimised
Streaming improvements
Give star models on the system map a wider range of sizes
Fixed Viper's small hardpoint doors being swapped
Remove red text when the distance is larger than your current jump distance
Added Damage type fields for weapons in outfitting
Update text for good and bad trade good entries on the news feed
Adding money to delivery MPEs for delivery missions and smuggle missions. This means that the money will show up when you hand in goods at a target station
Fixed the cockpit HUD disappearing momentarily when exiting the preflight checks
Hauler art fixes
Stop AI doing attack stationary when target is strafing
The MTU discovery process is only required on the first connection to an edServer - we can skip it when switching over to a different server
Moved the text for 'REPAIR' on the modules list so it does not intersect the module health percentage
Balancing pass on wear and tear values, to make them a bit more forgiving
Added v1 Chatter table text for the following convoy based NPCs - Funeral, Wedding, Explorer, Nomad, Medical
Skip fading in spot light shadows when then light has just been turned on
Rebalanced sensors power draw and made it so that all ships can only fit the size of module it can support rather than it being a maximum size
Various updates to asserts in the shadow system to account for camera positions far from the origin. Don't attempt to extrude degenerate edges on the silhouette of cascade frustums. Check for zero length vectors in cascade bounds intersection calculation
Eagle: Independent type authority paint job
Eagle: Federation type authority paint job
Eagle: Imperial type authority paint job
Rebalanced scatter spray multicannons. Their arc of fire is slightly reduced and a power curve has been applied to their scatter to ensure most of the shots are roughly in the centre area of the arc. Now it is effective at sidewinders out to 400 metres or so
Repair module was doing bad things with it's ammo accounting fixed
Eagle: Alliance type authority paint job
Keybinding for firing a single chaff launcher added
Adding „Security Level“ to the galaxy map
Added free versions of the modules used by the free sidewinder to ensure no exploit exists for creating money from selling parts
Rebalanced module stats to reduce the number of jumps the top end drives are capable of whilst still giving better jump ranges
Cache fines on the client and add this information to the status panel
Fix chaff launcher not being selectable for a firegroup
The „Safe to drop out“ message should have priority over the „Slow down“ message
Stop Prox and IMPACT indicators staying illuminated whilst jumping
Police ships are always fully scanned
Double faction choice range to 20000 so the player doesnt lose the choice of sides if they fly out 10000
Fix FSD scanner only scans high energy wakes
Fixed a focus issue on the navigation panel
Changed cargo malfunction to only spit out 2-8 cannisters rather than a proportion of the total cargo capacity of the ship
Tweaked overcharged weapon variants to make them a bit more inaccurate and also tweaked shields to make kinetic weapons slightly less effective against them than they currently are
Impossible to select 'rebuy all' using just an XBOX360 controller fixed
Server broadcast message shows spurious ampersand fixed
Players should be able to cycle between Hardpoints and Livery using the xbox bumpers
In outfitting, the value of an item is displayed in the middle column but it is missing „CR“ fixed
Paint jobs for CobraMKIII - Pirate 8
Reset mouse control when undocking
Improved lighting to outposts and stations
Tweak to obstruction helper to try to reduce AI ship crashes
AIs created in the same group shouldn't try to pirate each other
When one authority ship has scanned a ship and found it has a bounty, all authority ships know about the bounty and will come and join in
Improved MPC pirate behaviour when cargo is jettisoned
Will want to use left and right arrows in the text entry box, so don't enable those UI inputs
Improved lighting for all ship cockpits
Stop AIs charging their FSD when they are hard masslocked
Inhibit AI FSD charging based on soft masslocking (other ships), only for supercruise
„Surge detected“ is now used to show that a ship (either player or NPC) is charging their FSD, rather than a change in engine power
Fix and turn on system naming based on galactic region
Improved weapon effects
Cartography shop will now show stellar bodies listed of the sellable system
Shifted the rating of all internal modules up by 3 so that the best modules are rated A instead of D now
Player is told they can sell huge amounts of cargo when they cannot fixed
Back button inconsistant with the rest of the
GUI fixed in station services
Striped planets when SLI is enabled fixed
Re-Enabled the Dither in the galaxy map. Toned it down a bit but still strong enough to soften the banding by a fair bit
Old speedo units in Hyperspeed animation fixed
Unsent messages are visible when entering hyperspace fixed
Player name missing letters fixed
Increase time between spawn checks for ambient traffic
Removed ability to see systems you shouldn't be able to see from cartography store
When claiming authority ensure we specify some sessions the newly claimed authority must be in
Dropping collision damage to about 3/8ths of what it currently is - Should deal with a lot of problems of insta-death collisions
Change fed authority to sys authority ships in mining scenarios
Reduced mission network traffic considerably
Improved server efficiency and stability.
