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#1 08.03.2017 17:27:45

Fnupsuk
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Ort: Kaffeemaschine
Registriert: 01.08.2012
Beiträge: 527

[ED] Updates 2.3 The Commanders bis 2.3.11

Roadmap

2.0 – Planetary Landings
Erlebe die Galaxie aus einem ganz neuen Blickwinkel. Reise von den Sternen auf die Oberfläche fremdartiger Planeten und erforsche sie mit dem neuen Landfahrzeug „Scarab“.

2.1 – The Engineers
Und zwar mit einem erweiterten Missions- und Beute-System, das alles verändern wird. Stelle exotische Waffen und Module für dein Raumschiff her und baue ein Schiff, wie es die Galaxie noch nie gesehen hat.

2.2 – The Guardians
Nimm hin, was kommt, und schlag mit doppelter Stärke zurück. Bringe ein zweites Schiff zu jedem Kampf mit schiffsbasierten Jägern und schütze deine Passagiere vor den tödlichsten Gefahren der Galaxie.

2.3 – The Commanders
Schließt euch zusammen. Werde mit dem neuen Kommandanten-Editor zu einem echten Individuum, teile dann deine Brücke mithilfe von Multi-Crew und fliege zusammen mit deinen Freunden.

2.4 – ????
Ein Geheimnis, das erst in der letzten Erweiterung von Elite Dangerous: Horizons enthüllt wird.


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

2.3.11

Stability Fixes

- Fixed a crash involving Fighters.
- Fixed a crash that could occur when using the vanity camera shortcut while viewing the System/Surface Map.

General Fixes & Tweaks

- Overworked Air Traffic Controllers will no longer greet pilots as they are leaving.

Missions

- We no longer award micro resources that are not used for anything as mission rewards.
- Various mission tweaks and fixes.

Console Notes

- Xbox, PlayStation 4: Fix for the welcome mission not appearing for new commanders.
- PlayStation 4: Fix for a bug where the game ran at an accelerated speed after resuming from Rest Mode.
- PlayStation 4: General client progression-flow fixes for new commanders.

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

v2.3.10

Stability Fixes

- Fixed a Commander Data error that could occur when two players switch to a Fighter at the same time in Multi-Crew
- Fixed a crash that could occur when in High Intensity Conflict Zones for extended periods of time
- Fixed a crash that could occur when leaving Supercruise in a busy area
- Fixed a crash that could occur when activating Silent Running in a CQC match
- Fixed a crash that could occur in the Capital Ship Encounters

General Fixes & Tweaks

- General text fixes
- Updated some translations
- Fixed a target-able location in the Howard system
- Audio: Fixed an issue with inbox message alert audio not playing
- Audio: Fixed an issue whereby the audio would continue to loop when holding the fire button, after your shield cell bank had run out of ammo
- Audio: Fixed an issue with the discovery scanner audio - Honks are back!
- Audio: Various audio tweaks and fixes
- Players will now be consistently moved safely out of asteroid rings when logging in, which should hopefully prevent asteroids from spawn killing players

Camera Suite

- Fixed an issue that caused the 'Frameshift Charging' indicator to become stuck on screen if you cancelled a hyperjump whilst in the camera suite

Celestial

- More factions have joined the Colonia region of space

Holo-Me Creator

- Implemented various changes to improve the appearance of Holo-Me in extreme lighting conditions

Installations/POIs/USSs

- Fixed an issue whereby the Technology 06 codex entry was missing from Ancient Ruins

Missions

- Mission board generation optimisations

Multi-Crew

- Added the ability for Helm to limit the functionality of the Gunner role if desired (for example, preventing the use of utility style modules or deploying/retracting hardpoints)
- Added the ability for Helm to disable the Fighter Control role if desired
- Fix to allow the Helm access to turret mode options when they do not have a Gunner in their Multi-Crew session
- Multicrew activities that have crew slots available are now highlighted with ‘+’ symbols
- The 'Switch Roles' button will now be greyed out if your SRV is carrying more cargo than the ship has capacity for

Network

- General network tweaks and fixes

Outfitting

- Fixed an issue whereby the Engine Detailing slot did not appear when using the the Detailing filter tab

Player Journal

- Fixed an issue with NPC names becoming garbled in the Player Journal
- Faction Pending and Recovery state information is now included in the Player Journal
- Addressed an issue whereby certain events were missing from the Player Journal
- New "EngineerContribution" event for making donations to unlock an Engineer

Ships
General Ship Fixes and Improvements

Anaconda
- Fixed some visual issues with the Anaconda's cockpit and made some improvements

Asp
- Moved the camera closer to prevent clipping in livery outfitting

Imperial Courier
- Fixed an issue with the Imperial Courier's Slipstream paint job

Python
- Python ship kits no longer appear worn when fully repaired

General Ship Audio Fixes and Improvements

-  Audio: Improvements to the "Rotational Correction" voice lines when returning to the helm from a fighter

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

v2.3.01

Stability Fixes

- Fix to prevent a crash under some network conditions, that could occur when arriving in a session just as another player jumps away
- Fixed a crash that could occur when the helm initiated a supercruise jump while a Multi-Crew player was in a fighter
- Fixed a crash that could occur when cancelling a docking request when you have a docking computer installed

General Fixes & Tweaks

- Fixed an issue which created low resolution stars when exiting hyperspace
- Fixed an issue whereby gas giants would be incorrectly assigned a star texture in the system map when zooming out
- Addressed a large framerate drop that could occur when a friend logs in
- Various text fixes
- Various localisation updates
- Fix some Engineer bookmarks not being set when issuing invitations
- Missing GalNet articles have been fixed
- Farmed salt from the community for usage later.
- Addressed an issue causing Commanders to resurrect in Eranin instead of on a Planet Base near Colonia

Audio

- Fixed some audio issues related to settlements
- Addressed some audio popping that could occur when near Moisture Farms
- Fixed missing audio dialogue in training missions
- Various ship related audio fixes

Galaxy and System Map

- Fixed an issue whereby galaxy and system map popups were offset on resolutions other than 1920x1080

Missions

- Fixed welcome mission not appearing for the Horizon Sidewinder starting package
- Fixed an issue whereby a certain welcome mission was not generating correctly
- Fixed a number of adjudication server disconnects

Multi-Crew

- Fix for non-helm players ending up in the pilot chair when dropping out of supercruise
- Addressed an issue that led to incorrect bounty share messages being displayed during a Multicrew session
- Increased crew payments: voucher scaling now tops out at 80% of helm earnings (previously 50%)
- Increased insurance rebuy discount for Helm to 30% reduction per crew member (previously 25%)

Networking

- Various network optimisations

Player Journal

- Scanning objects with no rotational period (or infinite rotational period) no longer writes any information about rotational period to the Player Journal
- Fixed an issue whereby events could become merged in the Player Journal

Ships and SRVs

- Fixed an issue whereby decals on an SRV appeared within a black box
- Small tweak to the tail camera on the Fer-De-Lance so an installed shipkit piece is more visible
- Adjusted ship name filtering
- Fixed a transaction server disconnection when transferring cargo

Weapons and Modules

- Fixed an issue with infinite Packhound missile ammunition and heat generation which meant they could be fired infinitely by a Multi-Crew Gunner
- Fixed issue whereby certain modules (such as the Advanced Discovery Scanner) could not be reactivated after being repaired by the Auto Field-Maintenance Unit

Powerplay

- Fixed expansions not being correctly processed during weekly server maintenance

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

2.3 The Commanders - Changelog

Holo-Me (Commander Creator)

- Holo-Me UI added
- Players can create their own commander using a variety of customisation options and/or presets
- Player avatars now used in ship cockpits
- Added holographic effect for commander avatars (when they are not physically present)
- Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
- Added Holo-Me option to cockpit Status Panel
- Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image
- Added rank shoulder patches, unlocked with rank
- Added faction and pirate shoulder patches

Multi-Crew

- Multi-Crew availability is based on the number of physical seats on your ship
- Gunner role added
- Fighter Con role added
- Helm role added
- Matchmaking for different session types added
- Bounty Hunting
- Mentor
- Piracy
- Mining
- Exploration
- Smuggling
- Session summary screens added
- Allow friend invitations to Multi-Crew
- Power Distributor - Non helm Multi-Crew players provide an additional single power distribution pip which they control
- Added idle animations for other commanders in cockpit
- Crimes system updated to support Multi-Crew
- Multi-Crew related stats added
- Chat interface updated

Ships

- Added Multi-Crew cameras to supported ships
- Upgraded cockpits for Multi-Crew
- Adder (upgraded second chair for Multi-Crew)
- Anaconda (upgraded second and third chair for Multi-Crew)
- Asp (added second chair for Multi-Crew)
- Asp Scout (added second chair for Multi-Crew)
- Beluga (upgraded second and third chair for Multi-Crew)
- Cobra MkIII (upgraded second chair for Multi-Crew)
- Cobra MkIV (upgraded second chair for Multi-Crew)
- Imperial Clipper (upgraded second chair for Multi-Crew)
- Corvette (upgraded second and third chair for Multi-Crew)
- Federal Dropship (upgraded second chair for Multi-Crew)
- Federal Assault (upgraded second chair for Multi-Crew)
- Federal Gunship (upgraded second chair for Multi-Crew)
- Fer de Lance (upgraded second chair for Multi-Crew)
- Orca (upgraded second chair for Multi-Crew)
- Cutter (upgraded second and third chair for Multi-Crew)
- Type 9 (upgraded second and third chair for Multi-Crew)
- Python (upgraded second chair for Multi-Crew)
- Vulture (upgraded second chair for Multi-Crew)
- Dolphin playable ship added
- Dolphin NPC ships added

General

- New mysterious things added
- New organics added to surfaces

New Content & Features (Non-Horizons)

Ship Naming

- Ship Name and ID plates can now be added via Outfitting
- Ship names are server moderated if deemed inappropriate then will be masked off to other players
- If you report a player in-game, we'll now fill in their ship name and ship ID for you
- Added ship name plates to ships
- Added ID plates to ships
- Added ship names to various cockpit UI
- The start new commander flow will now prompt you to enter a ship name

Camera Suite

- Added vanity cameras to the ships
- Players can view their commander and ship from a variety of interior and exterior camera angles, using a range of new camera control options, including:
+ Zoom (Interior, Exterior, with Free Camera enabled)
+ Focus (Exterior, with Depth of Field Enabled)
+ Blur (Interior, Exterior, with Depth of Field Enabled)
+ Roll (Exterior)
+ Elevation (Exterior)
+ Speed (Exterior)
+ Stabiliser On/Off (Exterior)
+ Enable/Disable Ship Controls (Exterior)
+ Detach/Attach Camera With Ship (Exterior)
+ Hide UI (Interior, Exterior)

- Added free camera to ships
- Within the vanity camera, players can also select a free camera mode to more freely adjust their camera view (with access to the above camera options)
- Updated ship cockpit interiors to account for new viewing angles

General

- Added asteroid base type station (including air traffic controllers)
- Added 32 asteroid bases in various deep space locations
- Added some new challenge scenarios
- 4 new Incursion scenarios
- Speed docking
- Driver challenge
- Ship launched fighter challenge
- Added custom engine trails support
- Added Megaships
- Tanker
- Cargo
- Asteroid Miner
- Flight Operations
- Prison Ship
- Science Vessel
- Passenger
- ???
- ???
- Added 100 new tourist beacons
- Added Bucky Ball Beer Mats rare good

Fixes and Improvements

Stability Fixes

- Fixed crash in the inertial camera simulation when in CQC
- Fixed crash when entering CQC
- Fixed a soft lock on entering CQC
- Fixed a softlock that happened after dismissing an error dialog in CQC
- Fixed an error that can happen in outfitting if you replace the power distributor too fast
- Fixed crash that occurred while trying to generate ambient heat on ships inside stations
- Fixed crash in physics if data for a wheel is not valid
- Fixed deadlock if the galaxy map is repeatedly opened and closed
- Fixed a network issue related to modules
- Fixed crash when looking at left-hand panel while in a fighter
- Fixed a crash with landing gear not being correctly initialised
- Fixed a crash with GPU memory allocation
- Prevented a crash if a mission loses some of its data
- Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
- Fixed crashes in high resolution screen captures when using supersampling settings < 1.0 and/or borderless modes with resolutions lower than the desktop resolution
- Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
- Fixed a crash accessing a stored module in outfitting
- Fixed error with incorrect string types for Follow On missions
- Addressed a softlock that could occur when mashing the selection button when no ships or activites are available
- Fixed issue with memory corruption on shutdown
- Fixed game becoming unresponsive on commander history tab
- Fixed crash due to the vanity camera blur geometry not being correctly initialised
- Fixed a crash that could occur during shutdown
- Fixed crash when trying to upgrade the health of a module which has no concept of health
- Networking stability fixes
- Fixed a crash that occured when hyperspacing whilst swapping back from fighter
- Fixed a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage
- Fixed crash that occured when contract destination does not come through correctly
- Fixed a crash that occured when supercruising with your fighter deployed
- Fixed a crash that occurred when opening the system map in rare circumstances
- Fixed a crash that occurred if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
- Fixed a cockpit crash in SRV
- Fixed a crash that occurred when loading a ship with an engineered surface scanner
- Fixed a crash that occurred when trying to load refineries with empty bins
- Implemented measures to prevent a crash when docking
- Fixed a crash that could occur when launching a fighter and then immediately disconnecting before the fighter is constructed
- Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
- Fixed a crash that could occur when sending Wing invites in certain situations

