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#1 09.09.2014 09:45:04

Fnupsuk
Owner
Ort: Kaffeemaschine
Registriert: 01.08.2012
Beiträge: 527

[ED] Premium Beta bis Beta 1.06

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Beta 1.06

Michael Brooks schrieb:

Elite: Dangerous beta update 1.06 will be available within the next 30 minutes. This update contains a fix to prevent the crash/failed load when owning a Cobra.

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Beta 1.05

- Event scenarios added
- New black markets added
- Phase transition timing telemetry added
- When a wake times out, don't release the (already released earlier) island hook, and so don't lose your current island and drop out of your session
- When sending a naked SEQ, remember it incase we need to resend - fixes some random disconnections
- Fix a bug in LetterSchedulingRecord - was not taking Level into account if Urgency was 1.0
- Fix calculation of available space for fragmenting letters
- When forking authority use the 'object appears in new session' mechanism to broadcast forkage.
- Fix for null machine being removed from session
- Adding a new set of mirrored hardpoint doors to fix UV issues WRT to paintjobs
- Removing a random bunch of emmissive polys in one of the hardpoint openings
- Added three skins for the Pirate NPC's
- Cobra Mk III art updates
- Ensure that m_lettersReservedForLater is cleared when a machine disconnects
- When counting repeated ACKs, count the ACKs actually sent in response to a repeated SEQ number
- Verify coordinates before sending a ClaimIsland or UpdateIsland call
- Protect server against invalid data in UpdateIsland

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Beta 1.04

- Insurance screen occasionally not being displayed after ship was destroyed.
- Very occasional crash when outfitting weapons.
- Game occasionally getting stuck in the shipyard when buying a new ship.
- Improvements to joining populated multiplayer islands.

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Beta 1.03

- Fix some collect missions that are trying to talk about destinations - they now talk about the start locations like they should
- More guards against the ship not having a frame shift drive (which should be possible).
- Speculative fix for CTD on an open space scenario
- Handle more vertex buffers returning null
- Further crash guards for launch bay component
- Correct check before accessing details about the current target location. Would cash if the location you were targetting goes away
- Fix broken pointer in mission progression
- Fix for softlock on missions that involved talking to stations, not showing "objective complete" when you kill lots of people
- Send check codes for bounty and voucher requests
- Reduce server maximum packet size from 1500 to 1400 bytes as temp workaround for Mission BBS problems
- Log the response to the friends info request into the network log file, if VerboseLogging is 1 or more, to help track down failing to find friends online
- Distance contract calculation now take into account the cargo that they're about to give to you
- Send telemetry on player's match-making choice
- Avoid menu stickage when in time zones behind UTC
- Fix null crash in AI pilot receive authority change
- Mission details panel can now have multiline detail row labels (as well as detail row details)
- The focus bubble now eases between its min and max based on the current dolly value. This should allow for a softer selection of stars to view and less background/foreground clutter
- Moved the confirm (pad X) and auto (pad Y) bindings into the ui controls so they don't conflict with the galaxy maps crane (pad X) and home (pad Y) inputs
- Tweak of the system connections to differentiate the independent jumps from those that depend on your current cargo mass
- Add police tags to response craft, so that they can be killed and count as police kills in the missions system
- Fix a bug causing many duplicate sets of supercruise lines being drawn - it wasn't limiting the rendering to local players ship only
- When flying v fast in Supercruise, don't call UpdateIsland more often than once every 5 seconds (don't bother at all in Solo mode) - reduces load on server
- Reduce time server spends on clean up
- Fixed the Federal Staging Area in i Bootis, it's location was wrong. It's still a bit hard to find, but it should be in a much nicer place
- Filtering the top 5 trades is now done dynamically rather than being baked into the data
- Fixed outfitting menu showing base price rather than the server provided buyPrice
- Actually cache the value use to govern variable consumption rate of data when trying to smooth over multiple frames

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Beta 1.02

- Fix for rare infinite loop in missions on start up
- Fixes for type 6 repair, cockpit now has marketable data and won't crash. localised the cockpit and the radiators
- If the launchpad returned by the ship is null (because the space station has disappeared), then we should assert - but not crash
- Fix crash in location data gathering
- Safer method for transferring values for damaged regions
- Made the space location component not crash if it has an invalid address, instead it will now wait until it get a valid address
- Fix bug in handling access token lock/unlock - could cause a deadlock
- Additional null proofing for launch bay components
- Possible fix for soft lock in hyperspace
- Show the hyperspace limits to inform the player while reviewing the mission details
- Paintjob tweaks for both Sidewinder & Eagle to match them more closely to the thumbnail images we have on the store
- Make double sure we have an object before applying a replication to it (Crash fix)
- Only check for correct authority transfer state if actually needing to transfer authority
- When a death message arrives for a subsidiary (which, for example, would remove the internals of a space station), if the object itself doesn't know what the response is then ask the subsidiary's parent if it knows
- Fix one of the crash paths dealing with inside/outside paths of the docking bay
- Make sure we get something useful from locking vertex and index buffers when creating stellar body geometry
- Add some extra logging when joining a private group
- More vanishing station-bits crash guards
- Stop the toxic cobra from crashing the game by starting in a redundant state in operations mode
- Missing black markets fixed
- Fixed incorrect paint job name
- OOM stability: when encountering an E_OUTOFMEMORY HRESULT on the render thread, flush the immediate context and reattempt the operation before we give up, since experiments show at least some drivers do not do this internally
- Server should not clean up (apparently unused) sessions that are still in the process of being set up: apply a minimum lifetime of 60 seconds before a session can be cleaned up
- Extra careful tracing of space station deaths
- Crash fix in Initialise Launch Bays
- Added more reporting for missions softlock issues
- Ensure the condition for checking a new authority is OK to take it match between the issuer and the checker
- Send HTTP status code in telemetry for failed game load

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Beta 1.01

- Fix softlock in hyperspace (or 2 instances of it at any rate)
- Reduce debug churn on servers
- Fix routing letter log file spam
- Additional guard against disappearing stations
- Fix crash for delivery mission with no cargo
- Fix for start system name not showing up when returning to base after a collect or massacre mission
- Fix for PirateLord assassination mission having a zero length minimum jump distance
- Some text tweaks
- Fix for update damage crash
- Prevent OOM GPU crash with missing page in vertex or index buffers
- Added paint job hook in with store
- Added code side mission minimum jump distances, and added the contracts to the mission description
- Fix null value crash in launch bay
- New GFx Libraries with Scaleform's most recent heap code
- Prevent false positives in the player info ship check when new peer ship is in supercruise
- Handle the case when a NewObject letter fails to read the new object's factory
- Prevent crash on null value in docking door
- Very slightly increased the max fuel per jump attribute so that the smaller ships can jump a tiny bit further than before (around 6 LY rather than 5.5 LY)
- Send error telemetry on saved game XML parse failure
- ) Prevent the DockingComputer from access violating
- Defaulting the station to draw everything and only turn bits off based on position, instead of the other way around
- Mission templates for completing the mission on delivery rather than returning to the station
- Minor change to the layout of the first internal panel (status) to allow names of up to and possibly over 20 characters to be shown
- Salting StellarBodyEffectsRenderInstance with some extra sanity checking.
- Fixed non-initialisation report details on ShppPersonalisationComponent
- Changed StellarBackgroundRenderInstance to have zero defaults
- Fix cargo units on Type 6