Laser impacts now illuminate their surroundings
Fix some false positives in the checks to see if potential targets are in the same group when scanning and pirating
Don't ever allow multiple missions in a bank to have the same hash
Meta file adjustment so that the L4 LODs render though the background sphere - i.e, we can now see stations for miles and miles!
Ensure that ambient AI don't start spawning until the player ship is live
Fix for the extremely bright eagle retro thrusters
Increase the time between checking for police patrol spawns
Inform the server when a player vacates an island, leaving the islandhook just containing the jump wake
Smoother LOD transition for stations
Improved the framerate in the Galaxy map while in the Galactic core
Light distance culling switched off for some important lights
Station texture optimisations
When entering somewhere (supercruise, area with space station etc), don't wait at all for other machine's objects
NPCs are no longer added to the comms list, so while they can send messages to you, you can't reply (or report or friend them).
Art/Shader pass on StationMenu UI
Prevent the cache from creating data for a system that isn't ready in Stellar Forge
SLI/Crossfire: Fix for flickering planetary rings. Make sure the ring textures are generated (including their mipmaps) for each video card in a multi-GPU system
AI ships (and docking computers) were finding it hard to dock at some of the bigger stations as the holding positions were inside the bounding object
The Mtu Discovery process is now bidirectional
Fix a bug that was leading to many module being off on remote machines
Make camera view in system map less incorrect for Oculus Rift
Fixed schroedinger bug that was causing ship purchase to fail
Disable boost binding while landing gear or cargo scoop is deployed
Firing drones against wanted targets should no longer get you in trouble
Updated ammo prices so they're not too low and/or broken
Only perform shadowing on the cockpit when using high or ultra material setting
Oculus Rift/System map: Tweak the min/max dolly distances when OR is enabled, to try and get the same feel (sizes, proximity) as when OR is disabled
Added proper variant names to all weapon variants
Fixed enter hangar button not being available after landing
Prevent the player from accepting a mission they've had active this game session
Stop stations using the planet/moon taking up the child object counter when naming planets/moons
Tweaking Relationship to fit the scale of Reputation
Disconnect the player if a cargo collect or eject fails in such a way as to leave the player's cargo out of sync with the webserver
Prevent weapons showing up in the ammo store that don't use ammo in players' eyes
Adjust an AI's auto-created bounties to include a modifier based on combat rank
Min auto-bounty should be 100
Added the correct icon to the mission details
Made star descriptions depend on luminosity class as well as spectral sequence
Oculus Rift/System Map: While wearing the Oculus Rift, allow moving the camera even closer to planets, but hiding the UI elements while the camera is quite close to them
Tweak to the orbit constraints of generated stations.Now, they will not be in an orbit lower than the max of one with speed 30kms^-1 or 1000km from the surface
Reputation affects Faction Relations! e.g. if you've got /really/ bad rep, ships will treat you as hostile
Disconnect the player if a market trade fails with a sync error
Updated bloom to have different settings per quality level
Fixed low quality bloom so it doesn't attempt to render to the same texture it's sampling from
Added galaxy map quality settings
Knocked back the lighting on the „default“ (non-aligned to a faction) Coriolis station so its not as garish.
