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Alt 29.07.2014, 22:23   #91 (permalink)
Duke49th
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Registriert seit: 06.10.2006
Ort: Manila
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Changelog Part 2

Zitat:

General Fixes/Tweaks

- Shadow quality settings added
- Update network config defaults to preferred values
- Fix galaxy map billboard orientation on oculus
- Fixed un-normalised transform being passed into a universal address when the ship explodes and ejects cargo
- Prevent losing the object with a momentary disagreement about its existence on authority change
- Federal fighters shouldn't be set as "Wanted" around Chango Dock
- Oculus Rift: Don't reset the orientation via sensor reset when wearing a DK1
- Improved the performance of the noise generators
- Lighting improved on rings
- Patrolling bounty hunters will dock/undock with space station if present, otherwise will patrol
- Improvements to AI mining
- Miners can dock at stations and sell cargo
- Oculus Rift: Fix for the galaxy map viewer not rendering correctly when using the Oculus Rift and accessing it via the in-game menu
- Type 9 explosion optimisations and improvements
- When a landing request is granted request that the pad get into dockable configuration, fix the landing pad occasionally being backwards
- AI breaks away if shields are down
- Add in distortion to star hotspot quads to match that of the surface
- Don't start hyperspace process when inside a station, as we'll just crash into a wall
- Mouse control gui shows ship rotation rather than mouse position when using inverted pitch
- Lens flare optimisations
- The inertial camera should gently reduce its angular and linear offsets to zero over two seconds when docked
- Fix hardpoints not deploying in outfitting
- Reduce ships being able to fly through parts of the stations
- Large gimbal pulse laser now gimbals
- Brightened the "align with target" message
- Don't update the location info when transitioning to/from super cruise, only when in hyperspace
- Buy selection decrements correctly
- Update lens flare quality scaling to skip smaller/more transparent flare elements when in low quality
- HeatSinkLauncher and ChaffLauncher were both incorrectly implementing some ammo functions, causing them to double-count their first (and only) hopper of ammo
- Remove some superfluous mouse cursor activities
- Fix bahaviour for friendly fire in factional battles
- Jettisoning cargo near a station (within the NoFireZone for now) is a crime
- Adding animations for deploy and stow of weapons
- Make spot light rotation work as expected with the bone transform for a given light
- Added missing transform to render debris in the right place relative to the underlying physics skeleton
- Oculus Rift: Proper fix for star background
- Soundbank to fix some bad virtualisation on missiles
- Removed erroneous missile rack audio events on other ship low ammo
- Player's credits are being displayed incorrectly. Upgraded the number formatters to use doubles, so they can handle the largest currency values
- Always disconnect a machine if it has failed to respond after we have retried AckRetryLimit times
- If you hyperspace to a location with flight assist on, when in supercruise, the throttle still acts as if flight assist is on fixed
- Stop being able to cause all station UI to disappear
- Distance reading in the contacts panel updates every second
- Fix too many authority response ships spawning
- Prevent silent running in Supercruise
- Don't add belts and COMs to the location list
- Prevent locked destinations getting priority over the docking locations when deciding what to show on the compass
- HeadlookDefault option, and mouse headlook obeys the ResetHeadlook control
- Fix for broken Hauler hyperdrive charge audio
- Fix for distant asteroids not receiving shadows from the planet
- Fix some sliders not starting at the correct values in the bindings menu
- Planets: Normal maps computed from real height values
- Physics thread safety optimisations
- Loading spinner added
- Don't try to use GetInterfaceAlways on a proxy that's probably already dead
- Force close scoop and landing gear while jumping
- Improved AI escort behaviour
- If using a throttle axis, don't reset the throttle coming out of FAOff
- Changed the way the lighting to clip transform is calculated
- Increased the alpha ref of the thruster flames to fix the edge of texture showing
- Adjusted the basic vision range on AI up to 3km, and upped the angle to 75 degrees
- Oculus Rift: Fix for "Unable to alter resolution with OR plugged in even when not in use"