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Beta 1

New Content/Features

- Added Viper
- Added Imperial Fighter (AI only)
- Added Lakon Type 6
- Added text chat
- Added voice comms
- Added missions
- Added fuel consumption
- Expanded playable bubble to 21 ly radius (@50 systems)
- Add support for friends management
- Allow matchmaking through jump to specific island
- Supercruise supports multiplayer
- Add RandomEvents to the current interdiction functionality. Random locations will now be spawned in front of the player while in supercruise
- For new bounties & fines, adding a "Local Security Office" to the contacts menu
- Added server moderated bounties vouchers
- Docking computer added
- Added trade route visualisation to galaxy map
- Add system connections based on fuel to galaxy map
- Added new paintjobs
- Gas giant features dervived from stellar forge data
- Chaff launcher stops scans and confuses tracking weapons but doesn't effect missiles
- Added new station variants
- Updated trade commodities
- Smuggler AI behaviours added
- Art updates for Orbis station
- Latest audio updates and balance pass
- Hauler art tweaks/updates
- Added new pilot animations
- Large Plasma Accelerator added
- Eagle art updates
- Added 'rich' station interior variant
- Added support for much larger accessible bubbles
- Fix up the last of the unsafe GOH use in ShipComponents
- Updated Sidewinder ship art
- Added beacons and associated traffic