Fixed flickering of stars the first moments of starting a game
Show most fuel efficient routes to nearby systems on galaxy map
Sun hotspot lens flares now fade on later
Fixed Text cut off on power use display
Get AI to use Cargo Hatch Disruptor
Disconnect the player if a ship or module trade fails with a sync error
When authority is pinging to and fro, ensure flag is established for the final settling point
Fix oversized giant stars by using the clamp correctly in galaxy map
Some tweaks to how the sim unit for hovered and selected stars is handled in the map. This has a small speed gain when browsing through the core
Fixed duplicate words in outfitting names
Hooking up v1 of the generic chatter for Smugglers and Celebrities
Headlook now takes priority over in-game UI
Added stats for weapons designed to punch above their weight in terms of ship size
Line Renderering fixes
Added chatter hooks for Police
Added chatter hooks for Miners
Lowered default heat around stars
Added behaviours for AIs patrolling in supercruise
Galaxy map optimisations
Poly trail rendering optimisations
Limit the rate at which a DefenceSystem can generate collision PFX
Added ship specific heat values for flying near stars
More improvements to AI avoidance
Implement the '+' sign to the list of hardpoints, if there is things to buy for that slot
Switch over to an alternate method of doing docking allocation
Don't count island hooks for hyperspace wakes when calculating the number of friends present in an island
Various bug fixes related to multiple to single blend surface support in the fragment pipeline
Turn off old random dice roll Interdictions
Unable to select back in the group menu with joystick/pad fixed
When looking at items in the livery - we should be able to preview paintjobs without equipping them
Fix for tear and wear repairs. It wasn't updating its value when interacted
Fix nasty rubber-banding issues when NPCs transfer authority
Clear supercruise flag etc when starting/restarting game
When we buy a new fuel tank, we should move the fuel form the old tank into the new one. We should not just give the player a full fuel tank
Protect the server against claim island requests with invalid star system addresses
Updated star database
Increased the range and decreased the charge time (slightly) of the ECM
Added Alliance Police scheme
Stars not showing up for systems with dual core processors fixed
New formulae for calculating authority response delay and strength, also now based on the system's security level. Also, only vipers and below will carry out investigations, and outposts don't cause the delay to be set to minimum, as normal stations do
Increased heat around stars in normal space to 50% super cruise heat at the same distance
Added faction information to home page (station menu)
Added a „on route but low fuel“ line type and tweaked the colours
Synchronise stellar forges using server base time. Means, for example, that space stations don't jink to new orientations when new players join in a session
Tweaked default gamepad controls so boost is now on left stick and FSD is on X
Oculus Rift/Direct Access: Allow the window to be resized to the desired dimensions (the ones specified in the options menu), while making sure the swap chain is created respecting the size of the Oculus Rift display, when Direct Access is enabled
Fix an incomplete distance test that would result in you dropping out at the wrong station in some cases
Disconnect the player if commander death transaction fails
Show an error and correct the gui when a limpet purchase web request fails
Tweaking damage rates for overheated ships
Fixed station name wrapping on docking
GUI
Fix members of session not being available for comms
For markets containing more than one economy, don't duplicate commodities in the import and export lists
Rebalance of armour, shield and heat values across all ships
Fix an issue with AI getting stuck in the tunnel on the way out
Bottom commodity option on galactic map overhangs
GUI background fixed
Small popup windows use same key's as the big side panels fixed
Text stacks in the fuctions tab of the right hand panel when in a Viper fixed
Doubled the available stock levels of different weapons and internal ship modules in the outfitting shops
Target sight should be different if your target is behind a planet
Increased module health across the board
Fix for super cruise lines in the system map
Galaxy Map menu get overlaid when switching tabs fast fixed
Display system description on system map when no object is selected
Display 'terraformed' text in the planet info on the system map when appropriate
Improvement for rubber banding when network is overloaded: extend time before snag authority when network load increases
Fix for resetting list focus on the group comms panel
Rich hangers now have the station's name displayed
Swap descriptions for Metal Rich and High Metal Content planets
Sensor system visual changes aimed at giving better awareness mostly in supercruise. (Note, does not actaully affect sensor range, only the display):
Change how we clamp logarithmic scales so that we always enforce a minimum separation rather than collapsing nearby objects onto yourself.
Use logarithmic scale in supercruise
Use detailed icons rather than generics for all planets/stars.
Remove the fixed planet/system scale and instead show a dynamic range based on a two minute time horizon at your current speed.
If you target a ship, we zoom the range to put your target in a „sweet spot“.
Stellar bodies will show at the edge of the radar when detected but out of render-range in the same way as ships.
Use the same logic as locationTargetting to not show bodies obscured by their parent.
Scale the iconified versions of star/planets/moons to differenct sizes to give a clearer indication of what you're seeing (but only when they're far enough away that the real size isn't relevant to you).