General Fixes & Tweaks

- Fix to prevent ships spawning inside each other on interdiction drop out
- Fix to prevent the cursor being offset in some front-end UI circumstances when using 'In-Game Panel Based Cursor' mouse mode
- Fixed cases of the SRV appearing in orbit after re-launching the game
- Fixed issue whereby a player’s combat rank would be seen as ‘Harmless’ after making progress on their rank
- Fixed trespass zone radar elements being visible in the debug/classified camera modes
- Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
- Fixed LOD issue with Zemina Torval’s Powerplay Decal
- Fixed issue whereby a String ID would appear on the info panel as the jump destination
- Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
- Fix for Docking Computer crashing into back of station when approaching from rear
- Fix for Docking Computer crashing into Qwent Research tower when coming in to land
- Optimised loading time when loading in docked at a station
- The cockpit friends list now shows the distance to each friend (if they're in the same mode as you), and sorts friends by the closest first
- Info in status panel will now only show the scrollbar when focused
- Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
- Various mission template fixes
- When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
- Fixed missing info text for data link scanner
- Fixed some shadowing artefacts in the terrain rendering
- Fixed station interior changing when the station in under influence of an Unknown Artifact
- Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets
- Fixed an issue where the station name, rather than the schematics name, would be displayed in the target details panel
- Fixed issue that was affecting missions at Jaques station
- Various optimisations for Galaxy map
- Fixed issue whereby you could not exit side panel with B Button after using a fighter
- Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
- Fixed Intermittent drop in frame rate in Challenge Scenario
- Fixed low-resolution cockpit on loading into CQC matches
- Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
- Fix to correctly handle '<' in text chat
- Fixed the 'bind dialog' on the controls screen - the 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
- Fixed long names getting truncated on the target panel
- Rank requirement should no longer show up when not needed
- Truncated text in shipyard list should now wrap
- Start position has been adjusted for safety if a player drops out of supercruise at a wing beacon within a ring
- Headlook should now activate panels by default when looked at
- Ships are not duplicated in system map each time you open it anymore
- Improvements made to the comms panel popup options, adding icons
- Fix for incorrect mining decals spawning on rocky/icy asteroid types
- Fixed friends markers not appearing on the galaxy map
- Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
- Fixed the brightness of dust clouds in the main galaxy background
- Fixed missing progress bars on scanning reticle
- Fixed asteroids sometimes not rendering into the far shadow views
- Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
- Fixed saved game code issue which was breaking neutron-star jumps
- Fixed issue whereby credits were not being taken when purchasing exploration data
- Sped up CQC matchmaking when players of significantly different ratings join the game
- Fixed an issue whereby taking high-res screenshots could cause network disconnection
- Fixed star texture pop when arriving from hyperspace
- Pause menu now appears faster
- Fix destination star's lens flare from separating from it in hyperspace when in large ships
- History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
- Fixed numerous issues with text truncation in power details screen
- Fixed instances of corrupted text throughout the game
- Fixed the visibility of stalks and jump highlights for systems in the galaxy map
- Fixed text chat not becoming available for players you just unblocked
- Fixed for AI ships in supercruise circling around station
- Fixed some missing sounds for goals in CQC
- NPC pilot suits have colour variants again
- Fixed issue with Russian text being slightly cut off in various UI panels
- Fixed issue whereby the labels for livery slots could display in black instead white or grey text
- Updated the time format used in the comms panel timestamps
- Fixed issue whereby long ship names were truncated on the ship transfer panel
- Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
- Terrain shader minor optimisation for 700 series Geforce
- Optimised HUD 'glitch' effect
- Optimisation for HBAO
- Optimisation for stellar jets
- Various VFX lighting optimisations
- Various particle effects LODing and optimisations
- Various text fixes
- Various localisation fixes
- Audio: Fixed triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
- Audio: Fixed missing audio when scrolling on option pages
- Audio: Fixed missing events on heat sink deploy
- Audio: Fixed missing "Fuel Scooping Complete" voice line
- Audio: Enabled audio Obstruction/Occlusion in main game
- Audio: Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues
- Audio: New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines
- Audio: Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate
- Audio: Fixed NPC voice volume slider not working
- Audio: Fixed tutorial voice text getting truncated
- Audio: Fixed an issue whereby the volume sliders only play sound when decreasing the volume
- Audio: Fixed an issue whereby no music would play when docking with the Docking Computer
- Audio: Fix audio issue with Hyperspace jumps
- Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
- Audio: Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
- Audio: Fixed an audio issue whereby combat music would suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
- Audio: Fixed celestial flybys

Celestial

- Fixed texture distortion in ultra due to morphing not scaling correctly
- Improved quad efficiency for distant horizon planets
- Ice terrain surface improvements
- Reduced dark patches occurring when regenerating shadows
- Prevented ships from flying backwards in a ring orbiting a black hole to sneak through the exclusion zone
- Surface rock system optimisations
- Made star lens flares check the actual depth instead of comparing against a constant value
- Red Spider Nebula is now red
- Split up terrain noise generation into chunks to avoid using too much memory at once
- Fixed some nebula not appearing in the sky dome generation
- Fixed a stellar jet render artefact on AMD cards
- Fixed background brightness popping in multistar systems
- Performance improvements for terrain on 4/500 series nVidia cards
- Updated schematics for white dwarfs and neutron stars
- Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
- Removed the planet material texture LOD drop on consoles

Commander Stats

- Fixed number of fines increasing whenever a mission has failed without a fine being levied
- Fixed "Highest single reward" from assassination missions not displaying correct information

Community Goals

- Fixed inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending
- Allowed Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached

Controls

- A sensible default control scheme is now selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
- Fixed various default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
- Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
- Allowed the alternate control bindings to have inverted axis
- Fixed an issue whereby players could no longer use mouse 2 as back in station services menu
- Fixed an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons

CQC

- Rebalanced capacitor and charge rates to be the same across the different ships
- Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
- Fix an error when accepting an invite from someone who has already joined a game
- Fix an issue with the CQC default player starting params getting modified
- Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Engineers

- New blueprints added
- Manifest/Killwarrant/Wake scanner:
- Long Range
- Wide Angle
- Fast Scan
- Ship primary sensor:
- Light weight
- Long Range
- Wide angle
- Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
- Long Range
- Wide Angle
- Fast Scan
- New blueprints added to:
- Bill Turner:
+ DSS to grade 1, and sensor/scanner to grade 5
- Juri Ishmaak:
+ Sensor/scanner to grade 4, and DSS to grade 2
- Lei Chung:
+ Sensor/scanner to grade 2, and DSS to grade 2
- Lori Jameson:
+ Sensor/scanner to grade 5, and DSS to grade 5
- Tiana Fortune:
+ DSS to grade 5, and sensor/scanner – 5
- Added extra gun turrets to various engineer bases
- Fixed floating rock at Elvira Martuuk's base
- Added new longer range missile defences to various engineer bases
- Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
- Added Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
- Removed button missing under Adjust Experimental effect screen fixed
- Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
- Audio: Fixes for various engineer bases bugs

Exploration

- Rebalanced the amount of exploration career rank awarded when completing Passenger missions
- Stopped awarding First Discovery bonuses of zero credits
- Fixed transaction server error when purchasing exploration data for certain systems
- Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Factions

- Fix a rare opportunity for a conflict to start immediately after ending early
- Fixed faction influence change from smuggling weapons
- Faction influence change reduced from murder, interdiction and assault crimes
- Faction influence change increased from redeeming bounty vouchers
- Balanced faction effects from selling commodities with a zero purchase price
- Removed faction reputation gains from smuggling cargo at a black market
- Improved local news articles when faction conflicts end
- Distributed effects from redeeming vouchers from super powers amongst all minor factions in that system aligned to that super power

Fighters/Crew

- Fixed issue whereby crew rank did not update on the contacts or ship GUI after ranking up
- Implemented optimisations for load times on fighters and SRVs
- Fighters no longer 'red out'
- Crew are now set to 'flying fighter' when switching into the fighter
- Prevented transaction error when entering supercruise while a fighter is docking
- Fighter orders control group no longer conflicts with non-ship (eg SRV driving) controls
- Fix for crew cut of commodity trades being calculated on the client incorrectly

Galaxy Map

- System map initialisation optimisations
- Galaxy map memory and performance optimisations
- Disabled HBAO when using the galaxy map as it is not used
- Fixed System Map not updating when scanning planets while open
- Fixed a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
- Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
- Systems that don't have meta-data now display as having pristine reserves in the system map
- Audio: Fixed broken sounds in galaxy and system maps

Hyperspace/Supercruise

- Physics optimisations for supercruise
- Ensured that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled
- Audio: Tamed the neutron star pulse ambiance a wee bit

Installations/POIs/USSs

- Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
- Added additional installation scenarios
- Medical installation added
- Added Space Bar installation
- Added Space Farm installation
- Added Government installation
- Added new Security Station installation
- Colour variations for installations added
- Enabled replication of scannable space wreckage so that they are visible to all players
- Changes to stop Unknown Probes jumping about and rolling up hill on planets
- Align to Planet and Align to System no longer apply when the object they're aligning to is near a planet
- Fixed an issue whereby Skimmers did not report hostiles to their owning settlement
- We now allow planet surface landed ships to take-off and attack if there's a nearby faction hostile
- Fixed an issue whereby fumaroles would disappear in a multiplayer situation when a collectable is collected while another client is logged out
- Added new Passenger USS scenarios
- Fixed a bug with the Destructible Mining Component that was causing it to have 0 health
- Fixed hitcheck on fumarole collectibles
- Improved loading of POIs
- Proximity effects support added
- Added more wreckage types
- Space scenarios can now have localised fog
- Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
- Ancient sites should not longer change layout (but all layouts will permanently change)
- Multiple fixes to address problems with an Ancient Site
- Removed frame stalls in POI spawner when on approach to certain planets
- Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
- Fixed: Specific arrangements of terrain-stamped POIs would cause height issues on AMD cards
- Fix for floating objects at ancient sites
- POI loot now remembers which commanders have already claimed them
- Audio: Fix some missing SFX from capital ships
- Audio: Fix for NavBeacon missing impact sounds
- Audio: Fixed errors on installations/CQC
- Audio: Audio logs positioned and duck music/ambiences correctly
- Audio: Set capital ships to correct compression settings
- Audio: Fixed some missing installation ambiences
- Audio: Fix for missing sounds in Installation_SensorArray_002
- Audio: Fixes for abandoned settlements missing events
- Audio: Setting up generic holoscreen events for missing holoscreen sounds
- Audio: Fix audio error with materials
- Audio: Stop solar panels SFX from cutting in abruptly
- Audio: Fixed issues with tourist beacon ambiances

Missions

- Multi-stage (Follow On) mission support added (different to wrinkles)
- Ensured that the mission filter doesn't show illegal salvage when set to legal
- Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary station, preventing you from accepting the new destination
- Missions that are a direct consequence of completing a previous mission are more prominent on the mission board
- Fixed mission messages being duplicated during transitions
- Made supply to demand overrides take max distance into account (Makes Colonia missions more likely to spawn destinations within the Colonia Bubble)
- Added support for equipment requirements for missions
- Change Destination Wrinkles are now optional for the following mission types:
- Delivery
- Collect
- Passenger
- Bulk
- Piracy
- Rescue
- Salvage
- Smuggle
- Planetary Rescue (plus variants)
- Smuggle missions maximum range has been reduced to 100ly away
- Smuggle long minimum range has been increased to 100ly away
- Fixed issue with showing credit rewards when there are no other rewards
- Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
- Added contract elements on all transaction panels to display the mission giver
- Added factions involved in the mission on space missions inbox messages so that you know who you are working for, and who you are working against
- Text no longer missing from inbox messages received during In Space Assassination missions
- Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
- When missions which require you to pick up cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
- Welcome missions should not longer contribute towards influence or ranks
- Fix to prevent exploit when selling abandoned mission cargo
- Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
- Improved the chance of rank up and engineer missions being available
- Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
- The ancient codex now resets approximately 30 seconds after being scanned
- Decoupled normal missions and passenger missions selection, so a full allocation is available to each type
- Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
- Fix to prevent delivery scoop missions from appearing in systems without a landable planet
- Stopped player from getting spammed with an inbox message from space planetary hitmen missions
- Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
- Potential fix for mission inbox messages not appearing properly
- The following missions should now spawn more frequently:
- Piracy Heat
- Piracy Contract
- Clearing the Path
- Safe Travelling
- Fixed Piracy Deal not giving you the correct target type to kill in the second mission
- Rampant Leadership is now using the correct template
- Updated the military career progression numbers to speed up progression a bit
- Increased super power reputation gains by 25% when gaining faction reputation
- Removed bookmarks and relevant inbox message from welcome mission template
- Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
- Fixed an error in sorting algorithm for transaction panel
- Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
- Fixed the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
- Fixed some instances of passengers refusing to leave their cabins
- Disparity between text and audio logs now fixed
- Fixed cabin escape pods not always being used when passengers eject
- Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
- Fixed an error where the massacre illegal black ops mission was not spawning the correct mission targets
- Balance pass on passenger mission rewards
- Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
- Fixed issue with some missions not generating after completing a Piracy mission
- Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
- Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
- Addressed an issue whereby players could not open the mission board if they had a large number of pending follow on missions
- Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
- Potential fix for two errors relating to the Piracy mission templates

