SuB
The Webmaster
Ya'll wanna see a changelog?!?!
==============
WARNING BIG POST
==============
Elite: Dangerous Beta 2 is now being uploaded and should be available within the next 45 minutes. Here is the change log for this update:
NEW FEATURES/CONTENT
- Playable area expanded (a capsule 100ly long and 30ly wide @500 systems)
- Can scan celestial bodies
- Can sell explorer data
- Can buy body data
- Asp added
- Reputation affects mission availability
- Pre-flight checks added
- Designer created content can be used in newsfeeds
- When an AI hyperspaces it informs the hyperdrive component where it's going, which stores this information in the wake object in the hyperspace cloud. If the player scans the cloud and then hyperspaces, the wake information is recorded
- AI ships now able to fly in super cruise
- Scanner works in supercruise
- Ocellus starport type added
- In system map added
- Scan data reveals objects in the in system map
- News feed support added to station services
- Outfitting system upgrade
- ECM systems added
- Cargo hatch disrupter devices added
- Mine launcher added
- Proximity mines added
- Added metal type asteroids
- Added ice type asteroids
- Various outpost types added
- Added repair wear and tear in repair modules menu
- Loans added for insurance
- Added SLI/X-Fire support
- Added backers' NPC names
- Ship wear and tear added
- AI pilots now have rankings
- Drives and shields now affected by ship's mass
- Single player scenarios adapted to tutorials
- Add docking tutorial
- Major update to how system contents are generated
- New batch of German translations
- Extensive music system updates
- System economy/meta data dynaically generated for the non-authored systems
CRASH FIXES
- OOM stability: if required vertex or index buffers are unexpectedly missing a page, assert and skip the draw call rather than crashing
- Fix update nav marker crash in super cruise
- Fixed assert for normalisation of a zero length vector
- Fix crash in stellar effects helper
- When creating text meshes, survive out-of-graphics-memory situations
- Stop crashing when spamming supercruise while quitting to desktop
- Crash fix for LaunchPad unsafely accessing an interface
- Fix crash for light activity being closed before it is created
- Prevent crash when AI tries to fly to a non-existant pad
- Survive missing surface page in StretchRect without crashing
- Fixed potential crash case in SchematicBillboardRenderer when out of memory
- Fixed potential crash case in ProjectileRenderer when out of memory
- Fix crash when aligning to distant target
- Fixed soft lock when buying fuel or ammo
- Check that mouse and keyboard input devices exist before adding them to the set of available input ports
- Stop light cones crashing the game when vertex buffer locking fails
- Prevent crash in sensor system
- Fix crash in hyperspace component after saving
- Fix for when greebles are destroyed almost immediately after being created, before the materials got a chance to clean their initial dirty status
- Prevent crash trying to assign a hopper item on a weapon without ammo
- Workaround for nVidia driver bug in driver versions 331.82, 332.21, possibly others
- Fix a crash when loading into rings
- Fix crash when unlocking vertext buffers that haven't been locked
- Fix for rare crash in the AFM when replacing/destroying modules
- If we fail to load our save, or if we do not have a save to load - then make sure we don't wait for our start params to be set
- Fix for sidewinder outfitting crash
- Fix crash when quitting without a ship
- Audio: Fixed crash in AudioHandleHelper
- We can't assume that the docking computer module is always ready when it's registered to the DockingComputer component
- Prevent kinematic assert if spamming jump key
- NULL-proof a network method in submunition - if a client received a message to explode a missile that was still activating on their client
- Audio: change to audio location effects to keep track of readiness to create location effects to avoid creation during shutdown that was causing a shutdown crash
- Fixed crash when opening multiplayer stats
- Protect against crash when hashing a name shorter than expected
- If target position is invalid, don't crash, but exit instead
- Unit controller AI crash fix
- Fix crash when AIs try to hyperspace while the player is dying
- Fix for cases of unsafe normalisation occurring on zero-length vectors for very distant objects
- Crash fix for cargo ejection
- Prevent particle overun crash
- Crash fix for empty vertex buffer
- Fix for crash when shutting down the game by clicking on the close button while rendering to Oculus Rift
TWEAKS & FIXES
- Changes on how to treat invalid portions of the texture in the vertical perspective projection. It reduces the problems in the borders of the sphere. More notably avoiding inverted normals
- Audio: Added navbeacon targetted events
- Noise generators: A fix for unreleased effects and improved the effect creation process for the noise generator
- Fixed ship voice line "Hull Integrity Compromised" being posted after loading a previously damaged ship
- Audio: Making sure that cockpit reverb soundbanks are loaded before trying to set the effect in the bus