Added option to cancel a docking request
Warning messages when players hit 100% heat, and when they start taking damage from heat
Added missing explore module flag for internal compartments for all ships but the sidewinder
Rejig of galaxy mass, so that the arms are more populated, and more systems are generated in the thick disc
The gaps between arms now have some sparse stars
Anaconda wear and tear art fixes
Improvements to hyperspace and supercruise effects
Fix for 'blue hyperspace' bug
Fix Procyon B classification
Moved Horsehead nebula
Moved Pleiadies nebula
Stop reducing displayed strings of control binding names to narrow-character strings
Stations and Outposts should now display a suitable icon in the hangers
Added damage decals to quality options
Scale number of supercruising AIs based on system population
When picking targets for travelling supercruise AIs, ensure their destination is not where they've spawned
Oculus Rift/Galaxy Map: Billboards are now closer to the camera than they were, and have also a larger scale, and the billboard reference technique breaks for them
Updates to star generation through height from galactic plane
Generated system meta data updated
All lasers now have lens flares on their firing points
Warzone rewards upped from 350 to 1000
Icy asteroid belts don't get mining scenarios
Network update to Send the objects which need to be sent (sometimes some were not getting sent)
Oculus Rift/Loading Screen: Push the ship models forward to prevent clipping artifacts if the camera gets too close to them
Fix AI collecting cargo
Pre-flight check UI updated to use fancier rendering style
Increase web request timeout
Some hitcheck improvements to the Habitat Ring
Fixing incursion mission completion, tune difficulty down a bit
Fix for not pulling the base value of a ship in order to perform the calculation on insurance
Get AI to swap tactics more readily instead of waiting until the current tactic times out
Fix bug causing unrelated fines to be deleted
Tweaks to the exploration body pricing calculations multiply by 10
Change default transverse/reverse speed caps to 80/60% rather than 60/40.
speed bleed does not occur in FAOff unless you're above your 4-pip speed, but occurs uniformly above that.
Turn rotation damping off in FAOff if you're above current-pip speed.
Fixed one-sided holograms on Criminal station
Don't create the hyperspace intra tunnel if we're actualyl going into (or out of) supercruise
Added an extra bit of generation so that some rings will create a smaller ring interior to them which is richer in resources
Fix strange AI behaviour when undocking, was caused by large ships not doing the initial simple lift from pad because they thought they were already far enough away
AIs were waiting for permission to join the shared path 600m back from the door, which was sometimes further than the distance back to the pad, so were just waiting over the pad. Now wait 600m from the door or 100m less than the the path distance, whichever is smaller
Stop the pad from rotating back to its docking configuration until the AI has left the station
Get the AI to actually release their permission on the pad once they've finished launching and left the shared path
Exploration - Sort out when the discovery scanner can be used
Stop AI's getting in each others way when docking
Fixed hard edge to hyperspace outro tunnel
Exploration: Fix for not being able to scan a body again with an advanced scanner
Minor controlling faction name is finally shown properly in the station menu
Disconnect the player if hyperspace request fails
If we cannot put a module onto a slot because it does not fit for some reason, we should not even try to make the new module object
We should consider only hull mass when deciding if we can fit a shield generator onto our ship
Reset the multi-GPU task tracker when the ring instance is destroyed, so that the ring texture can be regenerated the next time the simulation ring becomes visible
Optimisations to improve the performance of Greeble rendering
Extended heat sink launch interval to prevent audio issues
Prevent people from manually dropping out of supercruise while in an interdiction
Prevent a person currently interdicting someone from being interdicted themselves
Slots were misnamed on the Insurance Screen
Station menu pages for Authority/Jurisdiction/Local Security Page Bounty Store/Pilot's Federation/Reputation Combat Bonds
FSD wakes in supercruise now have a virtual mass lock field the same way as the USS locations
Class 2 pulse weapons now gimbal again
Stop Repairer doing its thing while docked so we don't get server sync issues
Avoid sending incorrect legality values to the game client
Deal with the nasty load-game case in which we're not in the system the webserver says we should be in, by choosing a new location somewhere arbitrary near that system's largest star
Unable to select „search“ while adding friends using an xbox 360 pad fixed
Fix targeting low energy wakes in supercruise
When AI facing away from a target, make sure we pick roughly the same direction we're heading
Remove the 'sell all map data' button
Implement Authority page on station services UI.
Implement pilots federation page
Kill Warrant Scanner now has correct icon in outfitting menu
Ensure no police AI in supercruise in anarchy systems. (Keep the very small chance of police at 10% when in systems with zero security.)