Network

- Experimental IPV6 support added
- Network options and information page added to the options menu
- If you're already in a voice chat session with another player (eg if in a wing) and you block them, we mute any further audio received from them during that talksession
- Ensured that a player is removed from a wing if they delete their save game
- Streamlined session join protocol (may fix cases of extended supercruise or jump transition times)
- Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
- Improved error handling
- We now show the path where log files are saved on the network settings screen

NPCs

- Fix NPCs not having the long FSD cooldown after interdictions
- Added the Independent Fighter to alliance and independent faction navies
- Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
- NPC docking improvements
- Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
- Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
- Don't report that the player is clean when being scanned when they are not
- Balance pass for AI interdiction ability, to make it slightly easier
- Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
- Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
- Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
- Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
- Changes to extend AI terrain avoidance on higher gravity worlds
- Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
- Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
- In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
- For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
- Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
- Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
- Threaten time changed to 15s (from 18s) now that it's displayed in chatter
- Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
- Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
- Pirates should now make it clear what cargo can be dropped to apease them
- Stop NPCs in ships that can't jump (like fighters) from trying to do so
- When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
- Fix for pirate hunter hostiles not always being wanted
- Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
- Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
- Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
- Audio: Renamed external point of no return event to make it audible on npc ships

Outfitting

- Fixed fuel level cap when exchanging modules
- SRVs and Fighters are now refueld and repaired when restocking
- Removed clip size modifiers on shield cell banks

Passengers

- Passenger's demanded cargo has been updated in passenger mission wrinkles so it is now related to the passenger type
- Added prisoner cells as alternatives to passenger cabins
- Fixed issue whereby custom passenger text on cargo display did not match passenger type
- Ensured that NPC cruise ships have passengers when scanned
- Updated passenger bulk, VIP and VIP Conflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
- Updated Bulk Passenger missions to show the correct rewards on the inbox message and transaction panels when you get the New Destination and Don’t Die wrinkles
- Balanced numbers for explorers disgruntled level in the Long Distance Exploration template to be the same as on other templates
- Updated the demanded cargo reward amounts on the passenger missions to make them more worthwhile
- Reduced exploration rank boost from passengers as it was way too high
- Occupied passenger cabin modules can no longer be stored using the store multiple menu
- Fixed NPC passengers not showing up properly after a manifest scan
- Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow
- We now automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins

Player Journal

- Added journal events for Multi-Crew
- Replaced the docking journal entry when switching back to a mother ship after a fighter or SRV has exploded, with VehicleSwitch
- Changed several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
- When a ship/ship launched fighter takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
- Added a journal entry when gaining Federation or Empire rank
- Added "Target" property in player journal when recording a kill
- Fix for getting the correct faction when docking at a station (to write into the journal)
- Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
- Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
- Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
- At the start of a jump, include the target star's spectral type in the journal
- When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
- Include Faction info in RedeemVoucher event in Player Journal
- When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
- Record journal entry when in SRV and the pilot's ship takes off or lands
- Added journal entry for setting a ship name
- Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
- Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
- Include target faction and count in Player Journal when accepting a mission
- Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
- Add a player journal event when scanned (on scan complete)
- Changed the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
- Included the name of the destination starsystem in the "StartJump" player journal
- When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
- When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
- The "Loadout" data now includes health and value for each module
- When docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string
- The Docked event will now also include the distance from the star
- Include local minor faction information in the player journal when arriving in a system
- Player Journal now shows faction data for redeemed voucher events

Powerplay

- Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning
- Changes to legality of attacking ships and Powerplay:
- Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower.
- Now, we restrict this so that the attacker has to be the same power as the system.
- Also, we add an alternative to being different superpowers if the attacker is the same power as the system. If the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
- Fix to prevent text truncating on the Powerplay help scrollbar

Render

- Fix for hard edge on PFX smoke texture loop textures
- Added descriptions to various graphics setting options
- Improved PFX lodding
- Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
- Fixed the lens flares having a 1 pixel line down the right hand side
- Fixed black line at the centre of insanely high res screenshots
- Fixed the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings
- Fixed asteroid fog sometimes disappearing in DX11
- Speculative fix for galactic background cubemaps ending up with messed up half-faces
- Fixed continuous effects not emitting
- Improve performance and reduce stalls when destroying surface rocks
- Use the correct vertex layout for Milky Way dust instances in the galaxy map and skybox captures
- Improved the speed for morphing
- OSX: DOF will appear off apart from on High and Ultra presets, which mirrors the Windows set up

Ships

General Ship Fixes and Improvements

- Fixed an issue with ships collision warnings when landed
- Fix to prevent repeated malfunctions when they shouldn't occur
- Added a new Data Link scanner for ships
- Implemented some optimisations for large multi-ship scenes
- All ship explosive effects improved
- GUI lights are now disabled if the player's ship has suffered extreme damage
- Fixed issue stopping the ships from kicking up dust while near a planet
- Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
- Added new ship naming popup in livery
- Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
- A player's ship name will always be visible to other players when scanned
- Various camera position fixes
- Fixed various minor graphical issues across multiple ships
- Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
- Fixed: Detailed surface scanner cannot be turned off
- Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
- Fixed ship kits not rendering in hyperspace
- Fixed certain ships being raised off of the landing pad when logging in while docked
- Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star

Anaconda

- Improvements made to the Anaconda death explosion
- Fixed Anaconda bobblehead camera 10

Asp

- Updated Asp cockpit geometry to allow for the new camera views
- Added tail kit hangar camera to the Asp
- Moved the Asp's front decal so as not to interfere with the ship kit
- Asp Scout has a new size 2 slot and a size 5 slot replacing one of it's size 4 ones
- Removed second discovery scanner from Asp Scouts new size 2 slot
- Audio: Fixed some volume issues with the Asp's boost

Beluga Liner

- Beluga Liner now has similar strength headlights to the Anaconda
- Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
- Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit 'screens' which were obscuring the Multi-Crew UI in the Beluga
- Beluga mass brought more in line with other large ships to help FSD range
- Audio: Fixing cockpit reverb size on Beluga liner
- Audio: Fix for chugging sound that was present in a Beluga when stationary

Cobra

- Implemented art fixes/improvements for the Cobra cockpits

Cobra MkIV

- Fixed LOD popping with lime green gradient predator paintjob on Cobra MkIV

Diamondback

- Fixed misaligned lights on the Diamondback
- Fixed bobblehead cameras in the Diamondback Explorer
- DBX now has an extra size 2 slot and is a bit lighter
- Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
- Audio: Engine deploy for Diamondback and Diamondback Explorer now have their landing gear audio restored to proper working order
- Audio: Fix for missing sounds on Diamondback drive animations
- Audio: Fix for crackling loop on Diamondback Explorer

Eagle

- Prevented Eagle utility modules being swappable, because there is only one utility module slot and they're already in it
- Fixed ship kit tail cameras for the Eagle
- Smoothed LOD transitions on Eagle

F63 Condor

- Fixed the left Decals on the F63 Condor
- Re-aligned the F63 Condor cockpit so thrusters align correctly
- UV fixes for F63 Condor's drive
- Balance pass on the F63 Condor, increasing it's transverse acceleration from 10 to 20

Federal Corvette

- Fixed Z fighting issue on Federal Corvette hardpoints
- Patched a small hole in the Corvette
- Fixed a missing texture on the Corvette's nose

Federal Dropship

- Fixed cargo bay hitcheck on Federal Dropship
- Fix for Federal Dropship paintjobs covering the vehicle bay

Fer-de-Lance

- Fixed Bobblehead cams and orientations on the Fer-de-Lance
- Fixed ship kit tail cameras for the Fer-de-Lance
- Fix for The Fer-de-Lance not having any shipkit slots in Livery

Imperial Clipper

- Imperial Clipper now has an icon on the livery page of outfitting
Imperial Courier
- Fixed bobble head positions for Imperial Courier
- Fixing missing distant external ship sounds on Imperial Courier

Imperial Cutter

- Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
- Fixed smoothing groups and some decal positions on the Imperial Cutter
- Fixed an issue with the Imperial Cutter hologram clipping when launching from docked
- Removed blinking light from Cutter cockpit
- Fixed wonky utility mounts on the Imperial Cutter
- Fixed Imperial Cutters external lights not working

Imperial Eagle

- Adjusted decal front outfitting camera for the Imperial Eagle

Lakon Type 6

- Fixed blue emissive 'Lakon Systems' panel in Type 6 cockpit

Lakon Type 7

- Fixed missing textures on Type 7 utility slots

Lakon Type 9

- Audio: Fix fighter launch sounds on Type 9

Orca

- Lowered Orca weight to increase jump range and effectiveness
- Orca tactical paintjobs fixed
- Audio: Fixed missing Orca external sounds
- Audio: Made Orca boosting sound slightly less agressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams

Python

- Fixed wear and tear on Python ship kit

Sidewinder

- Tweaks made to the Sidewinder's exterior hull
- Fixed landing gear volumes and hitcheck on the Sidewinder
- Fixed sidewinder explosion which looked broken at 7000m

Viper

- Added missing spoiler camera to the Viper
- Fixed clipping issues when deploying SRV from Viper
- Audio: Fixed broken retro drive sound on Viper

Viper MkIII

- Fix for stretched textures on Viper MkIII ship kit

Viper MkIV

- Audio: Fixed broken retro drive sound on Viper MkIV

Vulture

- Changed Vulture's planetary approach suite size to 1 as intended
- Fixed bobblehead positioning in the Vulture
- Fixed a decal camera on the Vulture

General Ship Audio Fixes and Improvements

- Audio: Added oomph back to the weapons
- Audio: Fixes for retro drives in external view
- Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
- Audio: Fixing waste pod volume issues.
- Audio: Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit.
- Audio: Tweak to engine launch
- Audio: Fixed broken fighter tractor beam event actions
- Audio: Ship ready for boarding line vessel voice line now plays again
- Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
- Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping
- Audio: Fixed broken ship dust
- Audio: Fixed broken cargo bay ambience
- Audio: Fixed broken FSD "point of no return sound on non-player ships
- Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV
- Audio: Fixes for ships hardpoint doors event errors and landing gear errors
- Audio: Added audio for the FSD supercharge including voice alerts
- Audio: Fixed the boost fail sound which went missing during the emitter update
- Audio: Fixes for landing gear event errors and hardpoint audio event errors
- Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
- Audio: Added audio for the FSD supercharge including voice alerts
- Audio: Added additional Wavescanner sounds
- Audio: Fixed missing vessel voice lines in Hyperspace
- Audio: Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
- Audio: Fixed audio issue that occurred when completing the pre-flight checklist
- Audio: Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds

SRV

- Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
- Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
- If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
- Improved headlights on SRV for higher quality levels
- Fix issue where the SRV was taking forever to cool down after taking heat damage
- Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
- Optimisations to SRV headlight lens flares
- Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
- Audio: Fixed swapping turret view audio hanging
- Audio: Fixed GUI panel sound getting stuck on when entering turret
- Audio: Fixed broken wavescanner elements
- Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact
- Audio: Added missing emitter group to scarab which was causing asserts and missing audio
- Audio: Fix for fighter launch SFX always coming from player ship
- Audio: Set up improved voice management and attenuations for various explosion related things
- Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view
- Optimisations to SRV headlights with improved visuals
- Audio: Fix audio errors with the stow/deploy animation
- Fixed for silent turret guns on other SRVs
- Fixed ships not appearing on the SRV's wave scanner
- Fix for turret gui remaining should a srv get shutdown while in turret view
- SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
- Fixed SRV's decal slot names
- Fixed issue with inconsistent audio patterns while using the SRV wave scanner

Station Services

- Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
- Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
- Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
- Fixed module transfer timer wrapping around when the arrival time is in the past
- Don't show the Livery button if outfitting isn't available at that location
- Fix fuel level cap when exchanging modules
- Refuel and repair SRVs and Fighters when restocking
- Remove clip size modifiers on shield cell banks
- Fixed flow issues when opening Station Services for the first time
- Fix fighter paintjobs not appearing in outfitting