- Metallic asteroids enabled
- Sured up the docking services menu
- Restored the firegroup warning flag reset so that you can received the message more than once per session
- Added lights to the station pulse lasers
- Fix for Small fixed beam laser's beam containing uniform dots, caused by not enough blending
- Mission details panel can now have multiline detail row labels (as well as detail row details)
- Reordered the galaxy map controls priorities, so that they are now below the UI controls, in order to avoid conflicts
- Small improvements to jobsystem scheduling overhead
- Changed most of the text boxes in the mission detail to be left aligned
- Fix for start system name not showing up when returning to base after a collect or massacre mission
- Fix planet billboards from changing size suddenly when entering and exiting supercruise
- Fix to stop mission contracts falling off the bottom of the mission selection screen
- Updated Type 6 art
- Colour adjustment of fuel bars to match other UI elements
- Enabled SMAA as an anti aliasing option
- Tweak of the system connections to differentiate the independent jumps from those that depend on your current cargo mass
- Ensure the condition for checking a new authority is OK to take it match between the issuer and the checker
- Support for Oculus SDK 0.4.0 added
- Fixed the MLAA node so is renders correctly
- Missing black markets fixed
- The PaintJobModule should not appear on the right hand cockpit panel module list
- Improved the calculations for the atmospheres and the geological activity of planets
- Geological activity is now broken down into several aspects(plate tectonics, volcanism, mountain forming and magnetic field), these values are Earth relative
- Atmospheres now have a composition included and will calculate the surface temperature of planets based on the greenhouse effect of a particular atmosphere
- Planet classes updated to account for these changes and also they now use the fixed point maths instead of floats to do their classifications
- Sidewinder - Fixed the external shell of the cockpit for it to cast the correct shadow
- Prevent super cruise ships from trying to create physics objects at extreme locations
- Added ship subsystem select audio event
- Hide mouse gui if using Relative Mouse Control
- Enabled galaxy map background capture
- Removed the drop down arrow from the entries in the comms panel that have no options
- Save on undocking, to ensure binary save matches webserver state when game crashes while player is in space
- Reduce rate of replication for distant objects
- Modules' on/off state is not retained if we're replacing the player's ship
- Fixed galaxy map sound when runtime capturing the background on several cases
- SMAA search loop optimisations
- Fix a bug in shields - using the on hit delay for several things that should have been using the OnBreak delay
- Fixed low resolution issue on pulse laser FX by using less stretch on the texture and a smoother blend time
- Improved thread use for packet receives on server
- Cockpit UI mesh tweaks to stop bits cutting cropped
- Background darkening based on star proximity
- 'Relative' control is set per-axis
- 'Relative' decay rate is adjustable
- Mouse headlook has a separate sensitivity from mouse flight
- Mouse headlook can be inverted
- Mouse gui is optional
- Cobra art updates
- Fix some loadouts trying to give scanners ammo
- Moved some constant arithmetic from the pixel shader to the CPU
- Tweaked GUI placement is some cockpits
- Added Independent Police paintjob for the Viper
- Converted the type 9 to use the paintjob system added in 4 paintjob varient schemes and colour layouts
- Pick up localisation symbols for localised display of numbers
- Added more black holes to galaxy data
- Merge together fines from the same jurisdiction in the missions panel
- Optimisations to user connect/disconnect
- Chaff launcher ammo is listed as "Out of Range". Chaff launcher is now always in range
- Cleaned up fuel gauges a bit
- Fix descrepancy in distance in the info panel when arriving at new location
- Police paint jobs added
- Shift authority dummy shapes in to the centre of the parent ship
- Missile racks stop tracking if they are out of ammo
- Add paint jobs for Cobra
- Prevent fuel usage value flicking between numbers
- Force bmp format for high resolution screenshots
- When transferring authority to self, ignore session mismatch, and remove object from session we aren't in
- When exiting game, issue a PrepareForExit phase to avoid objects staying alive when they shouldn't
- Ensure that AI dumping due to piracy doesn't occur when in no-fire-zone (this was already the case for dumping due to jumping away)
- Upgrade the LetterCreator 'layer' for some letters do they don't get delayed due to replication which has had its urgency increased
- It's only an error to be passed a station with no ILaunchBay or ILaunchBayRegister, not to have no free bays in that station
- Fixes to ship ships leaving stale docking allocations all over the place when auth transfers happen - Usually AI but that's only because players don't transfer