Implement the partial refuel option on the Station Services screen
Exploration: - Request & cache the systems that can be bought so that stellar forge has the systems ready for us to look up
Enable use of Mines by AI
Sensor rendering - limit icons for large objects to 15% of the sensor area. Note that their Ground-plane silhouette and proximity sphere can still be enormous, but this is required to correctly give the impact plane
Set a max speed for AI when launching and on the outer path of the station, most of them were already respecting this, but some were not
Tweaks to X52 bindings
New pre-allocation of landing pads when starting from docked
Station services are now part of the regular cockpit ui flow, so the player is no longer locked into them when active
Can access side panels when in station services menu
Fix for fullscreen→windowed transition problem
Added partitioning of missions by ones that you can accept vs ones that are blocked for some reason (e.g. you don't have enough cargo space to collect it)
Fixed an issue with the galaxy octree, for some reason it was doubling the size of the nebulas AABB in the octree which meant too many intersected with the frustum
Tighten use of ids to prevent objects mis-replicating
Remove the „Report Detected Crimes“ entry in functions panel
AI launching, when the AI is on the outside shared path, if they somehow get ahead of the position they should be at, don't make things worse by forcing them to go back to that position
Fix for spinning rocks at start-up
Updated look of station menu, shipyard and preflight checks Updated material of shipyard and preflight checks
Added pilots federation logo to station menu
Prevent physics world from adding objects during shutdown
Fixed display label for starting location in death insurance screen
Don't limit the fuel tank to full refills only, as it's misleading when you will actually run out of fuel
Disable the 'distress beacon'
Bring the new and improved effects for supercruise interdiction in to the supercruise intro as well
Reduced blue mist in hyperspace
Enable use of Shield Cells by AI
If a docked AI loses its docking request due to auth transfer, it will leave immediately
If a docking AI similarly loses its docking request, and its landing pad is allocated to somebody else, then jump away if outside the station; if it's inside the station, we can't really abandon the docking attempt, but we'll leave as soon as we've docked
Hitcheck optimisations and fixes for the standard Inner Dock
Missions whose criteria you don't meet now highlight in red the specific criteria not met.
Fixed a few more situations where the new 'UI head look' binding on gamepad 'B' was being allowed when it shouldn't.
Simplified how we position 'there more news to read' ellipsis symbol, so it isn't just entirely random.
GUI transition to enter starport services has a big square flicker fixed
Display icons for stored ships and missions on the system map
Fix Arcturus system description
Cargo scoop message overhaul
Add a warning message when the player exceeded the power requirements for their active modules
Automatically add drones to AI ships that have a drone control module. Between two and four, based on available cargo space, added after cargo
Addressed some conflicts between the mouse headlook controls and mouse cursor
Insurance screen: show respawn location for each option, add fines & bounties lines to the bill, replace allowance with forced loan
Restrict the life support module's advance to authority only
On resurrect, locally clear fines & bounties for respawn jurisdiction
Set systems with a population of over 1 million to be explored
A lot of the hanger cameras which were near the floor were clipping slightly when viewed on the Occulus Rift. Have moved the affected cameras upwards slightly which should improve the issue
Big update to trader loadouts, to include more modules (mostly defensive for them traders)
Added in empire trader and federal dropship NPC loadouts
Reduced the max distance for deploying mines to 2km
Enable use of ECM by AI
Enable use of Heat Sink by AI
Fixed selecting a preset control scheme not activating until you either exit the menu or lose and regain focus on the window
Rubber-banding improvement: when not yet live ensure proxy address stays in step with container address
Add and use a non streaming meta file for hanger docks to avoid lack of a dock while loading
Fixed ship name formatting in news feeds
Defer removing record for a big Id to the next Advance to avoid re-entrant deadlocks when a machine disconnects
Stop scrolling off selected fire groups showing old data
Added mission / stored ship icons to the galaxy map
Added scrolling to galaxy map info tab
After firing the last of your hatch breakers, the ammo count reads „0/4294967295“ fixed
Update description and system name for Tau Sagittarii
Fixes for missions descriptions
In the Transaction Panel, index fines by their relevant system (for minor factions) or major factions
Greeble and hitcheck optimisation for the Rich Inner Dock variant
Increase reputation points awarded for all actions
Significantly improved the appearance of specular highlights on rings when both the light direction and view direction are very shallow