Crash Fixes

- Fix NVIDIA Quadro FX 580 crash
- Switch around the order of operations when launch permission times out - no longer crash when this happens
- Fix infinite load when entering a location with a space station (Hangar Greebles)
- Survive LockRect failing to lock
- Fix for hangs in physics during broad phase update where new proxies were being added at > INT_MAX distance from the origin
- Drop Levels robustness: survive failure to allocate a page for the reduced size texture by bailing early
- Fix crash in throttle control
- Survive failed texture load
- Prevent crash when creating hyperspace cloud
- Additional guard against out of memory errors
- Prevent OOM crash when LoctRect fails
- Don't try to format a potentially epic string as it can overflow the string formatting buffer
- Fix crash on changing damage locations in an anaconda
- Don't assert that accumulators don't match if copying from an uninitialised ObfuscatedValue to an initialised one.
- Guard against zero time-step in heat management
- Normalise heat damage vector to prevent div by 0
- Audio: fixed a crash when calculating audio emitter velocity and no physicsworld interface available
- Fix graphics crash when a surface is being closed without first being removed
- For a number of renderers claiming to support multithreaded prerender/render
- Fix for crash on cancelling supercruise
- Bail out of startup if there are no display adapters presents and display a corresponding message
- Fixes for shutting down the game very early
- Fix for a shutdown assert in TargetView. Moved the clear instances step to the end of the frame instead of the beginning
- Avoid crashing if we ran out of GPU memory
- Fix possible crash on shutdown due to cancelling a letter after the letter processor has been destroyed
- Fix crash while in Federal Distress Signal
- Fix crash in AI formation duty
- Avoid crashing if we run out of GPU memory while trying to populate the geometry buffers for planets
- Fix for potential crash caused by space location component getting replications before it has finished starting up
- Prevent crash associated with disappearing station
- If we somehow end up with a bad item name for cargo to eject from wreckage, report the problem and bail out
- Zero-length vector proofing
- Fixed crash when a ship with trail decals gets destroyed
- Audio: on shut-down actually attempt to stop/shut-down the objects before cleaning them up and waiting
- Game no longer asserts or fails to shutdown after a pipeline dump is performed
- Shadow quality settings added
- Update network config defaults to preferred values
- Fix galaxy map billboard orientation on oculus
- Fixed un-normalised transform being passed into a universal address when the ship explodes and ejects cargo
- Prevent losing the object with a momentary disagreement about its existence on authority change
- Federal fighters shouldn't be set as "Wanted" around Chango Dock
- Oculus Rift: Don't reset the orientation via sensor reset when wearing a DK1
- Improved the performance of the noise generators
- Lighting improved on rings
- Patrolling bounty hunters will dock/undock with space station if present, otherwise will patrol
- Improvements to AI mining
- Miners can dock at stations and sell cargo
- Oculus Rift: Fix for the galaxy map viewer not rendering correctly when using the Oculus Rift and accessing it via the in-game menu
- Type 9 explosion optimisations and improvements
- When a landing request is granted request that the pad get into dockable configuration, fix the landing pad occasionally being backwards
- AI breaks away if shields are down
- Add in distortion to star hotspot quads to match that of the surface
- Don't start hyperspace process when inside a station, as we'll just crash into a wall
- Mouse control gui shows ship rotation rather than mouse position when using inverted pitch
- Lens flare optimisations
- The inertial camera should gently reduce its angular and linear offsets to zero over two seconds when docked
- Fix hardpoints not deploying in outfitting
- Reduce ships being able to fly through parts of the stations
- Large gimbal pulse laser now gimbals
- Brightened the "align with target" message
- Don't update the location info when transitioning to/from super cruise, only when in hyperspace
- Buy selection decrements correctly
- Update lens flare quality scaling to skip smaller/more transparent flare elements when in low quality
- HeatSinkLauncher and ChaffLauncher were both incorrectly implementing some ammo functions, causing them to double-count their first (and only) hopper of ammo
- Remove some superfluous mouse cursor activities
- Fix bahaviour for friendly fire in factional battles
- Jettisoning cargo near a station (within the NoFireZone for now) is a crime
- Adding animations for deploy and stow of weapons
- Make spot light rotation work as expected with the bone transform for a given light
- Added missing transform to render debris in the right place relative to the underlying physics skeleton
- Oculus Rift: Proper fix for star background
- Soundbank to fix some bad virtualisation on missiles
- Removed erroneous missile rack audio events on other ship low ammo
- Player's credits are being displayed incorrectly. Upgraded the number formatters to use doubles, so they can handle the largest currency values
- Always disconnect a machine if it has failed to respond after we have retried AckRetryLimit times
- If you hyperspace to a location with flight assist on, when in supercruise, the throttle still acts as if flight assist is on fixed
- Stop being able to cause all station UI to disappear
- Distance reading in the contacts panel updates every second
- Fix too many authority response ships spawning
- Prevent silent running in Supercruise
- Don't add belts and COMs to the location list
- Prevent locked destinations getting priority over the docking locations when deciding what to show on the compass
- HeadlookDefault option, and mouse headlook obeys the ResetHeadlook control
- Fix for broken Hauler hyperdrive charge audio
- Fix for distant asteroids not receiving shadows from the planet
- Fix some sliders not starting at the correct values in the bindings menu
- Planets: Normal maps computed from real height values
- Physics thread safety optimisations
- Loading spinner added
- Don't try to use GetInterfaceAlways on a proxy that's probably already dead
- Force close scoop and landing gear while jumping
- Improved AI escort behaviour
- If using a throttle axis, don't reset the throttle coming out of FAOff
- Changed the way the lighting to clip transform is calculated
- Increased the alpha ref of the thruster flames to fix the edge of texture showing
- Adjusted the basic vision range on AI up to 3km, and upped the angle to 75 degrees
- Oculus Rift: Fix for "Unable to alter resolution with OR plugged in even when not in use"
- Pass the new stereoscopic mode to StellarRenderManager when deciding whether to lock the resolution or not, and only lock it if OR is present
- Options screen - Switched 'round the apply and cancel buttons to bring them in line with other dialogs. Also, made use of the scroll input
- Added in a variant of the broadside gun for use on stations rather than use the Capital version as we do now. This version is set as a beam weapon
- Visual improvements to laser shield impacts
- Updates to anaconda drive effects
- Updates to anaconda drives
- AI. tactics to avoid getting too close to capship
- Another look at the disappearing station menu issue
- New resurrect GUI
- Change how we determine throttle coming out of FAOff
- Prevent selecting anything while a transaction is being authenticated
- Add a transition from 'TransitionToHanger' to 'MarketSelectScreen'
- Don't reset throttle when entering FAOff using an axis
- Updated all station patrols to use the "Police Patrol Station" behaviour
- Station should appear at top of list. Contacts are now sorted by size
- Cargo containers now use Standard, Liquid or Toxic models depending upon what base commodity they contain
- Ships know which DetailedScans have been done on them
- New and improved rail gun ammunition and muzzle flash
- Now revert the pilot gender option on cancel
- If we have tried, but failed, to connect to a machine that has been suggested for a session, give up as soon as the machine is disconnected
- Fixed a problem with incorrectly rotated models for the clouds in supercruise mode
- Turn off authority response if in anarchy or no jurisdiction areas
- Gave the rail gun impacts some more punch (FX)
- Updated some system descriptions
- When caching the ship, don't record heat unless we want to
- Improve pilot idles
- Added safety to Ring AddToRenderer for drawing near cells
- Added support to adjust the size of the intermediate render targets based on the desired output resolution,instead of it matching the recommended texture size provided by the Oculus SDK
- Improved hitcheck for Anaconda
- AimWeaponAtTarget changes - Mostly to improve gimbals, fixing a bug in how acceleration is calculated and correctly defaulting to infinite
- Re-balanced pulse laser attributes. Will need another pass when hardness values for ships comes on board
- Ensure hyperdrive effects state gets reset after arrival clouds are created for NPC ships
- Fix shield hit markers not networking properly: Now only shows "all hits on me" and "my hits on target" but not "other's hits on my target"
- Get authority ships to scan cargo, determine if it's illegal and destroy it if it is
- Extra-fast shield charging stops when a shield reforms, not when it takes a hit
- Re-balanced burst laser attributes. Will need another pass when hardness values for ships comes on board
- Re-balanced beam laser attributes. Will need another pass when hardness values for ships comes on board
- Smooth the framerate shown in the status line (CTRL+F) over 60 frames, to make it easier to read
- Stopped the ring cells updating every frame
- Correct contact binary data in i Bootis
- Fix for reentry into ring not respawning rocks
- Error in description of Vesper-M4 fixed
- Fix a couple of routes for a NULL machine to be sent to under obscure circumstance
- When this machine & the space station end up in different sessions, ask whether the space station should be deleted or not - the answer is usually 'grab the authority'
- Another pass on ai combat collision avoidance
- Only desaturate colours when positional tracking is lost if the 3D mode is set to Oculus Rift, and revert back to the regular colour settings when 3D mode changes to something else
- Fix shield recharging 16s after being hit instead of 2s. Also fix shield taking more power/heat than needed on the frame when it reaches its capacity
- Re-balanced railgun attributes. Will need another pass when hardness values for ships comes on board
- Oculus Rift: Allow users to select the desired resolution when rendering to the OR display
- Re-balanced missile attributes. Will need another pass when hardness values for ships comes on board
- When considering whether to claim authority on an object we're about to lose due to session hopping, check whether our sessions with our points of focus will contain this machine
- Re-balanced cannon attributes. Will need another pass when hardness values for ships comes on board