Stations/Ports

- When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
- Stations can now be placed within rings
- Stations can now be placed within asteroid clusters
- Fix for inner docks not using their own module list and instead always the default modules
- Adjusted several garages in this location as planet terrain was poking through the floors
- Fixed ugly circle caused by fog being incorrectly clipped in stations
- Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
- Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
- Adjusted the heat ring texture to get back some of the glow which had been lost
- Fixed LODs on the "Rich" road sections
- CPU optimisations around stations and capital ships
- Added LODs for girders near entrance for asteroid bases
- Fixed a small hole near the entrance on Asteroid base exterior
- Various performance optimisations for the Asteroid Station
- Dockable Megaships now display their name on the side
- Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
- Updated chat panel to support station messages
- Hide powerplay contact at stations that lack the 'powerplay' service
- Stations that are within a planetary ring are now displayed on the system map
- Fixed hitcheck issues with asteroid base
- Fixes to hangar lighting
- Fixed station type icon for Freeholm
- Reduced some shimmering on asteroid bases
- Audio: Fix missing SFX on biomes
- Audio: Removed unused events from military outposts
- Audio: Fixes for issues with activation distances in various engineer bases audio emitters
- Audio: Added correct soundbanks to a number of planet and engineer base elements
- Audio: Fixes for popping sounds in loop inside stations
- Audio: Manage ship voice alerts better when in outfitting to reduce message spam
- Audio: Added ambient audio details to the starport inner-dock variants
- Audio: Fix missing station and outpost ambiences
- Audio: Fixed flight controller clicks
- Audio: Industrial station elements duck when inside outfitting fixed
- Audio: Some tweaks to outpost elements to compression artefacts
- Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
- Audio: Corrected event names on advert drones so that we can hear them again
- Audio: Fixed defence turrets being out of sync with the firing
- Audio: Fix for very loud and clipped sound inside station docks
- Audio: Added ambient audio details to the starport inner-dock variants
- Audio: Added 3 New flight controllers – Empire, Anarchy, Independent
- Audio: Fixed various flight controller issues

StellarForge

- Fixed drop out distances for certain star types
- Renamed a duplicate BD+56 521 system to 'Between'
- Renamed duplicate Kamba system to Mbooni
- Iorant JN-S c17-0 renamed to VonRictofen's Rescue
- Iorant PD-K d8-4 renamed to Macedonica's Leap
- Cuffey Plant in Acihaut renamed to Habermann Sanctuary
- System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
- Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
- Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
- Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
- Col 285 Sector MZ-U b17-6 renamed to Sulis
- Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
- Renamed a planet in 74 Aquarii to Ethan Raza Khan
- Hyades Sector Zu-Y D117 renamed to Fullerene C60
- Added starport "Rebuy Prospect" to Fullerene C60
- Added starport 'McArthur's Reach' to LHS 5287
- Added starport 'Bob Paffett' to Runo
- Added starport 'Jaitinder Singh' to Namba
- Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
- Added starport 'Contestabile' to Baltah'Sine
- Eol Prou IW-W e1-2400 renamed to Meretrida
- Eol Prou YI-W b17-19 renamed to Kopernik
- Eol Prou PX-T d3-347 renamed to Pergamon
- Eol Prou IW-W e1-3246 renamed to Magellan
- Eol Prou NH-K c9-40 renamed to Pyrrha
- Eol Prou LW-L c8-227 renamed to Signalis
- Eol Prou KW-L c8-164 renamed to Garuda
- Eol Prou IW-W e1-3167 renamed to Canonnia
- Eol Prou PX-T d3-336 renamed to Union
- Eol Prou IW-W e1-1601 renamed to Phoenix
- Eol Prou LW-L C8-10 renamed to Dubbuennel
- Eol Prou LW-L C8-6 renamed to Kioti 368
- Eol Prou LW-L C8-54 renamed to Mobia
- Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
- Eol Prou SS-T D3-241 renamed to Tas
- Added a dockable megaship called 'The Harmony' to Yum Kamcabi system
- Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
- Exoplanet in Kepler-20 renamed to Rob's Place
- Moved Castellan station further away from its parent body

VR

- Made the schematics render in stereo
- Added dithering support to tackle banding in VR
- Fixes to some of the cockpit VR cameras
- Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
- Added Python ship kit VR hangar cameras

Weapons

- Strengthened drone VFX as they were very difficult to see at long range
- Updated laser impact effects so that they are compatible with weapon colouring
- Limpets will now show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
- Fixed an issue with the Seeker Missile target hologram
- Added two turreted mining lasers
- Regeneration sequence healing will now be affected by the targets thermal resist resistance and will block healing as well (note that negative resistances will not increase healing)
- Fix for Shield Cell bank displaying incorrect ammo amounts
- Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
- Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
- Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)
- Audio: Weapon impacts now respect whether or not the player is in internal / external cams
- Audio: Fix missing weapon sounds
- Audio: Fix missing events for ECM
- Audio: Fix silent lod1 chaff launcher
- Audio: Fixed silent shield cell audio
- Audio: Tweak to the attenuation range of railguns chargeup
- Audio: Makes some sounds react to amount of ammo remaining in magazine
- Audio: Fixing silent Class 4 Burst Laser
- Audio: Fix missing hold events Class 4 Burst Laser
- Audio: Fix silent LOD1 heatsink launcher
- Audio: Fixing a weird sound on the Class 3 Pulse Laser (Turreted)
- Audio: Slight boost to the volume of other shields breaking and reforming.
- Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
- Audio: Beam laser tweaks. Turned up hardpoints by 3db
- Audio: Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
- Audio: Fix for The Enforcer multicannon sounds skipping when firing


The following are changes from the last 2.3 beta to live

- Assorted improvements to make sure the hyperspace timer and intro effects are not skipped for crewmen
- Fixed a number of minor Holo-Me bugs
- Fixed a vessel ownership bug when in a Multi-Crew session and inside a fighter, Multi-Crew players should now know exactly which vessel they are in without mistaking any other ships
- Fixed cargo scanner not working in the correct direction when used in Multi-Crew Gunner
- Reverted big ship shield/balance changes due to feedback/side effects
- Tweak to the Fer De Lance outfitting tail camera to better see the Ship Kit tail piece
- Various localisation changes
- Various text changes

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

v2.3 Beta 5

Stability Fixes

- Fixed crash when loading a ship with an engineered surface scanner
- Fix crash when trying to load refineries with empty bins
- Fixed crash when selecting a new preset while the editor is changing avatar gender
- Fixed crash entering a fighter as crew.
- Fixed a crash if the helm was targeting an unexplored system you were not currently in
- Protect against crash when docking
- Fixed crash when launching a fighter and them immediately disconnecting before the fighter is constructed
- Fixed crashes that could occur for a player when helm disbands a multicrew
- Fixed a crash that occurred when being interdicted during a multicrew session
- Fixed crash that occurred if the player's ship was destroyed while they were in the Holo- Me interface
- Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship

General Fixes/Tweaks

- Fixed console specific icons in the Comms panel
- Fixed: Highres Screenshot can cause network disconnection
- Fixed star texture pop when arriving from hyperspace
- Pause menu appears faster now
- Fix destination star's lens flare from separating from it in hyperspace when in large ships
- Fixed: Combat music will suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
- History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
- If you report a player in- game, we'll now fill in their ship name and ship ID for you
- fixed numerous issues with text truncation in power details screen
- fixing instances of corrupted text throughout the game
- Fix the visibility of stalks and jump highlights for systems in the galaxy map
- Fix text chat not becoming available for players you just unblocked
- Fix for AI ships in supercruise circling around station
- Audio: Fixed celestial flybys
- Fix some missing sounds for goals in CQC
- NPC pilot suits have colour variants again
- Fixed issue with Russian text being slightly cut off in various UI panels
- Fixed issue whereby the labels for livery slots could display in black instead white or grey text
- Updated the time format used in the comms panel timestamps
- Fixed issue whereby long ship names were truncated on the ship transfer panel
- Player Journal now shows faction data for redeemed voucher events
- NPC portraits will no longer appear in the comms panel chat log
- Further improvements for IPV4+IPV6 (Dual Stack) connections

Headlook

- Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved

Multicrew

- Fixed silent pips in multi crew
- Audio: Discovery scanner is no longer silent to multicrew members
- Multicrew info panels should now correctly display red text
- Can now focus on Back button in multicrew info panels using button input
- Fix firegroup selection resetting when going in and out of Gunner mode
- Fixed interdiction GUI on wing info not updating properly in multicrew
- Added an "invited" state, displayed when a player has been invited to join a multicrew session, rather than showing them as connecting immediately
- Fix Gunner target lock not being cleared after it has been destroyed
- Fixed: Social Comms panel will lose focus whenever a friend comes online
- enabled some changes to the multicrew info screens to turn tabs/text red when a role is unavailable
- Only cycle through relevant firegroups (when Gunner is present, so you skip (local player) empty groups)
- Clarified unit type for "Distance Travelled" values in the Settings panel and MultiCrew Session Report
- Made sure mining chunks content info are displayed in gunner hud
- Fixed connection error when trying to rejoin a crew after disconnecting
- Fixed: Player will disconnect from a Multicrew session if they join while the Captain is channeling a Supercruise/Hyperspacejump and then cancels the jump upon the player joining
- Audio: Fix for appropriate shields offline/online vessel voice lines not playing in multicrew
- Audio: Silent running voice lines now play for player 2 in multicrew
- Fixed utilities not working properly in multicrew
- Disabling multicrew idle members seeing the helm targeting gui to avoid any conflicting behaviour
- Audio: "Unable to dock, fighter still deployed" voice line now plays for all members of a multicrew session, including the ones deployed in fighters
- Audio: Correct docking request voice notifications are now sent to the helm and fighter multicrew members when a fighter requests to dock with the mothership
- Fixed ammunition levels not being replicated correctly between crew members
- Fix for MultiCrew UI tab selection not being active when docked
- Fix for station menu not working when not in MultiCrew
- Fix for: [Multicrew] If a crew member swaps into an NPC- crewed fighter that is recalling, they have no control over it
- Fix for: Multicrew welcome message panel stays on in gunner role if switch to gunner role whilst panel is open
- Vessel Voice lines not all triggering in multicrew
- Fixed multicrew gunners occasionally consuming 2 ammo instead of 1 when firing
- Vessel voice lines no longer get cut off when transitioning from one ship to another
- Players no longer receive the 'shield break' audio and VFX feedback when joining a ship with no shield generator
- Various fixes to prevent the MultiCrew non- helm scanner/schematics from overlapping during transition of hyperspace, supercruise and when in a fighter
- Fixed issue whereby only the helm would hear the self destruct countdown when in multicrew
- When in a ship as a crewman you will now see correct timers/intro VFX for hyperspace and supercruise transitions
- The "Switch To Mothership" option should never appear in the role panel until the player is actually in a fighter
- Improvements to the cargo scanner when used in MultiCrew in the Gunner role
- Bounty Vouchers and Combat Bonds are now awarded to MultiCrew members based on their combat rank

Avatars/Commander Creator

- Categories panel in holo me now correctly displays 'Suit Categories' instead of just 'Suit'
- Fixed issue with avatars floating in space, when a ship was destroyed
- Female suffocation sounds now play when running out of oxygen
- Fixed: Selecting a base preset in Holo- Me will never change the name of the suit despite the suit changing appearance
- Changed the shoulder decal icons so they render at 1:1 ratio
- Got rid of bright orange lip icons
- Fixed inconsistent Cosmetics icons in the Holo- Me interface
- Commander's Helmet now reacts to jaw width to prevent clipping
- Fixed issue where some changes to facial features in the commander creator would not save correctly
- Fixed issue whereby certain previewed features would remain applied to the commander when they changed tabs

Camera Suite

- Various fixes to camera positions and FOV
- Audio: Discovery scanner no longer retriggers when jumping between internal and external camera modes
- Fix for Free camera roll modes acting in the inverse of what they say they do
- Fixed bug in Cam UI that would still show DOF button even when it was disabled
- Camera suite should now refer to Ship Controls as SRV Controls while in an SRV

Starports/Bases

- Fixes to hangar lighting.
- Hide powerplay contact at stations that lack the 'powerplay' service
- Stations that are within a planetary ring are now displayed on the system map
- Reduced some shimmering on asteroid bases

Missions

- Changed UI text for Chain missions to 'Follow On' missions
- Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
- Fixed an error where the massacre illegal blops mission was not spawning the correct mission targets
- Balance pass on passenger mission rewards
- Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
- Fixed issue with some missions not generating after completing a Piracy mission
- Made certain Follow On missions spawn more reliably
- Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
- Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
- Address an issue whereby players could not open the mission board if they had a large number of pending follow on missions
- Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission

POIs/USSs/Megaships

- Audio fix: Megaships having a loud sound and outposts events not loading issues
- POI loot now remembers which commanders have already claimed them

Weapons

- Audio: slight boost to the volume of other shields breaking and reforming.
- Audio: Fixed issue with plinky- plonky small/medium turreted multicannon
- Audio: beam laser tweaks. Turned up hardpoints by 3db
- Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
- Fix for The Enforcer multicannon sounds skipping when firing

Ships

- A player's ship name will always be visible to other players when scanned
- Various camera position fixes
- Fixed various minor graphical issues across multiple ships
- Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
- Fixed: Detailed surface scanner cannot be turned off
- Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
- Fixed ship kits not rendering in hyperspace
- Audio: Fixing cockpit reverb size on Beluga liner
- Fixed certain ships being raised off of the landing pad when logging in while docked
- Engine deploy for Diamondback and Diamondback XL now have their landing gear audio restored to proper working order
- Fix for chugging sound that was present in a Beluga when stationary.
- Fix for missing sounds on diamondback drive anims.
- Audio: ship ready for boarding line vessel voice line now plays again
- Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
- Fixing missing distant external ship sounds on empire courier
- Fixed broken retro drive sound on viper and viper 4
- Fix for crackling loop on DiamondbackXL
- Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star
- Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
- Fixed audio issue that occurred when completing the pre- flight checklist
- Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds

SRV

- Fixed issue with inconsistent audio patterns while using the SRV wave scanner

Stations

- Audio:Fix for cracking on xbox one for both industrial inner dock and station external ambiences