- On auth loss, stop refreshing our docking request
- If a pad has an allocated entity, but that entity disagrees, count up the allocation clear timer, at 20 second the allocation will be dropped
- Fix self-preservation delegation during threaten behaviour
- Fix multiple-request and saved game bugs on outfitting screen by blocking UI until module installation is complete
- Crashing or softlocking while buying a new ship could cause the ShipState to not match what the server says we should have. If so, ignore the ShipState and give the player the correct ship with a _Starter loadout
- Make a slot for the LifeSupport module
- Fix for landing pads not rendering until you are in the station, they now start rendering if you are inside or within the entrance limits
- AI ships can now run out of oxygen
- Implemented Orbis station icon
- Longer station names will now fit on the small cockpit docking panel
- Making some pirates wanted - removed federal reference from generic scenario
- The preliminary black hole background distortion effects have been enabled and optimised to only require the calculations when there is at least one BH present
- [German] Issue with the profit display when selling commodities on the market fixed
- Delay the update of the transform of the planet to the RenderSetup to synchronize the movement with stars in the in system map
- When a new crime is committed, with a new delay value, set the delay to be the same proportion through the new delay as we were through the old delay
- Fix calculation of the new pending investigation/backup strength when a crime is committed. Also added more debug output to shed light on the process
- AI deploys hardpoints when scanning
- AI update. make it harder to flee. improve ai goto target tactic
- Don't create the same materials multiple times if resources are taking a while to load, we only want to create them one time
- Fix the bindings options screen not reverting the preset selection if the cancel button is pressed
- New Viper flag paintjobs added
- Soften to top massive stars
- Scaled down the massive stars
- The dust now fades out
- Quite close dust is a bit darker for emphasis Added more dust shapes Added colour variation by a noise texture
- Don't include users in their own search results
- Fix for the radar pulse cycle getting out of sync as time goes on
- Fix for linear depth no longer being written by forward rendered objects
- Fix choosing of docking holding point, if ship was between the start and end of the shared docking path the point could be behind the station, causing the ship to crash into it while moving towards it
- Trade market update for illegal and stolen goods icons
- Add MTU discovery handshake after connecting to Server
- Modify planet sorting to support multiple bodies within rings
- Add calculations for the oblateness of planets
- Refactor the friends list to make it clear that this is new/old friend
- Added audio events to radar
- Declining emergency fuel shouldn't short life support, since players have a self-destruct available
- Buying your old loadout upon death now preselects all the additional systems and hard points as well
- Weapon Control had some function that should have been on Ammo, which caused ammo-using non-weapons to never fill themselves properly
- Docking AI improvements, mostly to do with launching
- Support for spot light shadows added
- Audio - cache conditions so we can reuse them upon creation of identical conditions
- Updated fuel gauge to show anticipated fuel use for a hyperspace destination before jumping
- Optimise text messhes where same mesh is being used on an object
- Fixed the jagged edges of the planets in some situations created by inverted normals when sampling the borders of the texture
- Emergency fuel dialog didn't have it's dialog string set fixed
- When auto-docking, set the ship rotation to be that of the pad once we're into the station and no longer preserving the outer path rotation, so that we don't come in at a random angle and make the player concerned
- Fix for GalaxyMapCamera when Oculus Rift is enabled
- A modification to not show anticipated fuel cost for a jump after the fuel was consumed (for the same jump)
- Music: fade out SuperCruise.trk over a period of 25 seconds when we are being interdicted
- Audio: Added cockpit events for flight assist on and off
- AI update: Add some poorer skileld AI pilots
- Improvements to authority investigation response
- Some effect and lens flare tweaks
- Batch shadow map clears into a single operation
- Tweaking AI ship obstacle avoidance
- Added a higher quality filter for spot light shadows
- Fix compute-based DXT compression
- Reduced the glow on the large lateral thruster
- Audio: Added cockpit events for landing gears and cargo scoop deployed / retracted
- Before entering outfitting, or allowing players to make repairs from the stations services menu, we should wait until the ship is fully in the hangar
- HLSL Constant Buffers are now packed to OGL Uniform Block Packing Rules & De-compilation fixes
- Fixed searching for users with 1 or 2 characters in their Display Name
- Talk Channels now handle text messages, and optionally voice.
