Gamma 2.00 will be going live later this afternoon - EDIT: the update process should start around 17.30PM
It's a big list - enjoy.
AI: Try to avoid going backwards when avoiding obstacles
Added schematic and damaged models for Broadside gun
Added schematic and damaged models for LaserInterceptor gun
Fixed for multiple small issues on ship shop screen.
Overlapping description text fixed
No longer show cost for stored ships (which was always 0CR)
Can press up to loop the focus to the exit/purchase buttons, instead of having to scroll through all the ship stats
Adjusted scroll mask rect to avoid overlap at top edge
Added 3D models for Imperial Clipper and Python to the ship shop
Removed cannon and slugshot firing animation delay
Allow the overwriting of seeds sent to the noise generator for planet surfaces
Use atmosphere thickness from the BodyInfo, as it may have been overwritten
Override the visualinfo atmosphere thickness with that from the body info
Have changed dumbfire missiles to use a tertiary gunsight (a group gunsight that merges) instead of the primary one
Mouse becomes unresponsive when attempting to purchase new ship fixed
When using multicannons in Wolf pack tactics, The leading reticule sometimes disappears fixed
Moved the headlook toggle into the mode switches group so that binding is now exclusive
Added support for international keyboard layouts in the binding options screen. It should now display the correct key for the current keyboard layout rather that the English equivalent
Fix for Federal Dropship image in station services seems too large
Fix for light flickering on sunrise/sunset
Fix to allow the rocks speed of rotation to match with the time override functions
Fix collect missions having CommodityIsCouriered set
Combine multiple bounties/bonds in the left panel
Add an activity to confine the mouse cursor to the game area on menus when running in full-screen mode
Added in cameras for the four tiny hardpoints for Imperial Clipper
Adjusted medium thrusters so that they don't clip through the Orca's wings
Masking out the orbital lines where the windows are smashed
Revised default colours for galaxy map visualisations
Fixed it so delivery cargo is stolen when abandoned
Freeport should now use the anarchy variant of the Coriolis
Text cut off when paying a bounty in „Contacts: Pilots Federation“ fixed
Smuggle missions have destination faction id
Capital ship railgun clipping fixed
Icon was needed on left panel (contacts) for high energy FSD wake
Use localisation strings for government and economy types in the market type string
Fix for incorrect COMMS chatter regarding target location in Another Castle Mission Branches
Remove the code that populates the Buy section of the Cartographics store, as it's in the Galaxy Map
Many weapons had no indicator to say if it is fixed, gimballed or a turret fixed
Made the station docking portal cage lights more vibrant and more visible at distance
Made the red lights blink and the green lights steady
Adjust trade and explorer rank thresholds
Fixing a LoD issue which revealed a gap through the Sidewinder
Put in extra check to try and stop NPCs hyperspacing when in stations
Set up sensors to take damage
Use „debt“ instead of „loan“ when talking about the player debt from mission
A suite of little fixes to the behaviour of the galaxy map's pop-up
Now much more compact, to avoid gobbling loads of the screen.
Go's away much more readily - feels less 'sticky'
Can be clicked 'through' on the system map
Fix an erroneous loadout appearing at USSs
Influence, rep and states updated for assassination missions
Pick correct LOC strings based on news feed item template and origin
When buying Exploration data it does not update immediately from the Galaxy Map fixed
Prevent occulus blocking main load
Anaglyph - No colour separation outside of cockpit fixed
Anaglyph - The Red and Cyan channels in game are not rendering correctly fixed
Anaglyph - Enemy ship hologram disappears fixed
Increase the timer for „revert to settings“ when enabling/disabling Rift Mode
Prevent Side Panels disappearing when using Rift, when leaning in too close
Fix Station Services menu losing focus when looking at the Comms Pannel with Oculus Rift
When using oculus rift with supercruise the positional shift of the player's head can clip through seat fixed
Loading screen spinning ship is missing from one eye of Oculus Rift fixed
Rebalanced shield stats
Stop AIs choosing to flee during a fight if they feel threatened due to facing a ship with a high ship score
Ensure tutorials force the pre-flight checks on or off
The dust billoards are rendered to a downscaled offscreen target when on galaxymap
Multiple AI can now be trying to interdict at the same time. There is a configurable reduction in interdiction chance (default 10%) as the number of AIs trying to interdict increases (min 10%). If the player moves within a configurable (default 100ls) distance of the AI then the interdiction chance will be 100% (subsequent to no other blocking conditions e.g. lack of bounty, rank too low)
Each time a player is successfully interdicted, drop the chance of further interdictions by a configurable amount (min 10%) until they exit supercruise for a reason other than being interdicted
Stop AI from trying to interdict until a configurable time (default 10s) after spawning, to stop instances where players are interdicted immediately by an AI they haven't seen yet
In interdiction check we have a valid faction before asking for our reputation with that faction
Sometimes AIs weren't showing up in normal space after interdicting a player fixed