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

v2.3 Beta 4

Stability Fixes

- Fixed crash with contract destination does not coming through correctly
- Prevent crash when two players attempt to switch to fighter at same time
- Crash fix when supercruising with fighter out
- Crashfix: when opening the system map in rare circumstances
- Fix a crash if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
- Fix a crash if a user quits the game during a multicrew location transition
- Fix a crash if a multicrew crew member disconnects from the host while loading
- Fixed cockpit crash in SRV
- Crash fix for various Multicrew edge cases

General Fixes/Tweaks

- Fixed the brightness of dust clouds in the main galaxy background
- Terrain shader minor optimisation for 700 series Geforce
- Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
- Fixed missing progress bars on scanning reticle
- Fix asteroids sometimes not rendering into the far shadow views
- Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
- Fix saved game code to not write fsd superchange state twice (correct then wrong) which was breaking neutron-star jumps
- Fix for credits not being taken when purchasing exploration data
- Speed up CQC matchmaking when players of significantly different ratings join the game

Multicrew

- Made NPC voice and messages work in multicrew
- Fixing visibility issues for HUD rings and quick slots behaviour
- Added collision sounds for Multicrew seated players
- Audio: "Asteroid depleted" vessel voice line now audible to all members of a multicrew session
- Each player in a multicrew session can now see the boost gained for supercharging your fsd
- Prevented crew from jettisoning cargo which could cause their cargo hold to be inconsistent with the helm
- Fix an issue where if a local player's ship's cockpit component is destroyed, ie if a player enters a fighter, all crew would be detached from their chairs
- Fix gunner controls reverting to helm if fighterCon gets kicked when in a fighter due to illegal activity
- Removing wing icon from the galaxy map view and from the left hand panel when in multicrew
- Fix for: In the commander interaction history make sure the player can't have themselves in their own history.
- Cockpit health is now replicated between multicrew members (fixes cockpit not breaching for crew members)
- Fix for 2 players trying to switch to fighter at the same time
- Audio:Tweaks to crew voice mix
- Fix for MultiCrew fighter being destroyed when MultiCrew is disbanded when it is being flown by another player
- Gunner hud (3rd person camera) now displays relevant information when targeting a prospector limpet
- Increase the delay after launching fighters so that they shouldn't clip the parent ship on the way out (0.5 -> 0.8 seconds)
- Disband crews more forcefully when the captain disconnects

Avatars/Commander Creator

- Exit and Cancel popups are now displayed only after changes are made in Holo-Me.
- Fixed issue where Russian text would not be displayed on stepper in Holo-Me
- Fixed occasional blank images in avatar portraits
- Added VR backdrop to Holo-Me
- Tab bar in holo-me no longer repeats input when tab button is held down
- Fix the avatar portraits using lower res resources in some instances

Camera Suite

- Further fixes to various camera positions to avoid obscured angles
- Change the jump to camera vanity bindings to say the name of the camera they will jump to instead of just "Camera {number}"
- Added the ability to roll the free camera using the mouse, Renamed Mouse Pitch and Mouse Roll in the bindings menu to Mouse Y-axis and Mouse X-axis to reflect which mouse axis is used for the input instead of what the input will do since that is now set in a toggle

Starports/Bases

- Fixes for popping sounds in loops inside stations
- Fixed hitcheck issues with asteroid base

Missions

- Changed labelling of chained missions on the mission board to help relieve confusion over what part of a chain the player is on
- Add 2 new scenario remaps so that the new Incursion missions still let us complete the Well Trained achievement on XB1
- Disparity between text and audio logs now fixed
- Fix cabin escape pods not always being used when passengers eject

POIs/USSs/Megaships

- Fixed Texture Seam on space Dredger

Weapons

- Audio:Fixing silent Pulselaserburst_Huge
- Audio:Fix missing hold events pulselaserburst huge
- Audio:Fix silent LOD1 heatsink launcher
- Audio:Fixing a weird sound on the large pulslaser turrets

Ships

- Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
- Added new ship naming popup in livery
- Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
- Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
- Audio:fixing waste pod volume issues.
- Audio:Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit. Shortened a needlessly long loop and fixed its XBox conversion settings so it doesn't sound rubbish.
- Audio:Tweak to engine launch
- Audio:Fixed broken fighter tractor beam event actions
- Fixed Imperial cutters external lights not working

SRV

- Fixed for silent turret guns on other buggys
- Fixed ships not appearing on the SRV's wave scanner
- Fix for turret gui remaining should a srv get shutdown while in turret view
- SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
- Fixed SRV's decal slot names

Station Services

- Fixed flow issues when opening Station Services for the first time
- Fix fighter paintjobs not appearing in outfitting

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

v2.3 Beta 3

Stability Fixes

- Fix a crash accessing a stored module in outfitting
- Fix error with incorrect string types for chained missions
- Made sure ship/activity selection buttons are disabled and don't send events when there's no ship available, thus making it impossible to mash the button and generate the softlock
- Removed redundant code that could cause the UI to get data from an object that may not exist
- Fix memory corruption on shutdown
- Fixedgame becoming unresponsive on commander history tab
- Crash fix for the vanity camera blur geometry not being correctly initialised
- Fix a crash that can happen when joining a multicrew session while the helm is in the process of a supercruise transition
- Fix a crash during shutdown when the CommanderInteractionHistory was saving its data
- Fixed crash when trying to upgrade the health of a module which has no concept of health
- Fixed a crash that could happen for crew inconsistently when the helm emergency dropped hitting a stellar object
- Network stability fix for IPv6/IPv4 dual- stack users
- Networking stability fix
- Fixed crash when starting a multicrew session while the hyperdrive is charging
- Fix for a crash when another person in a multicrew session drops out of supercruise while someone is joining their session
- Fix a crash caused when someone joining a multicrew session quits the game
- Crash fix when hyperspacing whilst swapping back from fighter
- Fix a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage

General Fixes/Tweaks

- Fix for incorrect mining decals spawning on rocky/icy asteroid types
- Various text fixes
- Fixed missing audio when scrolling on option pages
- Fix friends markers not appearing on the galaxy map
- Audio: Fixed missing events on heat sink deploy
- Audio: Fix missing "Fuel Scooping Complete" voice line
- Optimisation for stellar jets
- Audio: Fixing vessel voice in hyperdiction encounter
- Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
- Crash fix when sending Wing invites in certain situations
- Optimisations for HBAO
- Optimised HUD glitch effect

Multicrew

- Make sure that fighters receive combat bonds
- Show fire groups on non- helm and non- gunner multicrew
- Hide the "Lawful" description overlay for child activities in the "Join Another Ship" menu
- Basic ship scan data is not replicated to crew members in the "idle" role fixed
- Turret weapon mode can no longer be changed while in multicrew (workaround for turret mode replication issue in multicrew)
- Pressing "B" while looking at multicrew info will go back to the default contact view
- Use correct text symbols for ship names in the session report
- Make sure livery and holo- me buttons (station menu) aren't available when in multicrew & give some feedback in the button sublabel accordingly
- Icons and numbers for 'Join Another Ship' in multicrew are sometimes missing until you hover over them
- Made the Wing and Multicrew invite buttons visible but disabled when appropriate. So it's clearer that the option would normally be available but is currently blocked by something
- Added some visual feedback in the crew cockpit about current role (component on top of the role designation label containing a frame, an icon and a pulse animation)
- Fixed hardpoint indicators from swimming through the new 'utility' item when deploying hardpoints in gunner role
- Fixed overzealous blocking of the multicrew invite button, it didn't allow you to invite a second person to your crew because you were technically in a wing
- Added remaining icons to comms UI, multicrew UI drop down menus and options
- Audio: Multicrew members now receive ATC trespass, loitering and blocking door messages when in another player's ship
- Fixed Comms Panel -  Invite to Wings/Multicrew missing or not disabled in certain states
- Audio: Make mining chunks breaking off asteroids audible to player 2 in multicrew
- Made sure that station services closes when opening a session report
- Updated session report with the correct stats
- Audio: Fix a bunch of missing drone sounds for player two in multicrew
- Audio: Fix for FSD jump sounding twice when jumping as player 2 in a multiplayer session
- Non helm roles can now read the refinery value but not vent any materials
- Crew members now have access to the helm's exploration data while part of a crew, however, crew members will not gain any new exploration data earned while part of the crew
- Removed "Request Docking" button from the contacts panel for crew members
- Make sure opening a crew is locked off when in a wing or leaving a wing
- If you crew in a multicrew vessel display the permits of the helm under the permit tab, helm or non multicrew will display your own
- Fixed ship name/id not appearing on the Functions Panel or the Info Panel for crew members
- Show the interdiction tunnel for all crew members
- Stop non helm crew members seeing the planetary landing gui
- Show the local commander name in the status panel (and not the pilot) when in MultiCrew non- helm
- If a gunner kills someone then the crime is attributed to them and not the helm
- External players should now see the weapons moving/firing/aiming correctly
- Fixed session report bounty values when killing a ship that awards multiple bounties for different factions
- Stopped the message about switching flight controls being sent to crew members
- Tweaked the logic that generates the cargo list for the UI so that mission cargo doesn't show up as stolen on non- helm multicrew machines
- Show hits on the targeting schematic of the helm when target is shot by the Gunner
- Fix for not being able to deploy fighter on non- helm after hyperspace
- Fixed MultiCrew joining players not being aware of any deployed fighters
- Matchmaking buttons disable more efficiently to prevent spamming
- Update multicrew matchmaking activity counts more quickly

Avatars/Commander Creator

- Some of the Female Outfit Changes had bent knees -  now fixed
- Enable preset feature randomisation, and turn on randomisation for the sub- components of avatar headgear
- The male veteran had wispy photo- sourced eyebrows even with no eyebrows selected -  fixed this
- Fixed the head being missing on the player avatar after entering holo- me
- Milky eye not applying when set to both eyes fixed
- Added entry/icon for female Cornrows hairstyle
- Added new motion graph variable to allow joints to correctly react to jaw width morphs
- In the commander creator, the mouse input should now line up properly with the UI
- Update icon .avatarSettings for helmets so that the helmet is actually turned on
- Moved Chin clefts from scars to a new category under Head- >Jawline- >Chin
- Moved Lip, Cheek and Eye makeup from tattoos to a new makeup category under Face
- Fixed Holo- Me UI getting tinted by custom UI colors -  meaning that the full- color thumbails of various things don't match what's rendered. This UI now uses the 'Front- End' shader variant, which ignores color tinting (like the galaxy map)
- Initialise a cached helmet value, so that an avatar will not randomly have a helmet on in some instances
- Palette Editor had set some saturation values to zero -  fixed this
- Move makeup back to the cosmetics tab in Holo- me
- Made separate palettes for "regular" makeup and tattoos/warpaint
- Fixed -  some eyebrow textures were straying out the prescribed eyebrow area and then being stretched by the morphs influencing the eyelids
- The UI now focuses on the correct flight suit when opening a category
- Fixed Female avatar skinning -  moving the avatar's eyes wider made a spike appear in the corner of the eyes; moving the mouth up made it intersect with the bottom of the nose
- The avatar's head no longer appears a frame too late when switching to the vanity camera
- Holo- Me sliders now retain focus even when the mouse is dragged outside the slider, making it easier to use
- Close Station Services when entering Holo- me, so the UI's don't overlap
- Fixed colour mismatch between some hairstyles and beards
- Avatars: Female Rough neck morph changed to remove clipping with the back of the suit
- Store consistent pose/background after the first time you see the portrait of your player
- Suit category label now displays the name of the category instead of the name of the option
- Fixed holo- me avatar vibration whilst docked in a Coriolis station
- Fixed various UI inconsistencies in the avatar editor
- A commanders own face now appears in the chat log when they send a message
- Leveled off of the VR HoloMe Cameras so they are level with the cockpit floor

Camera Suite

- Changed the max speed of the focus distance in the vanity camera
- Should the vanity camera collision not detect we are clipping with an object cast a ray 1m in front of us to check if there is a surface
- Changed the vanity camera collision to check the edge of the screen instead of the centre when trying to detect if we are clipping with an object
- Only force the camera into planet range while we are in low level flight and not in supercruise
- Tweaked Ship Low camera position to prevent intersection with hangar floors
- Audio:Chaff Launcher firing retriggers when switching between Cockpit Cam and Vanity Cam fixed
- Various fixes for camera positions to avoid "Signal Lost" where cameras were clipping through things
- Fixed vanity cam 'stop' sound playing when re- entering the cockpit only if the gui was visible
- Swapped FreeCameraPitchUp and ''Pitchdown so pressing up makes the camera pitch up and vice versa
- Force the vanity camera to update when a multicrew player joins
- Moved the "Toggle Camera Suite" button out of flight and vehicle miscellaneous into the "Camera Suite" menu
- Fix for free camera mouse controls not working while docked
- Made camera name label in vanity cam capable of expanding to fit long camera names in
- Prevent access to srv turret while using the camera suite
- Stopped the Free camera throttle mode overwriting the flight throttle mode, this means you can have each throttle in a different mode