- Pass the new stereoscopic mode to StellarRenderManager when deciding whether to lock the resolution or not, and only lock it if OR is present
- Options screen - Switched 'round the apply and cancel buttons to bring them in line with other dialogs. Also, made use of the scroll input
- Added in a variant of the broadside gun for use on stations rather than use the Capital version as we do now. This version is set as a beam weapon
- Visual improvements to laser shield impacts
- Updates to anaconda drive effects
- Updates to anaconda drives
- AI. tactics to avoid getting too close to capship
- Another look at the disappearing station menu issue
- New resurrect GUI
- Change how we determine throttle coming out of FAOff
- Prevent selecting anything while a transaction is being authenticated
- Add a transition from 'TransitionToHanger' to 'MarketSelectScreen'
- Don't reset throttle when entering FAOff using an axis
- Updated all station patrols to use the "Police Patrol Station" behaviour
- Station should appear at top of list. Contacts are now sorted by size
- Cargo containers now use Standard, Liquid or Toxic models depending upon what base commodity they contain
- Ships know which DetailedScans have been done on them
- New and improved rail gun ammunition and muzzle flash
- Now revert the pilot gender option on cancel
- If we have tried, but failed, to connect to a machine that has been suggested for a session, give up as soon as the machine is disconnected
- Fixed a problem with incorrectly rotated models for the clouds in supercruise mode
- Turn off authority response if in anarchy or no jurisdiction areas
- Gave the rail gun impacts some more punch (FX)
- Updated some system descriptions
- When caching the ship, don't record heat unless we want to
- Improve pilot idles
- Added safety to Ring AddToRenderer for drawing near cells
- Added support to adjust the size of the intermediate render targets based on the desired output resolution,instead of it matching the recommended texture size provided by the Oculus SDK
- Improved hitcheck for Anaconda
- AimWeaponAtTarget changes - Mostly to improve gimbals, fixing a bug in how acceleration is calculated and correctly defaulting to infinite
- Re-balanced pulse laser attributes. Will need another pass when hardness values for ships comes on board
- Ensure hyperdrive effects state gets reset after arrival clouds are created for NPC ships
- Fix shield hit markers not networking properly: Now only shows "all hits on me" and "my hits on target" but not "other's hits on my target"
- Get authority ships to scan cargo, determine if it's illegal and destroy it if it is
- Extra-fast shield charging stops when a shield reforms, not when it takes a hit
- Re-balanced burst laser attributes. Will need another pass when hardness values for ships comes on board
- Re-balanced beam laser attributes. Will need another pass when hardness values for ships comes on board
- Smooth the framerate shown in the status line (CTRL+F) over 60 frames, to make it easier to read
- Stopped the ring cells updating every frame
- Correct contact binary data in i Bootis
- Fix for reentry into ring not respawning rocks
- Error in description of Vesper-M4 fixed
- Fix a couple of routes for a NULL machine to be sent to under obscure circumstance
- When this machine & the space station end up in different sessions, ask whether the space station should be deleted or not - the answer is usually 'grab the authority'
- Another pass on ai combat collision avoidance
- Only desaturate colours when positional tracking is lost if the 3D mode is set to Oculus Rift, and revert back to the regular colour settings when 3D mode changes to something else
- Fix shield recharging 16s after being hit instead of 2s. Also fix shield taking more power/heat than needed on the frame when it reaches its capacity
- Re-balanced railgun attributes. Will need another pass when hardness values for ships comes on board
- Oculus Rift: Allow users to select the desired resolution when rendering to the OR display
- Re-balanced missile attributes. Will need another pass when hardness values for ships comes on board
- When considering whether to claim authority on an object we're about to lose due to session hopping, check whether our sessions with our points of focus will contain this machine
- Re-balanced cannon attributes. Will need another pass when hardness values for ships comes on board
- Shield effect updated
- Re-balanced plasma accelerator attributes. Will need another pass when hardness values for ships comes on board
- Improve appearance of AI vs AI fights
- Message log for gaining a bounty for violating a no fire zone
- Removed unneeded initialisation wait in the ring