- Shield effect updated
- Re-balanced plasma accelerator attributes. Will need another pass when hardness values for ships comes on board
- Improve appearance of AI vs AI fights
- Message log for gaining a bounty for violating a no fire zone
- Removed unneeded initialisation wait in the ring
- When calculating quality of service: for this machine ignore sessions without this machine in them; for any session return 100 if the session is empty
- Stop multiple authority ships from trying to scan the same ship/cargo at the same time; if their behaviour is to only scan ships once, consider this at a hive level
- Fix: Shields not breaking when the generator is unpowered
- Wake sessions introduced
- Lens flare optimisations
- Shots fired at debris will now move the debris and fire off a particle effect, however the shot will penetrate the debris and hit anything behind it
- Missiles will act like other weapons now and should bash debris out of the way, but not kill the missile
- Server Side - fix savegame delete deadlock bug
- EjectHeatSink control only triggers one launcher (will choose the one with the most ammo)
- Fix way quality of service is combined from multiple sessions - now having multiple nearly-identical sessions doesn't reduce the overall QoS
- Scanner zoom level is preserved across save/load and location transitions
- Ensure we don't think about authority migration when not in a 'variables initialised' state
- Missing Sol system description fixed
- Prevent local star billboards going sub-pixel
- Display a sensible heat value during hyperspace
- Cannot commit crimes against myself
- Once a ship has started scanning its target, if the scan position/rotation requirements stop being met, allow a grace period of 5s before ending the scan alert
- Module inventory and pricing now sever moderated
- Prevent GUI appearing in the environment map
- Scale Eagle GUI to fit better
- Sidewinder optimisations
- The lowercase L in lightyear looks very similar to 1 in the distance indicator - LY is now uppercase.
- [GERMAN] Text cut short on galaxy map, text now is shorter (doesn't include ANZEIGEN) and fits.
- When calculating quality of service and reporting unsent letters, use only letters which are due to send, not all letters - many of which aren't at urgency > 1 yet
- Fix font to correct Styx 4 planet target marker appearing to cast a shadow on the planet
- Replicate the health of individual damage regions properly
- Added performance option slider to change the max limit on debris
- Added further culling tests to always cull debris a very long distance from the camera
- HyperspaceClouds are now targetable, and scannable with the CloudScanner
- Added LANDING GEAR DEPLOYED, LANDING GEAR RETRACTED messages to the info panel
- Shipyard interaction should be a basemenu not a base station menu
- AMD crash fix option removed
- Faded rotating ship when in the death menu
- Unidentified signal source text now fits in navigation menu
- [GERMAN] RAUMVERLAGERUNGSANTRIEB now fits on modules screen
- Block several ship controls that were still active while in bindings menu
- Add cooldown timer for authority ships scanning targets
- Fix a bug where shields would never *quite* actually fail, they'd just drop to zero health and forward all damage to the armour, but using the shield's damage reduction parameters
- Fix a bug where the AFM would be totally destroyed rather than just reduced to zero health
- Hardness implemented (by default everything has hardness 0 and penetration FLT_MAX so will not cause any effect unless we want it to)
- Shields can generate EM emissions when active (generalised for easier use on all modules)
- Heat radiators lie about their emissions if the ship is running really cold, to prevent faux-silent-running abuses
- Remove heat radiators from the internal module panel
- Drive speed when turned off reduced to zero rather than 10% (causes some audio issues,WIP)
- Initial implementation of Outfitting simulation for ships and ship module availability based upon market data
- Darkened down the galaxy clouds. Now looks more similar to what was there before the gamma switch
- Actually fixed the optimal speed throttle indicator
- Central reticules are now horizontally aligned with the ship so the Cobra doesn't look off
- Added first pass hardness values
- Fixed the cobra engine effects clipping through the cockpit & reduced refraction on the type9 retro drives
- Regardless of what weapon you buy you only see the same weapon deployed in outfitters fixed
- Inconsistent menu highlight wrap in outfitting fixed
- Allow pirates to sometimes choose to dock at anarchy stations (only)
- Apply fines to illegal dumps
- AI shouldn't try and scan space stations!
- The Hyperspace ship should have its cockpit blown out if the current ship has its cockpit blown out
- Added back button in outfitting to focus chain
- Don't show cruise panel when targeting anything other than a station or POI (i.e. point objects that you can actually reach.)
- Major Module rebalance - largely effecting heat, power and damage capacity
- Fix particle sorting on Fed capital ship fire
- Show correct sell price in outfitting screen
- Fix Escape Vector appearing in odd situations
- Block redundant module swaps in the UI
- Fix groups of ships in interdictions not always scanning player
- Trade Cargo fix with trade limits (by cargo capacity, cash amount and such)
- Noise Generator: Fixed a problem with the scale point module
- Fix a bug with invulnerable anacondas & type 9s caused bay having insane soaks set, added asserts, clamps & resource limits to catch this if it happens again
- Stop shields draining the SYS capacitor at maximum rate while in cruise
- Audio: ensure that the ship voice object is set to Force_Stop
- Fix for the range slider being missing from the radar
- Added cross fading between shadow cascades. Enabled bounding box cascade collection
- Pass on cannon muzzle flash and tracer texture
- Audio: point the audio hard-point activity at the emitter it should use now, not the bone it was using before
- Stop Outfitting Selling Menu Sticking Open
- Player was prompted to sell their bulkheads when equipping a class 2 hardpoint fixed
- Added a warning that prompts players before completing the free sidewinder transaction upon death
- Added the message at bottom of the window when user doesn't have enough cash to buyout a loadout he requested. Confirm button is inaccessible then also
- [AUDIO] Split up the audio events on the rings a little
- Added Galactic Centre and Old Worlds to localisation system
- In the graphics options menu, if the selected display monitor is the Oculus Rift, and the 3D mode is set to OR, then red out refresh rate, fullscreen mode and v-sync options so that it's made clear which options we're locking. Note that the resolution is not red out nor locked
- Don't attack a target if it is inside a space station; this is to stop NPCs following target inside stations - the station will deal with them
- Nicer scaling params for large thrusters. makes large ships feel larger. Also lens flare now properly obeys particle effect
- Increased frustum plane count to cover maximum that can be produced
- Updated Atmosphere shader and astro values to match
- Fixed missing bindings
- Merged the "Supercruise" and "Hyperspace" buttons. Triggering the FSD while selecting a HyperspaceCloud will cause the Hyperdrive to follow the wake
- Tactics tweak to stop drifting in idle close to target ship
- Various text fixes
- Updated the fragment pipeline builder to handle blend links between MRT nodes
- Noise generators: Fixed problems with swirl bands and swirl bands mask inputs
- AI ship scoring: For non-authority ships, don't start an attack with a hostile who is much stronger or much weaker than we are; if attacked, jump away immediately if attacker is much stronger than we are, or if they're stronger and we're not very aggressive. For all ships, if they're much weaker than us, don't consider jumping away due to hull/shield level, likewise if they're weaker and we're aggressive
- Fix authority response not attacking player when in no-fire-zone by making GenericAuthority friendly with suitable factions, and lowering the check on ship vs no-fire-zone from allied to friendly
- Make shadow cascade cross fading optional based on shadow settings.
- Added an explicit check to ensure PolyTrails only recalculate their vertices once per frame
- Fix to fTime occasionally making time go backwards very slowly (not handling windows clock being adjusted appropriately).
- Added some preloading frames and changed audio output streams to send digital silence to wwise when no data available from mic (prevents voice starvation)
- Moved shadow filter quality settings from the directional light to the deferred shading settings since it's only used there
- Skip cross fade passes where possible
- Minor optimisation to stream system
- Reduce the number of nested cascades rendered based on the current depth partition bounds
- Stars and planets now write depth - a new fxl (DetllarBodiesDepth.fxl) has been included for this. This fixes the worst of the pop effect in the I Bootis binary pair
- Stars and planets now transition to and from the stellar background
- Reduced the number of strings being created and discarded every frame
- Removed some temporary array allocations happening every frame
- Pack the lens flare base mesh in to on stream and compress the stream
- Set station attach modules to use the physics MoveTo function rather than update via kinematic callback. This should figure out the station modules velocity for better collision response and it's useful for obstacle avoidance
- Noise Generators: Fixed the HLSL code generation for some modules that ignored the global seed
- Repositioned VFX damage bones in the eagle cockpit
- Stencil out shadow back faces to reduce cost of shadow filter passes
- Don't let AudioOutputStream queue up buffers until Wwise has started requesting them
- If AudioOutputStream ever runs out of data, enqueue some silence before consuming the next valid buffer to ensure we don't constantly underflow
- Stop lights dimming to early in Hauler during Hyperspace sequence
- Improvements to AI docking at stations
- Fixed secondary audio explosions on IncrementingSequenceEffects activity
- Provide a good record of time of receipt; allow object methods to access the receipt parameters
- There is a verification when the camera position is set that it is within sensible boundaries. This is to avoid "jiggling"
- Docking schematic fix for ships picking the wrong schematic item to use their scale value from
- Station lighting overhaul and optimisations
- If AudioOutputStream ever builds up a backlog of buffers remove ones that we don't need to prevent a delay creeping in
- restricted the Throttle Forward-Only/Reverse options to only work in their intended situation, and changed the localisations to call out this fact. ForwardOnly doesn't effect the throttle buttons, reverse throttle only effects a ForewardOnly axis
- Updated the stations to use Vipers for patrol. There are still Eagles around Asellus Primus, but all Fed stations now have Vipers and Fighters, and Eranin has Vipers only
- Confirmation UI should have 'No' as the default on the left and 'Yes' on the right