Starports/Bases

- Various performance optimisations for the Asteroid Station
- Dockable Megaships now display their name on the side
- Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
- Updated chat panel to support station messages
- Audio: Fix missing SFX on biomes
- Audio:Removed unused events from military outposts
- Audio:Fixes for issues with activation distances in various engineer bases audio emitters
- Audio:Added correct soundbanks to a number of planet and engineer base elements
- Fixed station type icon for Freeholm
- Audio: Fixes for popping sounds in loop inside stations

Missions

- Mission Failed string added to all chained missions
- Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
- Fixed error in sorting algorithm for transaction panel
- Chain Missions chance of spawning reduced from 100% to 30%
- Changed the archetype of pirate lords used in assassination missions -  when you jump into the USS, they should no longer flee from you if you have no cargo
- Fixing the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
- Fixed an issue where the Famine Piracy chain was showing string data instead of commodity data
- Fix some passengers refusing to leave their cabins

POIs/USSs/Megaships

- Samson Class Bulk cargo ship has unconnected geometry fixed
- Moved micro resource spawners in mega ships to stop micro resources from spawning at the origin regardless of the offset we had entered
- Ancient 01 site multiple fixes to problems in layout, floating rocks, bad controllers, incorrect customisations
- Fix some LOD popping on megaships
- Hitcheck fixes for the asteroid ship
- Remove frame stalls in poi spawner when loading sector layers on approach to certain planets
- Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
- Audio: Fix audio error with materials
- Audio: Stop solar panels SFX from cutting in abruptly
- Fixed: specific arrangements of terrain- stamped POIs would cause heigh issues on AMD cards
- Fix for floating objects at ancient sites

Weapons

- Audio:Makes some sounds react to amount of ammo remaining in magazine

Ships

- Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit 'screens' which were obscuring the MultiCrew UI in the Beluga
- Fixed issue stopping the ships from kicking up dust while near a planet
- Fixed flipped vanity cameras on the Asp Explorer
- Fixed flipped vanity cameras on the Federal Dropship
- Fixed sidewinder explosion which looked broken at 7000m
- Balanced Orca by lowering the weight, making it faster with bigger jump distance
- Audio:Fixed the boost fail sound which went missing during the emitter update
- Audio:Fixes for landing gear event errors and hardpoint audio event errors
- Audio: Fixes for Anaconda, Empire eagle, eagle missing events
- Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
- Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
- Audio: Fix fighter launch sounds on type 9
- Rebalanced ships: DBX now has an extra size 2 slot and is a bit lighter, Asp Scout has a new size 2 slot and a size 5 slot replacing one of it's size 4 ones. Beluga mass brought more in line with other large ships to help FSD range
- Removed second discovery scanner from Asp Scouts new size 2 slot
- Fix for The Fer De Lance not having any shipkit slots in Livery
- Balance pass on the Federal Condor, increasing it's transverse acceleration from 10 to 20
- Fixed bobble head positions for imperial courier
- Fixes missing vessel voice lines in Hyperspace
- Audio: added oomph back to the weapons
- Audio: Fixes for retro drives in external view

SRV

- Optimisations to SRV headlights with improved visuals
- Audio: Fix audio errors with the stow/deploy animation

Station Services

- Audio: Manage ship voice alerts better when in outfitting to reduce message spam

Player Journal

- Include local minor faction information in the player journal when arriving in a system

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

v2.3 Beta 2.01

- Enabled multicrew.
- Fix to correctly handle race condition when router type discovery takes longer than mtu discovery
- Don't try and handle invalid IPV6 addresses
- Collect direct telemetry on all IPv6 sync attempts
- Prevent over-counting sync attempts in network statistics due to switching to Turn
- Exclude Teredo addresses when looking for an IPv6 network connection
- Fix credits for beta test starter pack
- Adjusted the amount of exploration ranking awarded from selling exploration data to be 50% of the credits value, 20% of the credits value of Passenger Sightseeing missions and - 40% of Long Distance expedition missions

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

v2.3 Beta 2

Stability Fixes

- Server crash fix for unsupported feature
- AI no longer try to use non- existant nameplates
- Prevent a crash if a mission loses some of its data
- Initialise the anonymous avatar data way earlier than previously, to avoid issues where avatars are requested before the owner is Activated
- Fix for crash when trying to save the ship's generated ID
- Fixed a soft lock on entering CQC, in which the non- authority on a destructible environment object never receives the replication that sets its kinematic item
- When saving a ship that is alive, don't allow it to have zero health as this causes hiccups on loading, instead round up to 1/1000000 of it's full health
- Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons- only resources
- Allow VFX Hosting to abandon creating particle effects if the containing location is trying to shutdown
- Fix avatar assert when loading into a second CQC deathmatch
- Fix an assert when flying in multiplayer in supercruise
- Fix a crash in the free camera if a remote client deployed an SRV
- Fix crashes in high resolution screen captures when using supersampling settings <1.0 and/or borderless modes with resolutions lower than the desktop resolution
- Fixed a softlock that happened after dismissing an error dialog in CQC
- Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
- DX11: Remove deferred context usage in runtime compression

General Fixes/Tweaks

- Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
- Correctly handle '<' in text chat
- Fixed the 'bind dialog' on the controls screen -  it's 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
- Fixed long names getting truncated on the target panel when they could be expanded into the space reserved to show ship name
- Rank requirement should no longer show up when not needed. Truncated text in shipyard list should now wrap
- When player drops out of supercruise at a wing beacon within a ring, adjust start position for safety
- Headlook should activate panels by default when looked at
- Ships are not duplicated in system map each time you open it anymore
- Completed a pass over the comms panel popup options, adding icons
- Audio: Fix broken hyperspace jumps
- Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multicrew, Neutron star jet cones and unknown objects voice lines
- Audio: Changed conversion setting on galnet focus sfx to stop seek table errors
- Audio: Tamed the neutron star pulse ambience a wee bit
- Audio: Volume sliders only play sound when decreasing the volume fixed
- Audio: No music plays when docking with the Docking Computer fixed
- Various text fixes
- Particle effects lodding and optimisations
- VFX lighting optimisations
- OSX: Fix some odd character substitutions
- Xbox One: Accept a CQC invite with only the launch chunk installed

Missions

- Potential fix for mission inbox messages not appearing properly
- Changes to chain missions: Piracy Heat, Piracy Contract, Clearing the Path and Safe Travelling -  these should now spawn easier
- Fixed Piracy Deal not giving you the correct target type to kill in the second mission
- Rampant Leadership should now be giving the correct template
- Updated the military career progression numbers to speed up progression a bit
- Increase super power reputation gains by 25% when gaining faction reputation
- Remove bookmarks and relevant inbox message from welcome mission template

Passengers

- Automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins

Ship Naming

- Make sure ship names are displayed properly for locally stored ships and remote ships in the shipyard UI (accessible from station services)
- We now let the server know when we generate a ship- id for a ship that we won't be able to generate consistently
- Fix nameplate colours on OSX/OGL
- Set restricted range of characters for input fields used when creating a commander and naming a ship (outfitting and New Commander Screen UI)
- Fixed inconsistencies in the way we display the ship name in several pieces of UI when there's no custom name defined
- Ship naming in Livery now accepts a fixed width rather than a character limit
- Ship name in internal panel (functions tab) is now properly updated when changed from livery

Camera Suite

- No default controls for Undo or Redo when using "Classic Context" or "Default Context" default bindings
- Use the hanger bounding box to try and workout of a vanity camera is clipping with the hangar
- Stopped the dof toggle been pressed should a user not have dof enabled
- Should a player be in vanity camera when doing an hyperspace jump force them back into the cockpit view
- Disable motion lines when in world fixed camera
- Fixed UI not scaling correctly when fov is changed
- Do not show the breathing mask when we are in a 3rd person view (vanity / gunner camera)
- All bindings now display for elevation. Added UI support to hide DOF while inside the vanity cam
- If the vanity camera is active, make sure background stars and directional lighting are not disabled
- Audio: Stopped ascending whine of ship charging FSD being audible on player in external vanity cam
- Audio: Fixed fuel scoop bug where the fuel scoop sound re triggers entering and exiting vanity cam

Commander Creator/Avatars

- Avatars: fixed short beards so that they change colour properly; updated avatar presets to incorporate this change
- Fixed pock marks decal so it doesn't erase detail off the base normal map
- Allow for editable features to become aware of their availability to the player, so that randomise can select from only those options that are available for the player to equip
- Avatars: Skin tone specular values balanced to new lighting
- Re- add pilot to chair in holome during VR, but ensure that the head isn't visible
- Updating male and female suit icons for Holo- Me
- Removed Goth- y eye shadow from Male Preset 03 -  he's one of our "Default 5" so should look more conventional
- Male and female "Short" hairstyles were suffering from ghostly semi- transparent areas -  now fixed
- Organised scars prior to splitting off cleft chins into their own category
- Fix for avatar head not being rendering correctly in cockpit after exiting Holo- me
- Added labels for decal colours
- Fixes for joint popping on male outfit animations
- Updated eye icons
- Hide Holo- me controls on non- Horizons platforms
- Avatar texture baking recipes now include a flag to specify if baked output compression is allowed. Disabled baking output compression for avatars in the editor
- Panel names are now data driven. Fixed bug where suit category name would not appear in the category panel
- Made characters' nostrils properly dark
- Add parent title to panel data name in holo- me. This should also fix the null text string in the suits section
- Added game resources for female cornrows hairstyle
- Avatar helmet now correctly deploys when emergency life support is enabled
- Don't override a player's decision to apply a helmet in the editor
- Removed the dev presets from the editor
- Improved poly construction for the full beard
- Improved transition to Holo- me to black out completely before making the camera transition. This should improve VR experience in particular to be less jarring
- Put avatars in all cockpits when it's contextually relevant (try and avoid cameras inside heads)
- Ensure that releasing the skinning bone buffer when we suddenly have no bones to process also unlocks the buffer and clears the lock. Also added some extra paranoid checks when releasing the bone buffer lock
- Audio: Fixed audio to better follow slight timing and visual changes in Holo- Me

Community Goals

- Allow Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached

Weapons/Shields

- Change the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2- >0.85, which means that 2 pip has an increased damage resistance from 15%- >33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half- pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4- SYS with less penalty. Does not affect CQC ships
- Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper -  the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
- Incremental Railgun buffs: increase hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduce firing heat by approximately 15% (and round off to comfortable numbers)
- Audio: Weapon impacts now respect whether or not the player is in internal / external cams
- Audio: Fix missing weapon sounds
- Audio: Fix missing events for ECM
- Audio: Fix silent lod1 chaff launcher
- Audio: Fixed silent shield cell audio
- Audio: Tweak to the attenuation range of railguns chargeup

Engineers

- Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
- Audio: Fixes for various engineer bases bugs

NPCs

- Audio: Renamed external point of no return event to make it audible on npc ships

Ships

- Fixed Imperial Cutter vanity camera orientations
- Fixed Federal Corvette vanity camera orientations
- Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping
- Audio: Fixed broken ship dust
- Audio: Fixed broken cargo bay ambience
- Audio: Fixed broken FSD "point of no return sound on non- player ships
- Re- enabled audio ECM code which was turned off by accident
- Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV
- Audio: Fixed missing Orca external sounds
- Audio: Fixes for ships hardpoint doors event errors and landing gear errors
- Audio: Made Orca boosting sound slightly less aggressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams

SRV

- Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
- Audio: Fixed swapping turret view audio hanging
- Audio: Fixed GUI panel sound getting stuck on when entering turret
- Audio: Fixed broken wavescanner elements
- Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact
- Audio: Added missing emitter group to scarab which was causing asserts and missing audio
- Audio: Fix for fighter launch SFX always coming from player ship
- Audio: Set up improved voice management and attenuations for various explosion related things
- Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view

Stations/Ports

- Added LODs for girders near entrance for asteroid bases
- Fixed a small hole near the entrance on Asteroid base exterior
- Audio: Fix missing station and outpost ambiences
- Audio: Fixed flight controller clicks
- Audio: Industrial station elements duck when inside outfitting fixed
- Audio: Some tweaks to outpost elements to compression artefacts
- Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
- Audio: Corrected event names on advert drones so that we can hear them again
- Audio: Fixed defence turrets being out of sync with the firing
- Audio: Fix for very loud and clipped sound inside station docks

Installations/POIs/USSs

- Ancient sites should not longer change layout (but all layouts will permanently change)
- Correct the fallback logic for UA2's not in Merope
- Fixed offset geometry on the dredger maw
- Audio: Fix some missing SFX from capital ships
- Audio: Fix for NavBeacon missing impact sounds
- Fixed missing hitcheck on the Thomas Class Bulk Cargo Ship
- Fixed missing hitcheck on the Henry Class Bulk Cargo Ship
- Fixed some LOD popping on the cargo megaships
- Fixes to stretched and zero map area UV's on some megaships
- Audio: Fixed errors on installations/CQC
- Audio: Audio logs positioned and duck music/ambiences correctly
- Audio: Set capital ships to correct compression settings
- Audio: Fixed some missing installation ambiences
- Audio: Fix for missing sounds in Installation_SensorArray_002
- Audio: Fixes for abandoned settlements missing events
- AUdio: Setting up generic holoscreen events for missing holoscreen sounds