- When calculating quality of service: for this machine ignore sessions without this machine in them; for any session return 100 if the session is empty
- Stop multiple authority ships from trying to scan the same ship/cargo at the same time; if their behaviour is to only scan ships once, consider this at a hive level
- Fix: Shields not breaking when the generator is unpowered
- Wake sessions introduced
- Lens flare optimisations
- Shots fired at debris will now move the debris and fire off a particle effect, however the shot will penetrate the debris and hit anything behind it
- Missiles will act like other weapons now and should bash debris out of the way, but not kill the missile
- Server Side - fix savegame delete deadlock bug
- EjectHeatSink control only triggers one launcher (will choose the one with the most ammo)
- Fix way quality of service is combined from multiple sessions - now having multiple nearly-identical sessions doesn't reduce the overall QoS
- Scanner zoom level is preserved across save/load and location transitions
- Ensure we don't think about authority migration when not in a 'variables initialised' state
- Missing Sol system description fixed
- Prevent local star billboards going sub-pixel
- Display a sensible heat value during hyperspace
- Cannot commit crimes against myself
- Once a ship has started scanning its target, if the scan position/rotation requirements stop being met, allow a grace period of 5s before ending the scan alert
- Module inventory and pricing now sever moderated
- Prevent GUI appearing in the environment map
- Scale Eagle GUI to fit better
- Sidewinder optimisations
- The lowercase L in lightyear looks very similar to 1 in the distance indicator - LY is now uppercase.
- [GERMAN] Text cut short on galaxy map, text now is shorter (doesn't include ANZEIGEN) and fits.
- When calculating quality of service and reporting unsent letters, use only letters which are due to send, not all letters - many of which aren't at urgency > 1 yet
- Fix font to correct Styx 4 planet target marker appearing to cast a shadow on the planet
- Replicate the health of individual damage regions properly
- Added performance option slider to change the max limit on debris
- Added further culling tests to always cull debris a very long distance from the camera
- HyperspaceClouds are now targetable, and scannable with the CloudScanner
- Added LANDING GEAR DEPLOYED, LANDING GEAR RETRACTED messages to the info panel
- Shipyard interaction should be a basemenu not a base station menu
- AMD crash fix option removed
- Faded rotating ship when in the death menu
- Unidentified signal source text now fits in navigation menu
- [GERMAN] RAUMVERLAGERUNGSANTRIEB now fits on modules screen
- Block several ship controls that were still active while in bindings menu
- Add cooldown timer for authority ships scanning targets
- Fix a bug where shields would never *quite* actually fail, they'd just drop to zero health and forward all damage to the armour, but using the shield's damage reduction parameters
- Fix a bug where the AFM would be totally destroyed rather than just reduced to zero health
- Hardness implemented (by default everything has hardness 0 and penetration FLT_MAX so will not cause any effect unless we want it to)
- Shields can generate EM emissions when active (generalised for easier use on all modules)
- Heat radiators lie about their emissions if the ship is running really cold, to prevent faux-silent-running abuses
- Remove heat radiators from the internal module panel
- Drive speed when turned off reduced to zero rather than 10% (causes some audio issues,WIP)
- Initial implementation of Outfitting simulation for ships and ship module availability based upon market data
- Darkened down the galaxy clouds. Now looks more similar to what was there before the gamma switch
- Actually fixed the optimal speed throttle indicator
- Central reticules are now horizontally aligned with the ship so the Cobra doesn't look off
- Added first pass hardness values
- Fixed the cobra engine effects clipping through the cockpit & reduced refraction on the type9 retro drives
- Regardless of what weapon you buy you only see the same weapon deployed in outfitters fixed
- Inconsistent menu highlight wrap in outfitting fixed
- Allow pirates to sometimes choose to dock at anarchy stations (only)

- Apply fines to illegal dumps
- AI shouldn't try and scan space stations!
- The Hyperspace ship should have its cockpit blown out if the current ship has its cockpit blown out
- Added back button in outfitting to focus chain
- Don't show cruise panel when targeting anything other than a station or POI (i.e. point objects that you can actually reach.)