- Generate time 'ping's back to edServer to measure the time skew between clients and the server
- Some greeble optimisation - attached some strut models together since they repeat at the same rate, saving about a third of the number of greebles referenced
- Audio: Fixed explosion events being cut
- Tweak to make the popup text more visible
- The landing pad schematic model now attaches to the correct bone Docking_Panel instead of Gauges_Panel
- Updated the way the edge length for the tessellated spheres (planets, moons and stars) is calculated
- Audio: Fixed targeting events posting for objects, stations and navigational targets
- Balancing station atmospherics with the new lighting
- Audio: Added quality (affected by ship heat and hull damage) and interference (affected by frame shift charge) rtpc to voice comms effects
- Station now has teeth, big shiny ones, and it ain't afraid to use em
- Use native depth textures for shadow maps
- Game loop advance time synchronised across clients using edServer
- New loadouts for AI ships
- AI fighter tactics pass
- Text mesh rendering added
- Sidewinder - Heavily optimized main LOD
- Audio: implement variable consumption rate of audio output stream's queued data
- Issue with changing UI tabs with Black Widow preset fixed
- Changes for oren nayar deferred shading
- Audio: fix how the audio activity spec data for KinematicBezierCurveMultiple was laid out
- A bunch of optimisations and changes to SpotLightActivity and LightCones
- Sidewinder - Updated dirt and mask, also added decals. Slight model tweaks
- Some anaconda loadouts given the right hyperdrives
- New police station patrol, with no scan, they'll just fly around and help out in case of danger
- Finishing mass lock indicator implementation in cockpit
- Stage 1 of implementing our new lag correction/local prediction methods
- Added trigger for GUI impact sounds that help highlight hits with projectile based weapons
- Hull Damage on smaller ships now produces additional explosion and impact sounds for greater pleasure
- Don't try and scan ships that are inside stations
- Particle system optimisations
- First pass on ambient traffic for stations, all non-anarchy stations should now have traders, miners, bounty hunters and smugglers buzzing around them
- [GERMAN] Fix some untranslated text on Galaxy Map
- Replicate mass-locking to proxies, and use it to set maximum speeds correctly
- [GERMAN] Lock and engage Hyperdrive cut short in German fixed
- Sidewinder - Updated decals and model to add details. Added bespoke parts textures
- [GERMAN] Text cut off issues on trading screen fixed
- Prevent the field around the station doors reaching out to absurd distances on occasion
- Re-merging of Islands takes account of matching allocs in the merging Islands
- Code added to detect unwanted space station killing
- When Transfering our own object to local don't tell everybody that we've gained authority - we'd already got it!
- Improved lighting for sidewinder cockpit
- Stop the cargo scoop and landing gear acting as space-brakes
- Added new pirate loadouts
- Update ship position each physics sub step rather than each frame while docked - help prevent Toku going mad while docked
- Reworked dust particles so the light from the center of the galaxy is taking into account
- Remove the Authority dummies used for lag correction from the physics Spatial database, so they don't block raycasts
- Fixed: [GERMAN] "KONTOSTAND" (Balance) is cut off in station services menu
- Changed vignette on outfitting screen to cover less of the ship
- Improved AI collision avoidance
- Solar flare 1 now aligned along Y and using gravity
- Clear down the turn flag on disconnect, so we don't try using an invalid turn link when reconnecting
- Update to the Eagle's default paint job, with new UV3 layout + additive green layer
- Set up complex star systems correctly
- Set up the current batch of stations so that they get their name applied via the TextMesh renderer
- Hardening player addition/removal checks in case of new connections which had state established earlier
- AI don't start launch process if a player is in the way. Better to stop them here than when they're waiting in a ring around the station door
- Added a lens flare to other ships in supercruise which can be seen from a distance of 1 AU
- Detect a network comms issue where we're re-sending the same ack message too many times, which indicates the machine at the other end is not receiving our traffic
- Ship mass management enhanced
- 'Ghost ship' at toxic waste unidentified signal source scenario fixed
- Ship Heat Capacity Rebalance
- Federation stations now have their name under the portal and a ID number on the rim
- Display list of bounty vouchers in the ExtPanel
- Distance of other players in supercruise is displaying incorrectly at large distances fixed
- Add Docking track
- Fix ShieldEmitterModule trying to reform then break a shield when the generator is turned off while charging
- Stopped ships that don't have it set from dropping cargo on death. Toning down dropout linear force
- AI update. Stop anaconda being stupid. lower jitter on attack from behind. increase accuracy required before firing
- Federation Coriolis stations now display a "postcode" from the starsystem data Federation Coriolis stations now display a "postcode" from the starsystem data
- Fixed a potential conflict with output streams wwise game object names
- Adding new Jurisdictions and laws
- Server moderated death
- Normalise a vector to prevent nonsense forces if the player manages to line up perfectly with the docking bay
- Tweaked equipped frame shift drive sizes
- Fix for planet culling culling rings when you are in them
- Fixed some timing issues with AudioEmitterEvents end callbacks management
- Added in ambient traffic for anarchy stations
- Stations now respond to AI criminals with lots of shooting
- The InnerDock now displays the name of the space station its attached to on the area around the portal
- Modified gauge panel to include nav compass label
- Audio: Changed AudioEmitterEvents to set event state to Idle if Wwise playback fails
- Type 9 - adjusted physics, tried to minimise glaring difference between lod 3 and lod 4
- Fix for shutdown of the ring where if it was alive but not active its render thread shutdown may not be called when the ring is destroyed
- Rewrite how speed bleedoff works when moving above your top speed: it's halved when FA is on, and none at all when FA off
- Fix a bug where combining thrust axes in FAOff can lead to exceeding max speed
- When both engines and flight assist are off, don't hard set the ship's angular velocity to zero
- Ships in supercruise now have a particle trail which can be seen when up close
- [GERMAN] Contacts menu has a few words cut off fixed
- When just sending a SEQ letter to keep a connection alive, increment the sync sequence, as we're now looking at repeated SEQs as indication of a poor connection
- Restructured component factory for network components
- Audio: ensure we clear callbacks when un-registering events in AudioEmitter
- Black market existence now server moderated
- Audio: improve the handling of callback cancellation to allow for interactions with audio object from the render thread
- Remove the un-paid-for modules when rebuying old ship in the resurrection dialog; restore default armour if necessary
- Centralise where we get the approach distance of planets & stars, tweak those numbers so that we get a better impression of how large/small a star is
- AI - force a fight on some scencarios by setting attack duty
- Change some crimes to use Fines instead of Bounties
- Death has now an hourglass
- Planets and stars now can configure the camera stack name used for computing the screen size of the sphere and the textures camera direction
- Fixed a problem with planets tessellation. The process of updating the local coordinates of the stellar object instances wasn't working correctly
- Improve hitcheck on inner dock
- Known complex star systems added
- Fix for incorrectly exported binary systems
- Docking offences do not apply to players under the control of a docking computer
- Allow AI ships to break off from the hyperspace-away process if they are attacked *and* the reason they are hyperspacing away is *not* that they have a low hull or no shields
- Changes to the outerring lighting model to reduce scrolling artefacts as it blends when very near
- Add Police_ThankYouPassedStopAndSearch chatter lines to Police Patrol/Passthrough AIs
- Fixed the ring so it isn't receiving planet rotation
- AI update. stop jinking unless being shot when being chased
- Added duplicate missiles with appropriate prices to solve issue and altered the missile clip size for medium launchers
- Audio: ensure galaxy map star audio is set to Force_Stop - should fix the occasional hanging objects when leaving the galaxy map
- Don't report a crime when adding bounties as part of initialisation (for NPC default bounties), just update the stored bounty values. Stops AI ships/station attacking NPCs with bounties in other jurisdictions
- Changed star particles to take their colour from the corona colour instead of the artist colour
- Added fresnel to dust particles in galaxy map
- A high security rating would result in high skill police and weak pirates and vice versa
- Dead systems have a very low chance of interdictions and have their own pool
- Fix WaitForWeaponFiring activity to wait until the weapon fires in game, and to ignore trigger presses when firing is disabled
- When authority ships discover that a target has a local bounty through a ship scan, make the local station hostile to the target (as well as making the authority ship hostile)
- Optimisations and pipe-lining work on TrailRenderer classes
- Removed FSD and Heatsink launcher to lower overall passive power consumption
- Added Anaconda_Bobblehead
- System contents generation system updated
- Updated HELP_slide4_label2 to read "Use DIVERT POWER TO WEAPONS to increase WEAPONS COOLING capability."
- Made the station laser turrets more deadly, don't mess with the station
- Scanner floats away from the HUD when exiting Supercruise whilst using the Oculus Rift fixed
- Upgrade cash-for-cargo to use a proper market trade request
- AI update. make ai turn around sooner instead of flying too far away
- Adjusted the shape of the some of the models Tweaked the cloud shape's positions and rotation
- Improve loading time for station services menu
- Combat Bonds to use Vouchers
- Allow kinematic audio to specify multiple emitters per cue
- Better handling if we get a crc error in a fragmented letter
- Cull the location list based on fuel range
- Add a percentage chance that appropriate ships will jump away when they detect an authority ship, rather than always doing so
- Stop cockpit glass scratches becoming insanely bright when near a star
- Added adaptive shadow cascades based on depth analysis. Use adaptive shadow cascades in high shadow quality
- Lowered the minimum shadow distance ratio so fine details on space stations get shadows up close
- Tweaked the generation to reduce the occurrence of binary planets/moons and make made some stars have a chance to not have any planets, this is more likely for stars in binary pairs