Render

- Fix asteroid fog sometimes disappearing in DX11
- Speculative fix for galactic background cubemaps ending up with messed up half- faces
- Make effects switch to emitting when the emissionTimer is greater than or equal to the delay. This fixes continuous effects not emitting
- Improve performance and reduce stalls when destroying surface rocks
- Use the correct vertex layout for milky way dust instances in the galaxy map and skybox captures
- Don't add milky way dust instances if we're not in an envmap view and we haven't finished updating the dust states
- Improve the speed for morphing
- Set the correct DOF values for consoles
- OSX: DOF should appear off apart from on High and Ultra presets, which mirrors the x64 set up
- Make GPU skinning precompute the result from the various morph frames
- Make compression requests check the hardware capabilities first to determine if we can actually do anything

Controls

- Unhide bindable controls categories on console -  the only category still hidden is the mouse bindings
- Added in the Dualshock 4 to the control bindings, includes a normal and "with yaw" flavour

Network

- Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
- If we disconnect from the internet entirely (on PS4 and XB1 where we have an existing method of detecting that) then display a slightly more useful message on the main menus
- When the game first connects to a server, if the game has a dual- stack connection, test the MTU over both IPv6 and IPv4
- Improved error handling (RE: When the game first connects to a server, if the game has a dual- stack connection, test the MTU over both IPv6 and IPv4)
- Show the path where log files are saved on the network settings screen

StellarForge

- Changed Core Sys Sector XU- P a5- 0 system to the recently announced Trappist- 1 discoveries
- Exoplanet in Kepler- 20 renamed to Rob's Place
- Moved Castellan station further away from its parent body

Player Journal

- when docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string
- The Docked event will now also include the distance from the star

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

2.3 Beta 1

- Fix a crash with landing gear not being correctly initialised
- Ensure we can't access a null texture baking node when attempting to extract a texture – fixes a crash with GPU memory allocation
- Fix a crash when creating a ship name in the livery
- Fix some avatar related spammy web requests

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

v2.3 beta

New Content & Features (Horizons)

Commander Creator
- Commander creator UI added
- Player avatars used in ship cockpits
- Commander creator exists within the player's cockpit
- Added holographic effect for commander avatars (when they are not physically present)
- Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
- We don't have a default avatar use one of the presets randomly instead
- Added Holo- Me option to cockpit Status Panel
- Added Holo- Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
- Added 50 male and female preset commanders
- Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
- Added zoom in with altered FOV for close ups in commander creator when playing without VR
- Added custom mode for commander creator close ups in VR
- Added randomise options to most feature categories in Commander Creator
- Added Undo/Redo to Commander Creator
- Group flight suits into collections to avoid top level list getting huge
- Updated cockpit chairs to allow for more elbow movement
- Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)
- Added beards!
- Added 14 new hairstyles
- Expanded number of skin tones to 8 for each head type
- Added “rough” female base head type
- Refreshed all hair assets to get them ready for commander creator
- Additional avatar morph options for nose bridge, profile, tip and tip angle
- Added avatar morph options for eye angle, width and upper eye fold
- Added morph option for upper lip profile
- Added jaw angle and depth options
- Added chin width and prominence options
- Hair shader improvements
- Avatar eyes now use correct environment map
- Fixed some incorrect skinning on the female pilot suit
- Added chin cleft options
- Added transparent and opaque versions of the helmet
- Added rank shoulder patches, unlocked with rank
- Added faction and pirate shoulder patches
- Added freckles, moles and pock marks to skin details
- Added Milky eye type
- Added fresnel shader to helmet glass to give the transparent version more definition
- Added a selection of eyeliner, blusher and lipstick options.

Multicrew -  ARRIVING IN A SEPARATE BETA UPDATE DATE TBC

- Roles
- Gunner role added
- External turret control view added
- Firegroup control added
- Quick fire slots added
- Scanner control added
- Updated UI for role
- Allow scanner view
- Allow schematic view
- Weapon mount highlights added
- Limpet control added
- Turreted weapons can be controlled
- Missiles can be fired

- Fighter Con role added
- Helm can kick other players from ship
- Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)

- Helm role added
- Ships
- Added multicrew cameras to supported ships
- Upgraded cockpits for multicrew
  - Adder (upgraded second chair for multicrew)
  - Anaconda (upgraded second and third chair for multicrew)
  - Asp (added second chair for multicrew)
  - Asp Scout (added second chair for multicrew)
  - Beluga (upgraded second and third chair for multicrew)
  - Cobra MkIII (upgraded second chair for multicrew)
  - Cobra MkIV (upgraded second chair for multicrew)
  - Empire Trader (upgraded second chair for multicrew)
  - Corvette (upgraded second and third chair for multicrew)
  - Fed Dropship (upgraded second chair for multicrew)
  - Fed Assault (upgraded second chair for multicrew)
  - Fed Gunship (upgraded second chair for multicrew)
  - Fer de Lance (upgraded second chair for multicrew)
  - Orca (upgraded second chair for multicrew)
  - Cutter (upgraded second and third chair for multicrew)
  - Type 9 (upgraded second and third chair for multicrew)
  - Python (upgraded second chair for multicrew)
  - Vulture (upgraded second chair for multicrew)

Chat interface updated

- Matchmaking for different session types added
- Bounty Hunting
- Mentor
- Piracy
- Mining
- Exploration
- Smuggling
- Session summary screens added
- Allow friends invitations to multicrew

- Power Distributor
- Non helm MultiCrew players now provide an additional single power distribution pip
- Players can distribute their pip where they want, as long as there is space for it
- FireCon defaults to weapons, FighterCon defaults to systems

- Added idle animations for other commanders in cockpit
- Multicrew usage is based on the number of physical seats on your ship
- Crimes system updated to support multicrew
- Multicrew related stats added

General

- New mysterious things added
- New organics added to surfaces
- Dolphin playable ship added
- Dolphin NPC ships added

New Content & Features (Non- Horizons)

Ship Naming

- Added ship name plates to ships
- Added ID plates to ships
- Ships can be named from within station services
- Added ship names to various cockpit UI
- Added hangar cameras for ship name slots
- Request ship name when in the start new commander flow
- Name and ID plates can be added via Outfitting
- Ship names are server moderated if deemed inappropriate then will be masked off to other players
- If it's not our ship and they have no name plates, then we don't know the ship's name
- If you report a player in- game, we'll now fill in their ship name and ship ID for you

Camera Suite

- Added vanity cameras to the ships
- Added free camera to ships
- Added Zoom and rotations controls for internal vanity cameras
- Added f- stop and focus Distance to vanity and free camera
- Enabled vanity and free camera to work in vr
- Updated ship cockpit interiors to account for new viewing angles

General

- Added asteroid base type station (including air traffic controllers)
- Added 32 asteroid bases in various deep space locations
- Added some new challenge scenarios
- 4 new Incursion scenarios
- Speed docking
- Driver challenge
- Ship launched fighter challenge

- Added custom engine trails support
- Added Megaships
- Tanker
- Cargo
- Asteroid Miner
- Flight Operations
- Prison Ship
- Science Vessel
- Passenger
- ???
- ???

- Added 100 new tourist beacons
- Added Bucky Ball Beer Mats rare good

Stability Fixes

- Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
- Fix crash in the inertial camera simulation when in CQC
- Fix an error that can happen in outfitting if you replace the power distributor too fast
- Fix occasional directional lights assert when loading the system map
- Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
- Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC
- Prevent crash while trying to generate ambient heat on ships inside stations
- Avoid crash in physics if data for a wheel is not valid
- Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
- Fix deadlock if the galaxy map is repeatedly opened and closed
- Fix to clean up partly- initialised modules if the parent object(ship) is destroyed before they have received their first network replication

General Fixes & Tweaks

- Prevent ships spawning inside each other on interdiction drop out
- The cursor was offset n some Front- end UI's circumstances when using 'In- Game Panel Based Cursor' mouse mode
- Fix cases of relaunching game after killing the SRV and appearing in orbit
- If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless
- Fixed trespass zone radar elements being visible in the debug/classified camera modes
- Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
- Torval Powerplay Decal changes to Patreus Powerplay Decal
- String ID appears on info panel as the jump destination fixed
- Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
- Updated some of the broken wireframe codes from the Unknown Artefact
- Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
- Fix for Docking Computer crashing into back of station when approaching from rear
- Fix for Docking Computer crashing into Qwent Research tower when coming in to land
- When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
- In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first
- Info in status panel now only shows scrollbar when focused
- Xbox One: File loading optimisations
- Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
- Various mission template fixes
- When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
- Fixed missing info text for data link scanner
- Fixed some shadowing artefacts in the terrain rendering
- Fixed station interior changing when the station in under influence of a UA
- Fixed crash when looking at left- hand panel while in a fighter
- Make sure kill chances spawn on CollectPalin Mission template
- Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
- Displaying station name rather than the schematics name in the target details panel (external panel) fixed
- Remove the missions market ignore case for Jaques station
- Various optimisations for Galaxy map
- fixed: Can't exit side panel with B Button after using fighter
- Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
- Fixed Intermittent drop in frame rate in Challenge Scenario
- Fixed low- resolution cockpit on loading into CQC matches
- Various text fixes
- Various localisation fixes

Passengers

- Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
- Added prisoner cells as alternatives to passenger cabins
- Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
- Ensure that NPC cruise ships have passengers when scanned
- Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
- Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
- Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
- Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
- Reduced exploration rank boost from passengers as it was way too high
- Occupied passenger cabin modules can no longer be stored using the store multiple menu
- Fixed NPC passengers not showing up properly after a manifest scan
- Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow

Missions

- Make sure that the mission filter doesn't show illegal salvage when set to legal
- Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination
- Multi- stage mission support added (different to wrinkles)
- Highlight a mission that is a direct consequence of completing a previous mission
- Fixed mission messages being duplicated during transitions
- Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
- Add support for equipment requirements for missions
- Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
- Smuggle missions maximum range has been reduced to 100ly away
- Smuggle long minimum range has been increased to 100 ly away
- Fixed issue with showing credit rewards when there are no other rewards
- Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
- Added contract elements on all transaction panels to display the mission giver
- Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against
- Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
- Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
- When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward
- Welcome missions should not contribute towards influence or ranks
- Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral
- Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
- Improve the chance of rank up and engineer missions being available
- Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
- The ancient codex now resets approximately 30 seconds after being scanned
- Decouple normal missions and passenger missions selection, so a full allocation is available to each type
- Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
- Prevent delivery scoop missions from appearing in systems without a landable planet
- Stop player getting spammed with an inbox message from in space planetary hitmen missions
- Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
- Added a variable generator to find a faction and station in the same system as a given station
- Fixed superpower filtering in faction station generators

NPCs

- Fix NPCs not having the long FSD cooldown after interdictions
- Added the Independent Fighter to alliance and independent faction navies
- Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
- NPC docking improvements
- Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
- Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
- Don't report that the player is clean when being scanned when they are not
- Balance pass for AI interdiction ability, to make it slightly easier
- Auto- loadout system will now automatically add required passenger cabins based on the custom passenger type
- Allowed auto- adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
- Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
- Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
- Changes to extend AI terrain avoidance on higher gravity worlds
- Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
- Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
- In auto- loadout system, tweak chances of high- end weapons to make them slightly more unlikely for both military and all other archetypes
- For AI ships using the auto- loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
- Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
- Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
- Threaten time changed to 15s (from 18s) now that it's displayed in chatter
- Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
- Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
- Pirates should now make it clear what cargo can be dropped to apease them
- Stop NPCs in ships that can't jump (like fighters) from trying to do so
- When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
- Fix for pirate hunter hostiles not always being wanted
- Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
- Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
- Fixed an issue in the AI defence code which stopped heat- sinks/Chaff/ECM from working

Stations/Ports

- When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis- rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
- Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning
- Stations can now be placed within rings
- Stations can now be placed within asteroid clusters
- Fix for inner docks not using their own module list and instead always the default modules
- Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
- Adjusted several garages in this location as planet terrain was poking through the floors
- Fixed ugly circle caused by fog being incorrectly clipped in stations
- Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
- Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
- Adjusted the heat ring texture to get back some of the glow which had been lost
- Fixed LODs on the "Rich" road sections
- CPU optimisations around stations and capital ships

Station Services

- Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
- Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
- Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
- Fixed module transfer timer wrapping around when the arrival time is in the past
- Don't show the Livery button if outfitting isn't available at that location
- Fix fuel level cap when exchanging modules
- Refuel and repair SRVs and Fighters when restocking
- Remove clip size modifiers on shield cell banks

Engineers

- New blueprints added
- Manifest/Killwarrant/Wake scanner:
  - Long Range
  - Wide Angle
  - Fast Scan

- Ship primary sensor:
  - Light weight
  - Long Range
  - Wide angle

- Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
  - Long Range
  - Wide Angle
  - Fast Scan

- New blueprints added to:
- Bill Turner:
  - DSS to grade 1, and sensor/scanner to grade 5
- Juri Ishmaak:
  - Sensor/scanner to grade 4, and DSS to grade 2
- Lei Chung:
  - Sensor/scanner to grade 2, and DSS to grade 2
- Lori Jameson:
  - Sensor/scanner to grade 5, and DSS to grade 5
- Tiana Fortune:
  - DSS to grade 5, and sensor/scanner – 5

