Week 44 (28.10. – 01.11.2019)
Here are the progress notes of week 44:
Design
Features
- Instancing tested on ship spawn locations (docks and landing pads).
- Grabbing Tool’s throw mechanism tested and tweaked.
- Mining laser now takes the armor of plates into account when trying to cut through them (strong armor plates take longer to cut through).
- Economy configuration fixes and updates.
- Missing locales added to the Ship Creator.
- New battery modular plugs tested.
- Configurations that the new updated rechargeable battery asset works with existing ships.
- Updated battery configured to support modular power plugs.
- Ship maps updated with new battery configurations.
- Storage system and universal tool UI: Design completed for basic storage system UI and interaction.
- General UI: task to unify UI elements across various UIs in the game.
- Design worked for Company UI Overview, Member settings and Company Settings – General.
Stations
- Design started for the Module Creator – a tool for players to create their own station modules, such as halls, landing platforms and hangars.
- Metro stops’ ladders and walkways have been updated to match the grid slots’ new walkway intersections.
- Small asteroid hauling slot has been added to the game.
- Pillarway renamed as Vertical bridge.
- Vertical bridge module ready.
- Walkways updated in every grid slot.
Spaceship & Station Creators
- Ship Creator: Setting starting line in one YOLOL chip affects other chips.
- Ship Creator: YOLOL chips keep running outside of test mode.
- Ship Creator: Module icons shouldn’t render through objects.
- Mega Station Creator: Snapping grid slots in 45 degree angles is now possible with the angled corner grid slots.
- Mega Station Creator: Priority snap points updated for angled corner .grid slots to enable 45 degree snapping.
Spaceships
- Weapon fixed mount pivot and rotation updated, connector plug positions fixed.
- Weapon fixed mount rotations fixed/updated in:
- Kingdom Knight ( laser, autocannon and plasma)
- Republic wing ( autocannon, laser and unarmed)
- Wekufe (laser, autocannon + A2 variants)
- Geist (laser & autocannon variants)
- Arrowhead
- Empire fighters (old ships)
- Succubus
- Empire Centurio (turrets)
- Veles (turrets)
- Test Lictors (turrets)
Code
Gameplay
- Support added for using player-held tool modes’ bones for tool shoot-effect poses.
- Editor configs fixed for offsetting player-held tool effects not having any effects.
- YOLOL chips not saving their saved starting line fixed.
- Ship despawn areas fixed.
- An initial UI support added for station inventories.
- Support added for dynamically calculated impact damage when a player is hit by an object.
- A rotation issue with seating animation fixed.
- A rotation syncing issues with remote players fixed.
- Pushing issue with objects originated from ships fixed.
- Initial cargo collisions implementation released.
- Several aspects of multiplayer ungrabbing fixed.
- The material collection code refactored: material collection prevented if amount requested exceeds remainder on ticket.
- Support added for processing multiple components as a bunch.
- New properties added to the mining job collector.
- Terminals now show the correct sell prices, instead of showing prices without tax.
User interface
- GUI dropdown updates and fixes.
- Settings menu has been updated.
- Option added to hide in-game assert popup without disabling the feature completely.
- Dragged item showing incorrect slots as available slots fixed.
- Fixed weapons not shooting when changing teams.
- Support added for station and lot tiles.
- DEV CV now has info tiles for stations and lots.
- Scroll bar now works correctly on Social Tab.
- Leave group-button now removes the player from the group.
- Rendering added for team ships, team members and other players in the roster.
- Search added for ships and +add button to roster members so they can be added to the team.
Spaceship Creator
- SSC terminals can now be used to host editing sessions. Group members can join ongoing sessions through the terminal.
- Fixed autobolter not using the bolt types suggested by the autobolting algorithm.
- Autobolter no longer attempts to place overlapping attachment plates.
Renderer
- Motion vectors tested: now reduce ambient occlusion artifacts on dynamic objects
- Texture mapping fixes and improvements
- More volumetric fog tests underway
Art
Stations
- Decos updated and many assets polished
- Roofs have been decorated and rubber pads updated on main walkways
- Level art updates and polishes
Weapons
- Long rifle textures updated with better roughness detail balance and less pattern on the plastic shell.
- Long rifle paintjobs updated with more optimized shapes for better combinations.
- Arclighter muzzle flash effect reworked to have better resolution lightnings and other improvements.
- Arclighter idle, projectile, charge and muzzle flash effects were updated with more standardized blue colors and their light intensity was lowered.
- Weapon effect updates underway.
- Rocket Launcher UV’s updated.
- Arclighter now has 3rd person reload animation.
- New rifle carry stand idle animation.
- Tactical shotgun third-person reload animation polish.
Other
- New rocks for asteroids and rock placement tweaks in the making.
- New Rechargeable Battery Asset finished.
- Collision errors with level art and metro grids fixed.
- New reload animation for cable tool.
- Bolt, cable and welding tool rigs updated with left hand IK targets.
- First-person and third-person carry animation tests underway.
Gallery of the week
Videos
That was all for now, until next week!
Don’t forget to take part in the conversation on the official Starbase Forums and our Starbase Discord server.
Leave a Reply