- Star light scales with distance. When star light has been scaled up, it is also scaled if you can see the star. The background brightness is scaled oppositely to the star brightness
- Small improvement to galaxy map grid line aliasing. Looks crisper
- Slight tweak to galaxy map grid labels
- Resurrected system connections, now based off player's ship actual jump radius
- Replaced old cobra engine with one that fits in with drive unit progression size template. Class 4 for use with the type 6
- Update to missed conspicuousness value on the Cobra
- Tweak Insurance data default values, extra safety checks
- Improved the trails look by reducing the number of cases that overlapping quads appear, the outer radius trail now scales down proportionally with the inner radius trail
- Enabled multiple lighting for surfaces and atmospheres
- Fixed incorrect fire interval on medium cannon
- Islands can now be closed, stopping instances from accepting new clients/hooks
- Triple buffer the final depth analysis render target to avoid stalls. Handle unsupported frustum counts in frustum zero override check
- Half Lambert Support in Deferred
- Don't use the system's address as seed for generating individual planet details as every planet would be the same. Use the body address instead
- Fix some rotation oopsies near planets and stars. You now faceplant into the star on arrival as designed
- Fix for station bounding cylinder
- Audio: implement a more robust way of handling callbacks from wwise
- Make cockpit glass receive shadows
- Planets: Start texture generation as soon as they are created (if visible in terms of distance and radius). Otherwise the generations is delayed until the finish of the loading screen and any close planets are invisible for a small period of time
- Can now select any system from the galaxy map and have it appear as a navigation marker back in the cockpit
- Adjusted how the generator looks at the abundance of elements and works out metal/rock/ice/gas amount, this solves the issue with planets all coming out with large amounts of metal
- Only eject cargo when jumping away if there are hostile ships around, and we are not in a station's NFZ
- Audio: don't wait on unreferenced callbacks to called-back on shut-down, as we've cleared the callbacks
- Removing Alpha 4 Unidentified Sig Sources
- Fixed the classification of planets to not give a certain classification to a planet if it falls out of bounds of that classification
- Audio: don't try to start and stop events out of sequence - fixes the repeated posting of events which generate invalid playing ids
- Fix for Ring Cell voxel grid
- Audio: Fixed AudioEventHelpers not returning the playingID in all situations
- Fixed the station's capital broadside gun ammo being overly bright and scaled down. Polished the muzzle flash and added a light too!
- It seems that at a certain range out (4km) during combat, AI will retract their hardpoints so stop that
- Don't save credits balance - all credits transactions are now performed server-side
- Filter out small gaps in the depth buffer that cause depth analysis to become unstable
- If the maximum depth is passed the last shadow cascade distance immediately snap to the current target depth
- Tweaked the chance of planets forming to be less around binaries
- Tweaks to adaptive shadows. When pushing out distances be conservative and go a bit further than required. Updated settings to make small adjustments less obvious
- Wanted status added to the system popup
- A small change on the swirl bands. With and height sizes are always proportional. Before two random values where generated independently
- Extened delay between galaxy map intros to 4 hours
- Use adaptive cascades in medium quality settings. Fixed issues with texel stability in medium and low shadow settings. Improved shadow cascade cross fading in high quality
- Changed police to use sys authority instead of fed. added fed versions changed police scenarios to use sysauthority instead of fed. added fedpolice version
- Adjusted the Class4_A exhaust cones and balanced the medium thruster lights
- Some tweaks to system generation to increase number of gas giants.
- Made the close star encounter less severe.
- Made some of the classifications more strict on their temperature range
- Audio: fix some incorrect rtpc names for hyperdrive control
- Added safety check to ensure we can't create a key of the wrong length if we get garbage input
- Always ask whether to kill an object from an external event. Add death event reasons so the decider has enough information to choosealways ask whether to kill an object from an external event. Add death event reasons so the decider has enough information to choose
- Fixed a schematic docking offset issue
- Polish to plasma accelerator muzzle flash
- Audio: fix some incorrect rtpc names for supercruise control
- Display broadcast announcements from server along with text chat
- Updated the medium landing pad scale value to a better size that actually fits within the cockpit dashboard
- Audio: Setting up blast shield events properly
- Audio: moving station inner dock comms tower emitter position
- Polished the class4_A retro drive effect and balanced the light
- Decrease upper clamp for cockpit glass lighting
- Remove unnecessary transitions from ShipAI that were causing ambiguous paths
- Fixed damage decals not appearing in profile configuration
- Check 'Clip to view' in lens flare activities to stop the headlight lens flares becoming visible inside the cockpit
- Fixed galaxy map camera controls clashing with UI navigation controls
- Sett the no-fire zone to 10km (used to be 4km) on some stations.
- Don't force enable flight assist during boosts. Also fix a bug uncovered with how the acceleration multiplier is applied during boosts that would have lead to very inconsistent behaviour based on framerate
- Added a new stripes module more suitable for gas giant bands. Also fixed the variable frequency in the old stripes module
- Adjusted distortion on the Class7_B drives
- Prevent avoid obstacles making ships fly backwards and drift about in front of the player
- VFX for other players while in supercruise together
- Removed all cargo from Fed Fighter authority ships (they don't have cargo holds or hatches) and changed a Tantulum to Personal Weapons
- Fix art for Type 9 shield impacts
- Choosing the freewinder sends you to Eranin
- Update D star to also include DQ - fix for all star star noise files where curl noise module has dropped some legacy support
- Fix for broken aspect ratio scaling
- Moved cargo scoop on Type 9
- A whole raft of animation tweaks and updates
- Separated the info panel from the navigation panel
- Prevent players exploding on loading
- Remove GPU stall on depth analysis
- Art pass on all planetoid bodies
- Audio: Fixed hyperdrive point of no return posting the wrong event
- Added mass to armour modules
- New ring cell blends
- Fix two sign errors. No, they don't cancel out
- Moved the radar renderer down one render layer so it can be brightened by the hyperspace effect
- We should make sure that the UniversalAddress of the RandomEvents is legit. We should not spawn a random event inside a body's inner radius
- Updating the trade goods found in ships in scenarios to match new list Adding some new CargoDrop Scenarios
- Block text chat and voice chat to or from players on the ignored list
- Terrestrial Heavy Metal planet fixes
- Fixed some now-dead items in ambient traffic
- Metal Rich planet fixes
- Make nav/targeting icons appear outside of cockpit rather than on cockpit glass
- Terrestrial_Rocky and version with rich atmosphere fixes
- RockyIceWorld variant update
- Reset the m_repeatAckCounter when disconnecting, so if we reconnect we don't immediately think things have gone wrong
- Bounty store now uses Vouchers
- Updates to slushworld
- Art pass on Venusian planet type
- Art pass on ice mantle planet
- Ensure the the state of the panels and the state the game thinks the panels are in is the same
- Fix Pirates being "wanted" in anarchies
- Host of changes to how stations calculate both their rotation axis and rotation around that axis
- StationInnerDock StationVoice emitters group
- Localised the control binding groups
- Moved headlook toggle into the headlook group so it can be bound to the same key as galaxy map controls
- Make planets in local system more visible
- Fixed screenshots at non-multiple-of-4 resolutions
- Audio: Ignore playback requests for non begin end events while the emitter is in virtual state
- Added quality settings to galaxy map background Added quality settings to galaxy map background
- Updated the Class4_A retro thrust effect & lighting
- Set collision filter on bobble head body to not collide with anything
- Stencil fix for distant ring
- Art pass on Waterworld Terraformed (earth-like)
- Art pass on Waterworld
- Fixed ring specular
- Art pass Habitable ice world
- Art pass terraformed habitable ice world
- Art pass habitable outdoor world
- If there is a target marker behind the currently selected target it displays when you face the target causing your selected target to be un-readable fixed
- Fixed mouse cursor momentarily appearing after exiting hyperspace
- Fix occasionally showing up miles away from the star after diving into it
- Fix for double quantities being shown for supply
- The "Loaned" weapon no longer appears in your buy-back
- Show wanted status in the system map body popup
- Kick player out to station services menu if an outfitting screen transaction fails
- [Thrustmaster Hotas-X] Interface menu erratic behaviour. Assuming the POV hat is centred when the game window gains focus seems to fix this issue
- Fixed docking requests voice notifications to happen at the right timing
- When receiving a new object letter, check this machine is in one of the sessions in the session list before creating the object
- Fixed incorrect hyperdrive cool down time after interdiction on Hauler
- Delete DeathLetterRequest before checking for Proxy references, as the DeathLetterRequest can hold some
- When checking whether the compound object (the space station) is ready to take over authority, and we look at the subsidiaries to see whether they've been initialised enough for us to take over, limit that check to non-local subsidiaries
- Add Nvidia workaround to enable 3D acceleration on mobile GPUs
- Fix for star hotspot lensflares disappearing when transitioning between supercruise/normal flight
- Cargo canisters and cargo units should not share IDs
- Missiles ignore collision with anything registered as part of the ship that fired them, prevents them hitting their own shields
- Tweak to hardpoint doors which were poking through the hull when open on Eagle
- Ensure that taking authority can actually happen with an unexpected station death
- After a module change, only save once it's safe to do so
- Fix for incorrect audio for 'Cargo hold at maximum capacity'
- Updated all atmosphere settings on planets to match new atmosphere
- Added a new shield generator for use by easy AI ships
- Code side economy numeration did not match compiler side enumeration. Economy types should be correct now
- Change to small hangar lighting to improve contrast & specular response on the ships for the paintjobs

