Week 35 (August 24th -30th)
Hello everyone! Here are the progress notes of week 35:
Design
Features
- Two versions of Urchin have been added to the Demolition Job
- Demolition Job rewards have been tested and balanced
- Refuel terminals have been added to ore towers
- Radioactive materials and trade design have been worked on
User Interface
- The foundations of the Advertisement Designer were tasked
- The finalization of the Ship info page design is in the works
Stations
- Work Hub update:
- Assembly hall has been removed
- Hall for the upcoming repair job has been placed
- Platform for landing and take-off has been added
- Weapon and Ammunition -terminals’ locations have been adjusted
- Take-off terminals and instancing areas have been placed to various landing platforms
Code
Gameplay
- Cargo Beam devices properly update their power consumption and no longer lock onto their own structure
- Torque deadzone adaptation should now be stable also in ships with multiple FCUs
- Cables and pipes in ship blueprints can be fixed using Cable/Pipe Tool
- Cables and pipes layers have been added to blueprint tab in Universal Tool, uncategorized layer has been merged with miscellaneous layer
- Bolts, cables and pipes should no longer be worth extra credits when in stacks
- Ammo stack creation now also sets the primary material for the stack instead of leaving it invalid
- A bug with item collections not being listed in sell terminals has been fixed.
User Interface
- Density calculation has been fixed.
- A bug with tooltips values not being initialized, causing UI to sometimes show incorrect values, has been fixed.
- A bug that allowed moving ores and items too big to fit inventory slots from stations / world to the player inventory has been fixed.
Audio
- Item pickup sound, when picking up items with a shortcut key, has been fixed.
Spaceship Designer
- Budget window now counts cables and bolts towards the total voxel volume
- An exception has been added to allow cable sockets to overlap with other objects
- Ship integrity visualization can now be toggled on/off from the button
Art
Animations and Emotes
- Aiming at buttons/monitors animations have been improved
- New pickaxe hacking animations have been worked on
- Stop animations have been polished
Stations/Lot Designer
- Work hub level art and holograms have been updated
- Updated Workhub sign has been added for Demolition Job
- Missing farLOD from demolish_hall found in the work_hub_station has been re-added
- Duplicate farLOD pieces found from some grid_slot_scenes have been removed
- PvP Station colors have been updated: clear team starting points and neutral areas
- Lighting has been updated in Mass Transit Corner Stop and Mass Transit Side Stop
- Legacy assets have been removed from station hall small modules and level art checked and fixed
- Level art in medium and large Spaceship Designer Halls have been updated due to legacy assets being removed
Weapons
- Updated inventory icons have been added for: Sentinel Rifle, Tactical Shotgun and Grenade Launcher
- Empty shell asset has been created for Long Rifle
- Mining Saw spark texture has been worked on and electrical arc reload effect has been added
Other
- Updated mining backpack texturing is in progress
- Mesh and textures have been created for blueprint projector asset
Gallery of the week
Videos
Don’t forget to join our official Starbase Forums and Starbase Discord for Starbase-related discussion and content!
See you next week!🪐
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