Made collection missions not select commodities that might be available at the station the mission is given at
Mission text update
AI only spawn either legal cargo, which is chosen from the exports from the main market in the current system, or illegal cargo, which is cargo that is banned in the current system
Flag fines as dormant on commander death
Fix commodity market to cope with security level being 0
Cache the cockpit damage so that is remains broken when entering supercruise
Turn off flare billboard for stars in system map
When establishing a connection to the server(s), wait for the primary server to complete connection before connecting to the rescue server so that when we connect to the secondary server we give it a consistent ID for who we are. Avoids occasional connection difficulties
Fix collisions with asteroids
High bandwidth consumption caused by friends list reduced
Change mission spawn time to 5 minutes per 2 missions
Screen cuts off end of station name Paul-Friedrichs Experdition Base Camp fixed
Set value of cargo to 0 in cargo/collect when it is stolen
Set up default templates for all the planet classifications. So if doesn't matches the rules for volcanic activity, temperature, liquid coverage, etc; it still has some visualization assigned
Wait to connect to rescue server until we're ready
Noise file for L type dwarves now doesn't have yellow in it
Adjustments to L, T, Y dwarf light colour and multiplier values so they they are not pink and reflect real colours a little better
Do not give out sold modules on resurrect
Don't allow firing drones at stations
Don't let subsidiary and parent 'does machine X know about me' flags get out of sync
Fixed the problem when clicking on an empty part of the map would zoom into the current selection
Fixed problem where id in the fines model wasn't being set, preventing the pay method from working
Bobbleheads removed
Fix PVP bounty-hunting
Audio Tweak - Exploration D-Scanner sound has been upgraded.
Audio Tweak - When Exploration Scanner finds new bodies, a ping is played with a pause depending on the distance of said body to the scanner.
Audio Tweak - Changed the incoming and outgoing voice comms ringtones.
Audio Tweak - Added events and support for new station type idents.
Audio Tweak - Revised shield impact noises and electrical/static noises to match the updated shield visuals.
Audio Tweak - Docking Computer distortion when going through the force field is less intense.
Audio Tweak - Changed the distance at which weapon impacts caused by others are audible (closer) for performance and mix improvements.
Audio Tweak - Collisions between ships are audible from a greater distance.
Audio Tweak - Beefed up large cannon (which could also be a band name).
Audio Tweak - Multi Cannon sounds received a bit of love.
Audio Tweak – Landing gear improvements
Audio Tweak – Pulse laser tweaks
Audio Tweak – Improvements to other ship engines
Audio Tweak – More improvements to Frameshift transitions to improve smoothness and sonic robustness
Audio Mix – Supercruise movement sounds have inverse dynamic relationship with supercruise music
Audio Mix – more audible voice comms
GUI
Audio Mix – Ship Engines not as strongly affected by landing gear or cargo scoop deployment as before
Audio Mix – Re-jigged audio busses to better support dynamic mixing
Audio Mix – Some cockpit verb used on self ship engines
Audio Mix – ship voice dynamically volume adjustments
Audio Mix - Weapons behind the pilots seat will be muffled according to distance from the seat to improve the mix and sense of scale of ships.
Audio Mix – Basic Reverb set up for asteroid rings
Audio – Large number of soundbank optimisations, to improve performance and reduce memory footprint
Audio Bug - Firing Multiple Multi-Cannons should no longer result in clipped or stalled audio.
Audio Bug - Popup screens now play their own sounds and no longer stop the main holo-screen audio from playing back.
Audio Bug - Cargo scoop audio no longer stops after 5 seconds.
Audio Bug - Cargo scoop audio no longer breaks when selecting multiple containers in quick succession.
Audio Bug - Fixed a bug in impact sounds that would cut off some of those sounds.
Audio Bug - Fixed a bug that cut out the low-end (bass region) of some weapons.
Audio Bug - ammo depletion sound on the multi-cannon fixed.
Audio Bug - Beamlaser hitting a greeble texture would play the impact sound forever.
Audio Bug - Beamlaser no longer amplifies too much when rolling and pitching wile firing.
Audio Bug - Stellar Cartography ambience in the Galaxy and system map now fades out when music is set to 0 volume.
Audio Bug – Several small changes to stop other ship engine sounds from continuing after destruction
Audio Bug – Temporary fix for loud clicking on secondary explosions a large distance away.
Audio Bug – Fix for Other Eagle soundbank sometimes not loading
Display mission and ship locations in the map
Display star catalogue data on system map
Hide System Map UI when the dolly distance is small (if the user is using Oculus Rift
When a proxy for an object arrives across the network, instead of guessing which location to put it in, use its session to work out which location to put it in