--------------------------------------------------------

Premium Beta 2

New Content/Features

- New space station type added (Orbis)
- Added Hauler ship type
- 3 x new visitable systems (Styx, Aulin and LHS 3006)
- German language support added
- Incremental install added (it will need to do a full install on its first use)
- Animated pilot added
- Price item bought for added to trading interface
- Customisable controls for galaxy map added
- Rear beacons inside station turned on
- Hyperspace effect tweaks
- Anaconda cockpit art improvements
- Lakon Type 9 cockpit art improvements
- Audio tweaks for Galaxy Map
- Additional controllers added
- Cloud layers use height separation for normals generation
- Charge bar for supercruise/hyperspace added to left panel
- High resolution screen capture added (Alt-F10)
- Art improvements for large docking pads
- Eagle cockpit art improvements
- Updated stars with hotspot colours
- GUI added to aid escaping masslock
- General audio tweak and balance pass
- Hyperspace arrive and depart VFX tweaks
- Add a default joystick device that maps to first available joystick
- Animation added to opening of star map
- Default descriptions for populated systems added to galaxy map
- More individual descriptions for systems added to galaxy map
- Updated trade goods
- Added connection stats debug (CTRL+B)
- Option for pilot gender added
- SCreenshots now saved in My Documents\Pictures folder

Crash Fixes

- Prevent crash when authority change occurs
- Fix for alt-tab crash
- Fix for crash in AI null value
- Fix for nullpointer crash in schematics
- Fix crash in location lighting shutdown
- Fix crash in faction interogation for AI
- Fix softlock caused by LogicTriggerGlitch receiving negative damage
- Material crash fixed
- Fix for assert when enabling / disabling SSAO
- Fix for server island crash
- Fix for crash spawning AI
- Fix for ejecting cargo crash
- When resurrecting, wait properly instead of soft lock
- Fix to stop crash when quitting the game at the same time as dying
- Fix for vertex crash in galaxy map