Reduce the amount of time between AIs spawning. Now 5s to start with, and then 5-10s between spawns
Military ships now only perform one journey and then drop out, rather than patrolling to different destinations first
Ensure that damage decals have a right vector perpendicular to their normal
Fix the UI for silent running getting a bit stuck
Reduce unnecessary network logging
Pressing 'B' or 'Esc' while an options screen combo box is open causes unexpected behaviour fixed
Don't spuriously report that the shields have just broken if you're in fact loading into a ship with no shields
Improved collision effects
Intersecting debris causes debris to shudder instead of gracefully floating away
Jettisoning 400 fish no longer spams web requests
If you sell a module get an indication the impact will make on your ships stats like you do with buying a module
Fix courier abandon branch rewards
Sidewinder Cockpit Texture Rework
Turn off overriding of atmosphere class when the body info has no fluid information
Rank icons are now streamed and are better differentiated between play-styles
Fix for entering System View through the Galaxy Map causing the text „System View“ to appear at the end of the description of each planetary body
System map/Oculus Rift: Ensure the camera, which has a different range of distances from stars and planets when using Oculus Rift, can never get too close to them, by taking into account the maximum radius of the miniatures
Paradiso Outpost now uses proper prototype
Separate out Scenario visibility from the Stellarforge hierarchy, scenarios are now visible at a (tweakable) range of 1000LS regardless of other issues
Changed the amount of fog and its colouration, so it looks less milky around Orion
Add some landmass to backer's planet
Optimisation, move the Bloom composite to be part of the HDR, save one full screen pass
Moved the generation of star systems into worker threads to ensure the main thread does not get large stalls due to systems that are expensive to generate
Game now supports borderless windowed. Using Alt-Enter to switch to windowed and full-screen will stop you being in borderless window mode
System map/Oculus Rift: When calculating the range of distances for the camera, take into account the playspace, since the user can always stand up and move forward. This takes the camera even further away by default, but makes sure we won't get any clipping with stars when using Oculus Rift
Fix Acehnar description
Hauler image extends past box boundaries in station services menu fixed
There is no visual representation of a timer counting down when quitting combat fixed
Fix for Location names cut off on navigation panel
Fix for beam lights for lasers persisting after the laser itself has disappeared
The star billboards in map do not apply gamma. An alternate shader and renderer have been created for the visualisation mode so that the gamma is applied and the colours of the billboards match the colour of the key in the
GUI
Added a force field barrier to the hanger skirts, so we can assume that the zero-g docks are pressurised as soon as the landing pad drops into the lift shaft
Added support for multiple of the same device being connected
Better fitting for tabs with long names
Slowed down the duration of the sequence explosions
Increased the duration, brightness and range of the light and lens flare attached to the death explosions
Making the chance of failure when timing out suitably less for a range of mission types
Duxford station added
Fix for rank icons being 2 levels higher than your current rank
Added ice and rock impact effects for the empire laser bolt ammunition
Fix for glowing lines in supercruise
System Map: Don't try to use the Oculus service to refine the dolly range if it is not available
Oculus - Having the station services open blocks your view of the comms panel, so don't focus on it when looking at it
Fix dormant fines showing a time of 00:00 in the Transactions panel. Now shows „(dormant)“ instead of a time
Fix some collision issues on the Coriolis
Tweaked limpet controller ranges and speed
Ships may have at most one fuel scoop
The code that was culling all but the top n trades per star failed to account for trades with equal trade amounts
Fix stars disappearing and the background brightness being incorrect for a frame when changing location
Velocity ladders should fade out when dropping from Cruise
Randomise the asteroid composition instead of using the deterministic seed to prevent people quitting and reloading repeatedly after finding a good asteroid to get around the chunk limit
Fix the refinery sometimes requiring a frameshift in order to resync
Galaxy map line rendering fixed
Fix the cockpit related glitches when entering and exiting supercruise in the typical use case
Nebula dust and nebulas use an improved heuristic to set the ordering of them based on the assumption that the dust is fixed at the galactic plane
Mark the next system on jump route in the navigation panel
Only say the „pirate: enemy detected“ line once. Also put a cooldown on the line in case AIPirate gets restarted frequently
Fix for buttons not changing the focused state when mouse coursor is still over them AND moved
Stats panel refreshes when you look at it and shows a update timer
Consistency pass on menu wrapping - and improved the behaviour of any wrapping currently implemented (it will no longer endlessly spin around if you hold the button down - you need to release, then press the button again to engage another 'loop')
Planet mapping of Titan
Gas giant overrides for Saturn, Uranus, and Neptune. Some work needs doing to find out why their atmospheres are so bright in the system map.