- Major Module rebalance - largely effecting heat, power and damage capacity
- Fix particle sorting on Fed capital ship fire
- Show correct sell price in outfitting screen
- Fix Escape Vector appearing in odd situations
- Block redundant module swaps in the UI
- Fix groups of ships in interdictions not always scanning player
- Trade Cargo fix with trade limits (by cargo capacity, cash amount and such)
- Noise Generator: Fixed a problem with the scale point module
- Fix a bug with invulnerable anacondas & type 9s caused bay having insane soaks set, added asserts, clamps & resource limits to catch this if it happens again
- Stop shields draining the SYS capacitor at maximum rate while in cruise
- Audio: ensure that the ship voice object is set to Force_Stop
- Fix for the range slider being missing from the radar
- Added cross fading between shadow cascades. Enabled bounding box cascade collection
- Pass on cannon muzzle flash and tracer texture
- Audio: point the audio hard-point activity at the emitter it should use now, not the bone it was using before
- Stop Outfitting Selling Menu Sticking Open
- Player was prompted to sell their bulkheads when equipping a class 2 hardpoint fixed
- Added a warning that prompts players before completing the free sidewinder transaction upon death
- Added the message at bottom of the window when user doesn't have enough cash to buyout a loadout he requested. Confirm button is inaccessible then also
- [AUDIO] Split up the audio events on the rings a little
- Added Galactic Centre and Old Worlds to localisation system
- In the graphics options menu, if the selected display monitor is the Oculus Rift, and the 3D mode is set to OR, then red out refresh rate, fullscreen mode and v-sync options so that it's made clear which options we're locking. Note that the resolution is not red out nor locked
- Don't attack a target if it is inside a space station; this is to stop NPCs following target inside stations - the station will deal with them
- Nicer scaling params for large thrusters. makes large ships feel larger. Also lens flare now properly obeys particle effect
- Increased frustum plane count to cover maximum that can be produced
- Updated Atmosphere shader and astro values to match
- Fixed missing bindings
- Merged the "Supercruise" and "Hyperspace" buttons. Triggering the FSD while selecting a HyperspaceCloud will cause the Hyperdrive to follow the wake
- Tactics tweak to stop drifting in idle close to target ship
- Various text fixes
- Updated the fragment pipeline builder to handle blend links between MRT nodes
- Noise generators: Fixed problems with swirl bands and swirl bands mask inputs
- AI ship scoring: For non-authority ships, don't start an attack with a hostile who is much stronger or much weaker than we are; if attacked, jump away immediately if attacker is much stronger than we are, or if they're stronger and we're not very aggressive. For all ships, if they're much weaker than us, don't consider jumping away due to hull/shield level, likewise if they're weaker and we're aggressive
- Fix authority response not attacking player when in no-fire-zone by making GenericAuthority friendly with suitable factions, and lowering the check on ship vs no-fire-zone from allied to friendly
- Make shadow cascade cross fading optional based on shadow settings.
- Added an explicit check to ensure PolyTrails only recalculate their vertices once per frame
- Fix to fTime occasionally making time go backwards very slowly (not handling windows clock being adjusted appropriately).