General Fixes/Tweaks

- Server moderated docking pad control added
- Interdiction frequency balancing
- Fix Anaconda's collision avoidance to prevent flying into asteroids
- Station name and status information always available
- Format changed for galaxy map coordinates
- Apostrophe can now be used in galaxy map search
- Kinematic optimisations
- Improved prediction for Oculus Rift
- Control sticks can now be used in menus
- Various text fixes
- Missing texture on capital ship fixed
- NPCs can now check if another NPC has a bounty
- Hyperspace exit flash restored
- Functions panel now indicates that flight assist is in cruise mode and cannot be changed
- Contacts aren't counted until they are fully resolved
- Ships no longer need an armour module
- Fixed X52 controller naming
- Greebles optimisations
- Cobra death explosion tweaks
- In windowed mode, don't update display mode in response to focus events
- Various trading tweak
- Better cargo integrity checks
- General avoidance behaviour improvements
- Don't make target locking SFX if weapon isn't deployed
- Stations appear on scanner at fixed distance
- Ships must be within range for docking request to be accepted
- Try and reduce AI tendency to ram opposition
- Move FOV setting out of presets section in options screen
- Additional safety checks for authority changes
- Camera lag and orientation clamping for gun and navigation sights
- LODs for ships and weapons updated
- Reduce message spam when spamming the supercruise control
- Fix for gimballed weapon sights
- Physics around docking port improved
- Clean up session change in supercruise
- Network connection and session creation takes into account connection health scoring
- Star database fixes
- Assorted audio tech fixes
- Wait until station voice has stopped speaking before performing the timeout
- Emergency drops force FAOff which blends out over a duration
- Stop friction noises continuing when docked
- Fixed vertical stalk scaling on larger landing pads
- Emergency drops cause ghost controls to fight with which blend out over a duration
- Change ship's voice to use the headset effect atmospheric effect setting when at the galaxy map
- Fix for the flashing black boxes on AMD cards.
- Collision damage improvements
- Added a separate row type for toggle bindings to help with the toggle mode confusion
- Fixed a mouse scroll losing focus bug.
- Tweaked docking assist params (remove angular help and lowered linear help so docking still requires you to at least roll properly to align).
- Keep the processing flight scheme active when in the galaxy map to preserve your speed
- FSD charge rate changes while you're charging, rather than being fixed when you start charging
- Fix message spam when docking is declined
- Add '+' to allowable search characters in galaxy map
- Supercruise speed balanced (Top speed lowered, acceleration lowered, min speed increased, gravity wells shrunk, star mass lock reduced)
- Fixed hull health discrepency when docked
- Confirm equipment purchase added
- Outfitting screen remembers list location after cancelled or failed request
- Canister infor split into two lines
- Fighter and large AI behaviour tweaks
- Fix network token deadlock
- Fix faction choice in single player scenario
- Flight assist off warning added
- Fix beam lasers passing through things and not causing damage
- Deactivate Proccessing_Flight while docked ('Docked' is now a distinct state)
- Show the inner-sphere for bodies from further away if you're moving at non-trivial speeds.
- Fix for trying to access MotionLineInstances before they are created
- Drop request time from 20 to 10 seconds for docking requests
- Don't disconnect if other party pauses
- Set defaults for shadow view near plane bias values. Expose these values as a shadow quality setting.
- Fix AI idle behaviour after scanning player
- Upped drop out speed and distance limits by a factor of 5
- When near a stellar body (within 4x it's "radius"), need to align away from the body to supercruise.
- Fix mask counter being reset between transitions
- Fix for motion lines being visible coming directly at the player
- Changed slice algorithm and shaders on planets to use the proper vertex and texture coordinates.
- Emergency air timeout now 10 minutes
- Deploying the cargo scoop or the landing gear will reduce the speed of the space ship
- Bounty hunter AI improvements
- Moons can now have moons of their own
- Prevent the "No fire zone entered" message if you're docked
- Bobblehead a little less crazy
- Reduce cockpit jitter in supercruise
- Cache cockpit blow out state across transitions
- Correct the firing bones used for the adv torp pylon
- Updated Advertising Drones beam effect. Fixed alignment of beams in relation to drone beam projectors
- Added Saitek Pro Flight Rudders to device list
- Reduced star spin rates
- Stop NPC Eagle friendly fire making you a hostile
- Better interaction of FAOff and throttle controls
- Updated hull explosions, removed spinny spinny smoke and rebalanced the textures
- The player should stop using the breathing mask once inside a space station
- The oxygen in the breathing mask should be replenished when docked
- Emergency drops cause damage to hull and modules
- Interdiction don't count as emergency drops anymore
- Ring optimisations
- Added new death explosion to the Cobra, also rebalanced hangar flares and removed the vertical anamorphic
- Fix "Don't report crimes against me" not working
- Damage states added to Anaconda
- Changed the inertia tensor for ships from a 10m radius ball to a box the size of the ship
- Fixed "no firegroups set" spam
- Shadowing improvements
- CustomiseCrime allowing ships to have bounties in lawless jurisdictions - now converts local to nearby bounty if local is lawless.
- You can no longer dock upside down
- Fix for missing activity lead to incorrect UI for railguns when retracting
- Improved resize handling
- Red ring of the star lens flare now has a nicer offset so it doesn't linger across the screen
- Coriolis optimisations
- Fixed issues with internal cockpit panel not showing proper ship schematics
- Fix for selecting Anaglyph 3D rendering resulting in nothing being shown
- Stations no longer show criminal status.
- Canisters display their contents in the contacts list
- Clear contacts list on entering supercruise
- AA modes can now be used with OR
- Fix for items not showing up in black market
- Increase spawn radii for scenarios
- When inside the space station, the ship's heat should increase gradually to some ambient level to simulate the temperature control of the station's atmosphere
- station interior fog now balanced to reflect lighting better
- Fix polyTrails for FrameShift arrival/departure
- Give ai something to do if their drive module is dead
- Improvements to handling of when mouse cursor shown be shown / hidden
- Locked exit button after submitting a transaction to prevent money-making exploit from UI side
- Change to ambient on distant ring cells
- Improved render rejection and lodding of kinematic models
- Change checks on values in algorithm getting barycentric co-ordinates from a ray intersection point with a triangle
- 3D settings in graphics options no longer take effect immediately, only when 'Apply' is pressed
- Push out shadow cascade end distances to fill available shadow map space
- Added Beam effects for the hyperspace clouds
- Fix for scenario initialisation in server
- Fixes the glitch where shadows flash off for a frame while moving
- Fix not emergency dropping when 'hitting' stellar bodies
- AI ships make the same hyperspace clouds as players on arrive/depart
- Quantise shadow cascade alignment axis by angle rather than quantising the vector directly
- Local dust cloud models tweaked in galaxy map
- Absolute magnitude calculation for neutron stars altered
- Reduce the mass range of the injected massive stars
- Moved some bones around in the sidewinder cockpit and rebalanced the damage effects
- Allow players to see unaffordable items when viewing the outfitting parts list
- Increased the speed at which ice forms on the windscreen when close to 0% temperature
- Location targeting is now 'locked' while the hyperdrive is charging
- Detect cases where CustomiseShipCargo is set up with invalid min/max quantities
- Fix for not submitting rocks that aren't spinning to the renderer
- Fix bounty min's that are greater than the max
- Fade Rotation correction out over 2 seconds when you leave the docking bay so it's a less jarring transition
- Reimplement the atmospheric failure ships voice line to take into account the state of the life support system
- Changed shadow filter to work in gamma colour space. This reduces blocky shadow artifacts and makes the size of shadows more consistent between cascades
- Keep the list of the asteroids active when time isn't passing
- When the shipyard is closing down consider the case that the ship is being destroyed
- The Local dust now has a subtle gradient at the end of the galaxy
- High quality shadow settings: Increased resolution
- Re-implemented gunsights
- Don't let the hyperdrive ask anything of the MainGameFlow when it's doing something else (anything that isn't InGame or Paused).
- Commander names that include a hyphen and are 22 characters long now show the last word on the contacts tab
- Galaxy map rendering optimisations
- AI ships can no longer jump when mass locked
- Added more state to SavedGames (heat, power settings, oxygen timer)
- Fix ship voice talking over itself during hyperspace/supercruise jumps
- Updated shadow slope scale calculation to be consistent when using orthographic projections. This also makes it more efficient.
- Fix being able to run out of air when in the station
- Fixed the label for galactic average column as it wasn't showing the whole text
- Fix issues with cursor not responding immediately to changes of state
- Fixed mismatched damage displayed on hull repair screen
- Fixed Bug With Eagle GUI Schematic Target Panel
- Missing stars in galaxy map now displayed
- k-warrant scan and cargo scan gui update from out of range if the fire button is held when flying into range
- Point defence weapons no longer listed in firegroups, they are activated and deactivated through modules
- Oculus fix for lens flares not converging properly
- EjectCargoActivity should only try to queue ejections of cargo units that are not currently ejecting
- Added density controls to the distant ring cell meshes. The density of the ring is now set as number of rocks per Km^3
- Prevent the stick-on damage models used in the Anaconda and Type9 from jittering
- If you respawn with the free sidewinder, bring your money up to a minimum of 1000
- Fixed panels' popup getting stuck
- Fixed the cameras in the hanger from focusing on wrong hardpoints on the Eagle
- Firing in a no-fire zone is now a crime
- Force Flight Assist on when playing frameshift exit effects
- Stop AI Ships attacking even when wanted level has been cleared
- Speed indication bar now "Flips" round when in "Reverse"
- Improvements to turret behaviour
- Heat seeking missiles track the enemy ship
- Added the ability to have modifier keys to input binding
- Weapons no longer turn on/off as you deploy/stow hardpoints
- Hardpoints don't draw power unless deployed (effects heat)
- If you hit an emergency stop but you're going slowly enough to drop safely, just do so
- Location/target/target location panels are mutually exclusive
- Distance to target takes target size into account
- Station shows up with the correct colour HUD
- Fixed the move-mouse-pointer-off-screen-when-using-the-pad-so-it-doesn't-trigger-rollovers thing
- Hardpoint modules can be set to "always deployed", so they ignore the player's "Deploy hardpoints" control. They still retract if unpowered
- Make sure aspect ratio is correctly calculated when Oculus Rift has been selected as an option but the device isn't available
- Fix for HeatSinkLauncher being usable when unpowered. Now it needs to be powered and deployed, but is always deployed when powered
- Using forward/backward thrust resets throttle fixed
- Fix bounty hunters with no crime scanners - was setting the (basic) scan time to 100s if there was no crime scanner, rather than 3s
- Once a ships engines are taken offline, AI should flee after a variable period of time
- If we fail to lock a vertex or index buffer, don't add it to the list of buffers to be unlocked
- Changed "dumping" price of a commodity from a constant 80% reduction below the galactic minimum to use the per-commodity ReductionBuyHomeGrown scale factor
- AI improvements for police patrols
- When buying ships from the shipyard, make sure the logic requests the appropriate state transitions depending on whether Oculus Rift is enabled or not
- Split bounty hunter state into patrolling and interdiction variants
- Tweaks to galaxy map for oculus
- Allow a chance for patrol pirates to jump away after scooping cargo
- Reduce network debug chatter
- Allow cargo hatch to begin retracting before it has fully extended and vice versa
- Fixed the jumping button focus on the cockpit launch/services panel
- Various WIP changes to get exit/entry into asteroid rings a little more graceful
- Trade Cargo screen: new tweaks, adjustments, fixes, improvements
- Removed Planet/Station/Sun initial lock on icons
- When buying/selling an item, then dropping back to the main page the item I was on should remain the focus
- Fix for unsynced stellarforge timings causing station rotation issues
- Background stars not flattened into background
- Optimisations for damage models
- Animations for small landing pad updated
- Don't allow the game to run without an input system
- Impose some sensible limits on the threading parameters parsed from AppConfig
- Fixing an in the power distrib that might have been hampering the cobra
- Clear the "arrive from supercruise" flag when you buy a ship so you don't appear in the hangar with a fantabulous flash
- Change cockpit glass edges to use different shader that doesn't argue with the background envmap
- Targeting system does its selection based on look direction rather than ship direction. TrackIR, Oculus & manual headlook now works to select targets
- Additional checks for missing space station
- If space station is missing then don't trap the player in a docked state
- Can now supercruise through rings (clusters that add mass locking to be added later)
- Added notification that player must sell cargo before selling their ship (when buying a new one)
- Additional safeguards when receiving authority changes
- Improved the loading when starting docked, there is no longer 1 frame when the ship is outside the station
- Don't replicate variables from a bad packet
- Planets, moons and stars ignores the "amd crash fix" graphic option.They would be rendered even if the amd crash fix is turned on.
- When testing if we're close enough to the station ot request docking, subtract its radius from the distance in the same way as the target UI so we're consistent
- Fix a huge missing texture on the corners of Coriolis station
- Fix for jerky motion in profile builds caused by excessive replication
- Added a way point between full cockpit control and the galaxy map so the player can't get up to any shenanigans while the galaxy map initialises
- Fix a bug where sessions do not start up, due to info lost relating to a cancelled message
- Fix for ship not appearing on other player's scene - due to order of initialisation of components

--------------------------------------------------------

Premium Beta

- Commodity tweaks and balance pass
- Fix for some black market issues
- Additional cargo sanity checks
- Fix for jettisoning cargo
- Updated backdrop


Eines der nützlichsten Tiere ist das Schwein. Von ihm kann man alles verwenden, das Fleisch von vorn bis hinten, die Haut für Leder, die Borsten für Bürsten und den Namen als Schimpfwort.  wink

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