Fix for incorrect atmosphere colour on gas giants
Add in a „destroyed“ message as well as a „failure“ message on hatch breakers
Using the proportion of drop out as the scale for the alpha of the rings
Added a back button when you select a cargo item in your cargo bay
Added a back button when you select a destination on the navigation panel
Added a back button when selecting a station in the contacts panel
Fix for cockpit panel pop-ups interpreting 'button up' events as 'button down' - causing the list focus to doubly change
In ShipPurchase, the button to bring up purchase options should always be available, even if no individual option are available
Improve the galaxy map/background. Shader now allows us to fade out the core near the glow preventing the world whiting out, map now looks fluffier and more real. Current BG brightness/look is paintained in the default playspace but will improve further out
In asteroid fields also spawn some pirates and police (as well as miners), composition based on security level of the system
Fix issue with missions not marking haulage as stolen correctly
AI are dropping out too close to stars, unable to drop out at their wakes fixed
Fixed the banding that can appear in ring textures by ensuring the alpha gradient across the texture does not become too small
Have SSAA play nicely with high-resolution screen captures
Fix authored stars with names not having their name set
Fixes for station rotation can sometimes be twitchy, especially in busy stations
Allow exiting game from new commander screen
Fixes for Lave and Prism systems
Fix an issue with entering the tutorials then going into a multiplayer game causing the stellarforge time to go out of sync between clients
When an AI starts interdicting a target, all other AI that were trying to catch up go back to patrolling. If the interdicting AI is unsuccessful, require a cooldown (exposed in ShipBase.prototype, default 10s) before the other AI are allowed to start trying to catch up to interdict
Clamped the radius of the nebulas to a min size. The Tesseract is now gone
Text overlapped in the „Mass“ info section of outfitting when browsing thrusters fixed
fix creeping gui dash line on the
GUI gauges panel
After moving 100km away from Orbis and Ocellus stations, pieces start to detatch and then remain relative to the player fixed
Timed out or failed missions appear now in red in the transactions panel
Further improvements for supercruise transitions
Rotating NPC ships in super cruise fixed
When dropping out from an interdiction, have a free scan on the other interdiction sibling
Show „Data not available at this station“ for the modules of ships stored at other stations
Stop AI from starting to charge their hyperdrives while they're mass-locked
Input devices are now detected if they are plugged in after the game starts
Fixed a bug with PC pads and gamepads sharing the same port ID
Always show the planned route on galaxy map
Transfer local star information used by the star billboard shader between normal and supercruise
Fix a possible timing issue where the start location is requested from the stellarforge live manager before it had been set
Empire Laser Bolts changed from red to blue
Lawful systems: light pirate interdiction, if you're wanted bounty hunters will have a chance to interdict. Police will always have a small chance to interdict, which is bumped up and down based on rep and criminal status
Unlawful systems: haavy pirate interdiction, and bounty hunters will magically be aware of global bounties, interdicting those that have them
Transfer black hole information between super cruise and normal space
Bias the adverts on the outside of stations
AI ambient traffic in supercruise, 1/3 chance of commuters, 2/3 chance of smugglers, when choosing composition of unlawful travellers
Fix chaff launcher malfunctions
Visual improvements to poly trails
Ensure AI ships' faction gets cached and recreated when transitioning between supercruise and normal space
Use the count of ammo per cargo unit when working out the unit price of a bullet, rather than the combined clip & hopper size
Adjusted hitcheck of the blast shields to help prevent ships from getting stuck
Unable to use the UI focus button on pad or keyboard after unplugging the Oculus fixed
Blocked friends now have „BLOCKED“ graphic whilst still in friends list