- Added some preloading frames and changed audio output streams to send digital silence to wwise when no data available from mic (prevents voice starvation)
- Moved shadow filter quality settings from the directional light to the deferred shading settings since it's only used there
- Skip cross fade passes where possible
- Minor optimisation to stream system
- Reduce the number of nested cascades rendered based on the current depth partition bounds
- Stars and planets now write depth - a new fxl (DetllarBodiesDepth.fxl) has been included for this. This fixes the worst of the pop effect in the I Bootis binary pair
- Stars and planets now transition to and from the stellar background
- Reduced the number of strings being created and discarded every frame
- Removed some temporary array allocations happening every frame
- Pack the lens flare base mesh in to on stream and compress the stream
- Set station attach modules to use the physics MoveTo function rather than update via kinematic callback. This should figure out the station modules velocity for better collision response and it's useful for obstacle avoidance
- Noise Generators: Fixed the HLSL code generation for some modules that ignored the global seed
- Repositioned VFX damage bones in the eagle cockpit
- Stencil out shadow back faces to reduce cost of shadow filter passes
- Don't let AudioOutputStream queue up buffers until Wwise has started requesting them
- If AudioOutputStream ever runs out of data, enqueue some silence before consuming the next valid buffer to ensure we don't constantly underflow
- Stop lights dimming to early in Hauler during Hyperspace sequence
- Improvements to AI docking at stations
- Fixed secondary audio explosions on IncrementingSequenceEffects activity
- Provide a good record of time of receipt; allow object methods to access the receipt parameters
- There is a verification when the camera position is set that it is within sensible boundaries. This is to avoid "jiggling"
- Docking schematic fix for ships picking the wrong schematic item to use their scale value from
- Station lighting overhaul and optimisations
- If AudioOutputStream ever builds up a backlog of buffers remove ones that we don't need to prevent a delay creeping in
- restricted the Throttle Forward-Only/Reverse options to only work in their intended situation, and changed the localisations to call out this fact. ForwardOnly doesn't effect the throttle buttons, reverse throttle only effects a ForewardOnly axis
- Updated the stations to use Vipers for patrol. There are still Eagles around Asellus Primus, but all Fed stations now have Vipers and Fighters, and Eranin has Vipers only
- Confirmation UI should have 'No' as the default on the left and 'Yes' on the right
- Generate time 'ping's back to edServer to measure the time skew between clients and the server
- Some greeble optimisation - attached some strut models together since they repeat at the same rate, saving about a third of the number of greebles referenced
- Audio: Fixed explosion events being cut
- Tweak to make the popup text more visible
- The landing pad schematic model now attaches to the correct bone Docking_Panel instead of Gauges_Panel
- Updated the way the edge length for the tessellated spheres (planets, moons and stars) is calculated
- Audio: Fixed targeting events posting for objects, stations and navigational targets
- Balancing station atmospherics with the new lighting
- Audio: Added quality (affected by ship heat and hull damage) and interference (affected by frame shift charge) rtpc to voice comms effects
- Station now has teeth, big shiny ones, and it ain't afraid to use em
- Use native depth textures for shadow maps
- Game loop advance time synchronised across clients using edServer
- New loadouts for AI ships
- AI fighter tactics pass
- Text mesh rendering added
- Sidewinder - Heavily optimized main LOD
- Audio: implement variable consumption rate of audio output stream's queued data
- Issue with changing UI tabs with Black Widow preset fixed
- Changes for oren nayar deferred shading
- Audio: fix how the audio activity spec data for KinematicBezierCurveMultiple was laid out
- A bunch of optimisations and changes to SpotLightActivity and LightCones
- Sidewinder - Updated dirt and mask, also added decals. Slight model tweaks
- Some anaconda loadouts given the right hyperdrives
- New police station patrol, with no scan, they'll just fly around and help out in case of danger
- Finishing mass lock indicator implementation in cockpit
- Stage 1 of implementing our new lag correction/local prediction methods
- Added trigger for GUI impact sounds that help highlight hits with projectile based weapons
- Hull Damage on smaller ships now produces additional explosion and impact sounds for greater pleasure
- Don't try and scan ships that are inside stations
- Particle system optimisations
- First pass on ambient traffic for stations, all non-anarchy stations should now have traders, miners, bounty hunters and smugglers buzzing around them
- [GERMAN] Fix some untranslated text on Galaxy Map
- Replicate mass-locking to proxies, and use it to set maximum speeds correctly
- [GERMAN] Lock and engage Hyperdrive cut short in German fixed
- Sidewinder - Updated decals and model to add details. Added bespoke parts textures
- [GERMAN] Text cut off issues on trading screen fixed
- Prevent the field around the station doors reaching out to absurd distances on occasion
- Re-merging of Islands takes account of matching allocs in the merging Islands
- Code added to detect unwanted space station killing
- When Tran****ing our own object to local don't tell everybody that we've gained authority - we'd already got it!