- Talk Channels are automatically opened to online friends and wing members. An additional channel can be opened to another local session player which automatically mutes talk to your wing.
- Allocate shadows to spot lights based on their priority
- Fade shadows in and out to avoid popping
- As an optimisation, and to prepare future optimisations, cache the information required for culling/LODing earlier
- Enable shadows on headlights
- Fix for Styx 3 listed twice
- Updated spot shadow priority algorithm to take into account the direction to the light and the camera facing vector
- Hovered/selected systems will show how many stars are in the system
- Limit how strong the darkening around the stars is by the background brightness multiplier
- The EjectRandomCargo malfunction should be possible even when the cargo hatch module is off. To interrupt the malfunction the player must turn the module off (if it was on originally) OR turn the module on (if it was off originally)
- Optimisations for CockpitGunsightComponent
- New PFX for the slugshot weapon and ammo, muzzle flash and impact effects
- Added text strings for atmosphere types
- Rich station interior polish
- Make sure the reference camera, which is used to provide the rendering service with a projection matrix, uses FOV and aspect ratio taken from the stereo cameras when Oculus Rift is enabled
- When a view is deleted, do not immediately release its view bit from the set of view bits in use
- Load balance players onto fewer edServer instances during quieter times so they're more likely to meet other players
- Fixed a bug where people could not join a privategroup on an edServer that wasn't in their region or in the default region
- Audio: Smoothing movement and orientation ship RTPCs for others
- Music: only play the arrival from hyperspace bookend if this is our first visit to the system
- Gatling gun impact effects now have lights
- Adding some bounties to pirates
- Update to Cobra and Eagle L3 LOD. Changed them from baked textures to use the shared materials like the other LOD's, so they will now work with the paintjobs
- Radar not being displayed on hyperspace when rendering to Oculus Rift fixed
- Set transition type for AI's hyperspacing
- CPU optimisations for CockpitUIComponent
- Update Type 9 LODs
- Silently discard requests to join a private group from users ignored by the owner of that group
- AI update. fed fighter tweaks. better deceleration to get to 50% speed to help turning
- Turning off FSD or drives in Supercruise will cause you to drop out of Supercruise
- Added arrow to Coriolis schematic to indicate docking port location
- In case of abrupt disconnections (i.e. ED-Server down), remote server state is now maintained for at least 1 minute in order to allow EDServerWatcher to identify failure and migrate accordingly
- Music: don't play the arrival from supercruise at destination bookend unless we've actually arrived from supercruise
- Track total distance hyperspaced by commanders and the greatest distance from Sol
- Do the dim-capping calculation per vertex, not up to three times per pixel
- Music: add exploration music pool
- Re-enabling the diffuse texture on the interior mesh to ensure it creates the correct UVs
- Audio: Fixed some issues with movement and orientation rtpc for other ships
- Sidewinder - Fixed mirrored text on a decal
- Fix incorrect net worth being logged on mission end
- "FireInStation" is a new bounty-crime, and will aggro the station even if the bounty is 0 (anarchy station have protection without law!)
- Hauler art updated and paint job support added
- Delete and recreate the player character game object every time we go into gameplay from the main menu, to avoid stale state bugs
- Updates to the canon poly trail and tracer, also added lights to the impact effects
- Player migration/load balancing improvements
- Docking offences are now 3 stage: verbal warning, fine, bounty.
- If you would be given a bounty of 0 (e.g. anarchy systems) in most cases the station will shoot you anyway.