Fixed not being able see new missions when changing server
Hitcheck at the rear of the rich inner dock now actually matches the geometry
Overrides for the look of the planets and rings in Sol Added IO and Jupiter noise files
Limit scenario visibility by range rather than hierarchy
Remove machine name from log files in final build
Tweaks to dust ball material and model
Fix piracy missions not needing stolen goods
Added missing altruism missions
Retain selected fire group when rebuying ship
Suppress repeated ship scan warnings from the same ship for 20 seconds
Fix 'free scans' (from stations, interdictions, allies or the fTweakable) wouldn't give you bounties properly
Fix AI flying in circles when trying to dock but pad is no longer available
Nav beacons should no longer teleport as you approach them
Add an alarm when an engine boost fails (either say it's off or that there's not enough energy)
fix a speed exploit that let people get to arbitrarily high speeds by using boost, forward, lateral, vertical and angular thrust all at the same time in the same-ish direction
Further balancing to background dust to improve the colour of the dust in the core and less 'super dust' above and below the galaxy plane
If we have a non-scoopable targeted, it's still legitimate to show the scooping
GUI. This should happen when the refinery has resources unallocated, and the player needs to be told about this regardless of whether or not they are tyring to scoop something
Make the game behave a bit more consistently when drives are turned off, and remove the possibility of them being used in speed abuses
Reduced the ship explosion brightness
Medium landing pads reset rotation after launch
Don't spuriously show the charging bar when dropping from supercruise
Reduce rate of „NetUpdate“ telemetry
Improve start up time for galaxy region initialisation
Repair modules now support the ammo hopper multiplier value in the same way as weapons
Class I gas giants with a reported surface temperature between 140K and 190K use the Jupiter noise file and colouration
The Anaconda now uses the front Cargo doors as the actual cargo scoop
If there are errors in matchmaking or commander info, disconnect player
Lighting optimisations for federation capital ship
Secret added
Fix for systems without meta data not showing their mineral resource level
Add slave missions
Fixing ship wear has a cost now!
Charging bar and countdown HUD elements on cockpits moved to the correct position for Oculus
Stop ships from getting too close to planets and show a message
Remove a slightly odd restriction on the preflight checks that made the throttle misbehave
Fix for cut off system names in Galaxy Map
Fixed chopped off text on nav target sight
Global Rebalance of USS weightings
Changing assassination USS scenarios to only show up when the mission calls them, it no longer has to meet two sets of requirements
Upping the weightings for PlayerEventOverrides on assassination missions, particularly the target
Malfunctions shouldn't eject mission critcal cargo
Both the direct and accumulated damage should show impact markers on shields, as they already do for Hull
Assassination targets are referred to by name rather than ship
Small balancing adjustment to mine launchers for AI (to fire them off closer) and the percentage of minimum cargo on bounty hunters
Dropped the distance of AI turning up from the capitals to 500LY's from 1000LY's. AI should stop appearing that beyond that distance from the capital systems, when in uninhabited systems
Reputation and state change pass on massacre missions
Player's reputation with minor factions now includes the major faction
Fixed missing Shipyard purchase options icons
Report telemetry when the player quits the game, and when switching primary server
Provided
GUI that will prevent a player from selling data to stations that are not interested in the data
Prevent players getting too close to stars
Fix too make sure that in some cases planets are not placed in a position to be tidally locked to be spinning too fast
Updating Oculus SDK to version 0.4.4
Made sure that capital ship modules have reasonable names and added missing names
Turretted weapons can't target thigs if you're docked
When buying/selling modules - consider their maximum potential mass (not just the module mass) when deciding if the new loadout is too heavy.