- Improved lighting for sidewinder cockpit
- Stop the cargo scoop and landing gear acting as space-brakes
- Added new pirate loadouts
- Update ship position each physics sub step rather than each frame while docked - help prevent Toku going mad while docked
- Reworked dust particles so the light from the center of the galaxy is taking into account
- Remove the Authority dummies used for lag correction from the physics Spatial database, so they don't block raycasts
- Fixed: [GERMAN] "KONTOSTAND" (Balance) is cut off in station services menu
- Changed vignette on outfitting screen to cover less of the ship
- Improved AI collision avoidance
- Solar flare 1 now aligned along Y and using gravity
- Clear down the turn flag on disconnect, so we don't try using an invalid turn link when reconnecting
- Update to the Eagle's default paint job, with new UV3 layout + additive green layer
- Set up complex star systems correctly
- Set up the current batch of stations so that they get their name applied via the TextMesh renderer
- Hardening player addition/removal checks in case of new connections which had state established earlier
- AI don't start launch process if a player is in the way. Better to stop them here than when they're waiting in a ring around the station door
- Added a lens flare to other ships in supercruise which can be seen from a distance of 1 AU
- Detect a network comms issue where we're re-sending the same ack message too many times, which indicates the machine at the other end is not receiving our traffic
- Ship mass management enhanced
- 'Ghost ship' at toxic waste unidentified signal source scenario fixed
- Ship Heat Capacity Rebalance
- Federation stations now have their name under the portal and a ID number on the rim
- Display list of bounty vouchers in the ExtPanel
- Distance of other players in supercruise is displaying incorrectly at large distances fixed
- Add Docking track
- Fix ShieldEmitterModule trying to reform then break a shield when the generator is turned off while charging
- Stopped ships that don't have it set from dropping cargo on death. Toning down dropout linear force
- AI update. Stop anaconda being stupid. lower jitter on attack from behind. increase accuracy required before firing
- Federation Coriolis stations now display a "postcode" from the starsystem data Federation Coriolis stations now display a "postcode" from the starsystem data
- Fixed a potential conflict with output streams wwise game object names
- Adding new Jurisdictions and laws
- Server moderated death
- Normalise a vector to prevent nonsense forces if the player manages to line up perfectly with the docking bay
- Tweaked equipped frame shift drive sizes
- Fix for planet culling culling rings when you are in them
- Fixed some timing issues with AudioEmitterEvents end callbacks management
- Added in ambient traffic for anarchy stations
- Stations now respond to AI criminals with lots of shooting
- The InnerDock now displays the name of the space station its attached to on the area around the portal
- Modified gauge panel to include nav compass label
- Audio: Changed AudioEmitterEvents to set event state to Idle if Wwise playback fails
- Type 9 - adjusted physics, tried to minimise glaring difference between lod 3 and lod 4
- Fix for shutdown of the ring where if it was alive but not active its render thread shutdown may not be called when the ring is destroyed
- Rewrite how speed bleedoff works when moving above your top speed: it's halved when FA is on, and none at all when FA off
- Fix a bug where combining thrust axes in FAOff can lead to exceeding max speed
- When both engines and flight assist are off, don't hard set the ship's angular velocity to zero
- Ships in supercruise now have a particle trail which can be seen when up close
- [GERMAN] Contacts menu has a few words cut off fixed
- When just sending a SEQ letter to keep a connection alive, increment the sync sequence, as we're now looking at repeated SEQs as indication of a poor connection
- Restructured component factory for network components
- Audio: ensure we clear callbacks when un-registering events in AudioEmitter
- Black market existence now server moderated
- Audio: improve the handling of callback cancellation to allow for interactions with audio object from the render thread
- Remove the un-paid-for modules when rebuying old ship in the resurrection dialog; restore default armour if necessary
- Centralise where we get the approach distance of planets & stars, tweak those numbers so that we get a better impression of how large/small a star is
- AI - force a fight on some scencarios by setting attack duty

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