- Added extra gun turrets to various engineer bases
- Fixed floating rock at Elvira Martuuk's base
- Added new longer range missile defences to various engineer bases
- Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA- A E6" so that it will pick up the correct details from server
- Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
- Remove button missing under Adjust Experimental effect screen fixed

Fighters/Crew

- Crew rank does not update on the contacts or ship GUI after ranking up fixed
- Optimisations for load times on fighters and SRVs
- Perform extra crew resync after crew lounge role reassignment
- Fighters no longer 'red out'
- Crew being set to 'flying fighter' when switching into the fighter
- Prevent transaction error when entering supercruise while a fighter is docking
- Make fighter orders control group not conflict with non- ship (egSRV driving) controls
- Fix for crew cut of commodity trades being calculated on the client incorrectly

Weapons

- Strengthening drone vfx as they were very difficult to see at long range
- Updated laser impact effects so that they are compatible with weapon colouring
- Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
- Seeker Missile target hologram fixed
- Added two turreted mining lasers
- Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
- Fix for Shield Cell bank displaying incorrect ammo amounts

Controls

- Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
- Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
- Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
- Allowed the alternate control bindings to have inverted axis

POIs/USSs

- Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
- Added additional installation scenarios
- Medical installation added
- Added Space Bar installation
- Added Space Farm installation
- Added Government installation
- Added new Security Station installation
- Colour variations for installations added
- Enable replication of scannable space wreckage so that they are visible to all players
- Changes to stop Unknown Probes jumping about and rolling up hill on planets:
- The slow spinning animation did not work at all with things on the floor, it's been removed
- Align to planet and align to system no longer apply when the object they're aligning is near a planet
- Skimmers currently don't report hostiles to their owning settlement fixed
- Allow planet surface landed ships to take- off and attack if there's a near- by faction hostile
- Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
- Added new Passenger USS scenarios
- Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health
- Fixed hitcheck on fumarole collectibles
- Improved loading of POIs
- Proximity effects support added
- Added more wreckage types
- Space scenarios can now have localised fog
- Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface

Ships

- Fix collision warnings on ship authority dummy objects hitting terrain wen landed
- Prevent repeated malfunctions when they shouldn't occur
- Added a new Data Link scanner for ships
- Changed Vulture's planetary approach suite size to 1 as intended
- Some optimisations for large multi- ship scenes
- Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.
- Lowered Orca weight to increase jump range and effectiveness
- Ship balance tweaks as described here by Sandro Sammarco

Ship Art

- All ship explosive effects improved
- Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
- Beluga Liner now has similar strength headlights to the Anaconda
- Orca tactical paintjobs fixed
- Left Decals on the F63 Condor fixed
- Fixed Bobblehead cams and orientations on the Fer- de- Lance
- Fixed smoothing groups and some decal positions on the Imperial Cutter
- Updated Asp cockpit geometry to allow for the new camera views
- Anaconda death explosion sorting fixed. Timings are nicer too
- Disable GUI lights if the player is dying
- Tweaks to the Sidewinder's exterior hull
- Art fixes/improvements for the Cobra cockpits
- Fix misaligned lights on the Diamondback
- Fixed ship kit tail cameras for the Eagle and Fer- de- Lance
- Imperial Cutter hologram clipping when launching from docked is now
- Fix wear and tear on Python ship kit
- Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
- Added missing spoiler camera to the Viper
- Removed blinking light from Cutter cockpit
- Fixed bobblehead positioning in the Vulture
- Fixed Anaconda bobblehead camera 10
- Adjusted decal front outfitting camera for the Imperial Eagle
- Re- aligned the the F63 cockpit so thrusters align correctly
- Added tail kit hanger camera to the Asp
- Fixed blue emissive 'Lakon Systems' panel in T6 cockpit
- Fixed missing textures on Type 7 utility slots
- Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
- Fixed fighter bay hitcheck on Federation_Dropship
- Fixed Z fighting issue on Federation_Corvette hardpoints
- Smoothed LOD transitions on Eagle
- Fixed clipping issues when deploying SRV from Viper
- Fix for Federal Dropship paintjobs covering the vehicle bay
- Fix for stretched textures on Viper MkIII ship kit
- UV fixes for Federal Fighter's drive
- Fixed wonky utility mounts on the Imperial Cutter
- Patched a small hole in the Corvette
- Fix a decal camera on the Vulture
- Fix a missing texture on the Corvette's nose
- Fixed bobblehead cameras in the Diamondback XL
- Fixed landing gear volumes and hitcheck on the Sidewinder
- Moved the Asp's front decal so as not to interfere with the ship kit
- Imperial Clipper now has an icon on the livery page of outfitting

SRV

- Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio- only). Also includes some minor optimisation to the system as a whole
- Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
- If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
- Improved headlights on SRV for higher quality levels
- Fix issue where srv could still be driven even though it was
- Fix issue where the buggy was taking forever to cool down after taking heat damage
- Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
- Optimisations to buggy headlight lens flares

CQC

- Rebalanced capacitor and charge rates to be the same across the different ships
- Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
- Fix an error when accepting an invite from someone who has already joined a game
- Fix an issue with the CQC default player starting params getting modified
- Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Render

- Fix for hard edge on pfx smoke texture loop textures
- Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood
- Added descriptions to various graphics setting options
- HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
- Improved PFX lodding
- Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
- Fixed the lens flare's having a 1 pixel line down the right hand side
- Fixed black line at the centre of insanely high res screenshots
- Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings

Galaxy Map

- System map initialisation optimisations
- Galaxy map memory and performance optimisations
- Disable HBAO when using the galaxy map as it is not used
- Fix System Map not updating when scanning planets while open
- Fix a small bug where for single- jump plotting modes (synthesis or neutron- boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single- jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
- Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
- Systems that don't have meta- data now display as having pristine reserves in the system map

Powerplay

- Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
- Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
- Set powerplay help scrollbar to external, to prevent text from truncating

Controls

- Can no longer use mouse 2 as back in station services menu fixed
- When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
- Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

Commander Stats

- Fix number of fines increasing whenever a mission has failed without a fine being levied
- Fix "Highest single reward" from assassination missions not displaying correct information

Community Goals

- Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

Factions

- Fix a rare opportunity for a conflict to start immediately after ending early
- Fixed faction influence change from smuggling weapons
- Faction influence change reduced from murder, interdiction and assault crimes
- Faction influence change increased from redeeming bounty vouchers
- Balanced faction effects from selling commodities with a zero purchase price
- Removed faction reputation gains from smuggling cargo at a black market
- Improved local news articles when faction conflicts end

Exploration

- Rebalance the amount of exploration career rank awarded when completing Passenger missions
- Stop awarding First Discovery bonuses of zero credits
- Fix transaction server error when purchasing exploration data for certain systems
- Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

StellarForge

- Starports can now be injected via server updates
- Fix drop out distances for certain star types
- Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
- Renamed a duplicate BD+56 521 system to 'Between'
- Renamed duplicate Kamba system to Mbooni
- Iorant JN- S c17- 0 renamed to VonRictofen's Rescue
- Iorant PD- K d8- 4 renamed to Macedonica's Leap
- Cuffey Plant in Acihaut renamed to Habermann Sanctuary
- System COL 359 SECTOR NN- S D4- 16 renamed to Joseph’s Lighthouse-
- Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
- Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
- Col 285 Sector Ke- V B17- 1 renamed to Oliver and Ben's Beacon
- Col 285 Sector MZ- U b17- 6 renamed to Sulis
- Fix orbit and type of Scheau Phoea WL- D d12- 1 A 1
- Renamed a planet in 74 Aquarii to Ethan Raza Khan
- Hyades Sector Zu- Y D117 renamed to Fullerene C60
- Added starport "Rebuy Prospect" to Fullerene C60
- Added starport 'McArthur's Reach' to LHS 5287
- Added starport 'Bob Paffett' to Runo
- Added starport 'Jaitinder Singh' to Namba
- Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
- Added starport 'Contestabile' to Baltah'Sine
- Eol Prou IW- W e1- 2400 renamed to Meretrida
- Eol Prou YI- W b17- 19 renamed to Kopernik
- Eol Prou PX- T d3- 347 renamed to Pergamon
- Eol Prou IW- W e1- 3246 renamed to Magellan
- Eol Prou NH- K c9- 40 renamed to Pyrrha
- Eol Prou LW- L c8- 227 renamed to Signalis
- Eol Prou KW- L c8- 164 renamed to Garuda
- Eol Prou IW- W e1- 3167 renamed to Canonnia
- Eol Prou PX- T d3- 336 renamed to Union
- Eol Prou IW- W e1- 1601 renamed to Phoenix
- Eol Prou LW- L C8- 10 renamed to Dubbuennel
- Eol Prou LW- L C8- 6 renamed to Kioti 368
- Eol Prou LW- L C8- 54 renamed to Mobia
- Eol Prou IW- W E1- 3231 renamed to Edge Fraternity Landing
- Eol Prou SS- T D3- 241 renamed to Tas
- Added a dockable megaship called 'The Harmony' to Yum Kamcabi system

Celestial

- Fix texture distortion in ultra due to morphing not scaling correctly
- Improved quad efficiency for distant horizon planets
- Ice terrain surface improvements
- Reduce dark patches occurring when regenerating shadows
- Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
- Surface rock system optimisations
- Make star lens flares check the actual depth instead of comparing against a constant value
- Red Spider Nebula is now red
- Split up terrain noise generation into chunks to avoid using too much memory at once
- Fix some nebula not appearing in the sky dome generation
- Fix a stellar jet render artefact on AMD cards
- Fix background brightness popping in multistar systems
- Performance improvements for terrain on 4/500 series nVidia cards
- Updated schematics for white dwarfs and neutron stars
- Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
- Remove the planet material texture lod drop on consoles

Hyperspace/Supercruise

- Physics optimisations for supercruise
- Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled

Network

- Experimental IPV6 support added
- Network options and information page added to the options menu
- If you're already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.
- Make sure that a player is removed from a wing if they delete their save game
- Added an option on Network Settings dialog to allow the port number used on IPv6 to be
- Streamline session join protocol (may fix cases of extended supercruise or jump transition times)
- When the game first connects to a server, if the game has a dual- stack connection, test the MTU over both IPv6 and IPv4

VR

- Made the schematics render in stereo
- Added dithering support to tackle banding in VR
- Fixes to some of the cockpit VR cameras
- Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
- Added Python ship kit VR hangar cameras

Player Journal

- Added journal events for multicrew
- Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
- Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
- When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
- Added a journal entry when gaining Federation or Empire rank
- Added "Target" property in player journal when recording a kill
- Fix for getting the correct faction when docking at a station (to write into the journal)
- Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
- Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
- Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
- At the start of a jump, include the target star's spectral type in the journal
- When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
- Include Faction info in RedeemVoucher event in Player Journal
- When DSS- scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
- Record journal entry when in SRV and the pilot's ship takes off or lands
- Added journal entry for setting a ship name
- Fixed a case where the amount scooped may be reported incorrectly (even - ve), if you start a hyperspace jump while you're still scooping
- Include more details about atmospheric composition in player journal, when detail- scanning a planet with atmosphere
- Include target faction and count in Player Journal when accepting a mission
- Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
- Add a player journal event when scanned (on scan complete)
- Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
- Include the name of the destination starsystem in the "StartJump" player journal
- When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
- When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non- editable modulesin particular the cargo hatch, so we get the power priority
- The "Loadout" data now includes health and value for each module

Audio Change Log

- Audio Additions
- Added audio for the FSD supercharge including voice alerts
- Added ambient audio details to the starport inner- dock variants
- 3 New flight controllers – Empire, Anarchy, Independent
- Many audio optimisations and mix improvements
- Additional Wavescanner sounds
- Secret stuff. Shhh.

- Technical Audio Changes
- New Audio Emitter system! Imaginatively named “emitter2”, a major re- work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio- lods, leading to improved efficiency and sonic detail when needed.
- Refactored Pooled audio object system. It's more than twice as fast now!
- Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena.
- Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues.
- New “Vessel- Voice” system, to replace our beloved old “Ship- Voice” system. Now much more robust and maintainable. This drives the computer voice lines.
- Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate.

- Audio Bug Fixes
- Fixed broken sounds in galaxy and system maps
- Fixed NPC voice volume slider not working
- Fixed issues with tourist beacon ambiences
- Fixed tutorial voice text getting truncated
- Fixed various flight controller issues

Outfitting

-  Fix fuel level cap when exchanging modules
-  Refuel and repair SRVs and Fighters when restocking
-  Remove clip size modifiers on shield cell banks

Commander Stats

-  Fix number of fines increasing whenever a mission has failed without a fine being levied
-  Fix "Highest single reward" from assassination missions not displaying correct information

Community Goals

-  Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

Factions

-  Fix a rare opportunity for a conflict to start immediately after ending early
-  Fixed faction influence change from smuggling weapons
-  Faction influence change reduced from murder, interdiction and assault crimes
-  Faction influence change increased from redeeming bounty vouchers
-  Balanced faction effects from selling commodities with a zero purchase price
-  Removed faction reputation gains from smuggling cargo at a black market (NF)

Exploration

-  Rebalance the amount of exploration career rank awarded when completing Passenger missions
-  Stop awarding First Discovery bonuses of zero credits
-  Fix transaction server error when purchasing exploration data for certain systems
-  Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Misc

- All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.


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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