Update to the status panel layout
Display details for all minor factions present on an Overview on the right panel
Supermassive black holes should not have infinite density
4 additional heat relays added to both capital ships, existing placement modified for more challenging gameplay
Add mission completed summary to missions handed in at a station
Black hole small tweaks to reduce their power slightly and to put a cap on the maximum size of the effect
Fix for Repair menu and munitions displays a cost and is selectable at 100%/Maximum ammo
Fixed unable to enter a name with . in it e.g. Gliese 900.1 in the galaxy map
Fix for distant stars being incoherent between left and right views for certain systems
Prevent system data being sold to a station if it resides in the 20LY 'close systems' bubble
Added a post generation check to make sure bodies are within their parents hillsphere and moves them inside if they are not
Whenever we disconnect the player (ie. kick them out of gameplay), specify as much as we can about why
When making a faction selection use the two factions sent as part of the scenario if they're there rather than cooking up our own
Fix duplicate minor faction names
Fixed: ENTER key is the only way to accept/apply a Paintjob or decal
If AI ships get „stuck“ during SuperCruise time-out and either skip to the next waypoint, or drop out of SuperCruise
Added more detail on the mission summary screen
Mission complete
GUI with faction contributions
Assisting in the routing of a capital ship earns vouchers!
Rebalance of capital ships guns and modules, health up, damage up
Added surface scanner to pledge level exporer cobra default loadout and added missing stats for the scanner module itself
Imperial fighter art updates
Landing pad numbers are not always displaying but you can still dock on the pads fixed
Rebalanced the galaxy map UI elements to fit with the new, darker galaxy map
Added Imperial Slaves Commodity
Added capital ship checkpoints at some major systemsin the Federation and Empire
Add descriptions for systems near start locations
USS frequency is now based on Population and Distance to Capitals instead of Security Rating
Use correct schematics for asteroids, stations, star systems
Fixed where a docking bay that becomes visible and then invisible was deleting its envmap array and never re-creating it
Delay the scenario initialisation until GalacticRegion is initialised, otherwise we'll end up with a bucket of scenarios in a NULL system that will never appear
Don't treat asking for scenarios in a system where we have no data as an instant success (oops), but instead don't reply until the chain is complete
More fixes for stations lights popping at low lods
If a ship has a bounty with their own faction, attacking them won't make their faction hostile to you
Fixed system names with accented characters cannot be searched for in the galaxy map
Fixed there is no way to scroll through system info in the system map with an xbox pad, players are forced to switch to the mouse
Fix for schematic ship on the new commander screen being too dark
Fixed that user were able to hold enter and spam the
API server with requests when searching for friends or private groups
Gradient the galaxy octree view distance based off type of the area of the galaxy, rather than having harsh cut on between two set distances
Do not try to render the invisible background stars when in hyperspace
Allow network configuration 'turn' setting to be set to 0 as a potential workaround for network firewall issues (where user has manully mapped a port in the router)
Fix for 'unit cost' field always reading 999,999,999 in repairs and munitions screen
We should be able to repair the ship hull in 10% increments in the same way that we can modules
Fix galaxy map search not finding generated systems with authored names
Added a new planet class, water giant. This class covers any planet with a thick water atmosphere, instead of them being classed as icy
Increase retries during hyperspace travel to reduce disconnects
Make rank up missions a bit more obvious
Add cargo hatch broken message when trying to eject cargo with a broken cargo hatch. Similarly for cargo hatch off
We should not allow cargo to be ejected by the player if the cargo hatch is broken or off
Double the submission timer when dropping from interdiction and add a warning message that you're about to submit
Fixed in the shipyard it is not possible to scroll down to the exit button on the „Ship Locations“ tab with an xbox pad
High res nebulas are only loaded if they are big enough on screen
„Slow down“ message shouldn't appear while being interdicted
Fix dropping targeting SuperToNormal wakes
Stop opening the comms panel when entering or exiting supercruise
Remove the 10% minimum cap on how far interdiction chance can be reduced when it's being reduced by 10% for each potential interdictor
Upped the time before an AI can choose to interdict to 24 seconds
Upped the time before an AI can return to interdicting the player, after a successful evasion by the player, to 24 seconds
Removed all police interdictions on clean vessels
Slightly upped the chance of pirate interdiction in anarchies
Set the close range override to 0 range, as it's skewing any chance of balancing interdiction rates
Removed Hauler from the commuter archetype, it's a trade vessel and confusing things
Disallow high res screen captures when in open play and in final builds (still available in solo play)
Movie added to main menu
Add „illegal“ text to illegal missions
Prevent a 1-frame case where pausing while charging cruise would lock the players controls
Steps to make the regeneration of distant star billboard information is smoother on loading and hyperspace transitions
Fixed shadows missing on stations for one frame when dropping out of super cruise
Fix some hitcheck which was preventing guns inside of the inner docks from working correctly, plus fixes a hole at the back of the station
Fix rank ups when you complete a mission
Thanks everyone, see you in space.