- Allow replication server to state its availability in a more timely fashion
- Made the generator deal with rotation speed rather than rotation period
- Allow GalaxyOctree to spread generation across multiple frames rather than forcing all work to complete in a single frame, to remove the big stall encountered on loading into a location
- Audio: add a condition capable of looking at the player ship's acceleration
- Expose the min/max limits for the FOV slider in GraphicOptionsScreenActivity in its spec
- CrimeComponent now consults the LocationCrimeComponent for laws and jurisdiction
- Fix problem with outfitting cameras
- If you disband a Private Group, the 'Create a Group' button disappears fixed
- Pressing escape returns from Friends and Private Groups to main menu
- The friends/Ignore/Blocked lists can now be interacted with a controller
- The friends list now gives feedback that it is searching
- When distributing galaxy billboards, use a cheap LCG instead of the very expensive Mersenne Twister to provide random numbers
- Fixed misaligned GUI Right mini panel bone in Type 6
- Reducing the harshness of the spotlights in the hangars and a quick pass of the ambient lighting
- Galaxy map/generation optimisations
- Stop directional lights leaking in when sampling an environment map
- Price at confirm process now formated
- Message to let players know they do not have enough credits when attempting to purchase someonthing they do not have enough credits for
- Improved outfitting controls
- Unreadable text Red text on red background menu option fixed
- Replaced the distribution of asteroid types in rings to a classification system for rings. Currently rings can be classified as metallic, rocky or icy
- Some fixes to the generation of a planets spin,should no longer get planets spinning so fast that they would spin themselves apart
- Trade commodities list order not standard fixed
- Distance meter cut off when exceeding 1,000,000.00ls fixed
- Changed tolerance value for overlapping nav markers
- Cockpit UI overhaul
- Render Schematics only in relevant views
- Removed that the noise on the local dust suppressed the Fresnel effect
- Replace expensive Mersenne twisters with Park-Miller sequence when determining the position jiggle of local dust clouds
- Increase connection time-out for specific replication instructions
- Added more detailed audio triggers to the animations on the side panels
- Rebalanced the colour of the missile explosions
- Fix when the starport services menu appears that you are in the fuel and muntions menu and that the top panel is not displaying correctly
- Prevent remnants of previous menu remain after entering new menu
- Galaxy map economy colours and labels bore no resemblance to the filters they manipulated fixed
- Point Defence wasn't excluding itself from firegroups properly
- Improvements to shield effects
- Transmit migrate messages in parallel rather than in sequence
- Reduced trading commodity restock rate to be 10% of its previous speed, it should now completely refill a market between 40 hours and 10 days
- Weapons consumption of ammo is now independent of it's class. Railguns now use ammo!
- Added audio events for radar contacts increased, hostile contacts increase, fuzzy contacts decrease and contacts with hardpoints deployed increase
- Fixed missing schematics for type6 and viper ships
- Ensure damage models are given a location before spawning
- When AIs hyperspace away they now choose a system to hyperspace to. It must be within range, and have a space station somewhere in it
- Stop untargeted drops from cruise could land a player within a stations 20km push-out zone
- Reduced the bloom from the strip lights in the hangars
- Updated lods for Hauler
- If a player exits without a clean shutdown, report via telemetry
- Get starting ship & location from webserver
- Ensure AI group members turn hostile (show red on the radar) when being asked to attack by their group leader
- Reduced the blue emissive element of the class4_A idle engines
- If a machine has 4 or more cores set the main thread and render thread to highest priority
- Tick all modules revisited
- Can now text chat with anyone in the comms panel
- Fixed use of local talk channel before it is initialised
- Gunsight simplification and art-pass
- Added an astro definition for terrestrial-low-temperature-volcanic planets
- Audio: Added power distributor malfunction event
- Removed text justification from mission text on cockpit panel
- Added Friends Management Option to Pause Menu
- Fixed module panel highlight being brighter than all the others
- 15s timer when trying to quit while "in Danger"
- Friend's requests clickable area is now only on accept / decline buttons
- Added option to mute a voice channel and moved the voice channel open/closed notification
==============
WARNING BIG POST
==============
Elite: Dangerous Beta 2 is now being uploaded and should be available within the next 45 minutes. Here is the change log for this update:
NEW FEATURES/CONTENT
- Playable area expanded (a capsule 100ly long and 30ly wide @500 systems)
- Can scan celestial bodies
- Can sell explorer data
- Can buy body data
- Asp added
- Reputation affects mission availability
- Pre-flight checks added
- Designer created content can be used in newsfeeds
- When an AI hyperspaces it informs the hyperdrive component where it's going, which stores this information in the wake object in the hyperspace cloud. If the player scans the cloud and then hyperspaces, the wake information is recorded
- AI ships now able to fly in super cruise
- Scanner works in supercruise
- Ocellus starport type added
- In system map added
- Scan data reveals objects in the in system map
- News feed support added to station services
- Outfitting system upgrade
- ECM systems added
- Cargo hatch disrupter devices added
- Mine launcher added
- Proximity mines added
- Added metal type asteroids
- Added ice type asteroids
- Various outpost types added
- Added repair wear and tear in repair modules menu
- Loans added for insurance
- Added SLI/X-Fire support
- Added backers' NPC names
- Ship wear and tear added
- AI pilots now have rankings
- Drives and shields now affected by ship's mass
- Single player scenarios adapted to tutorials
- Add docking tutorial
- Major update to how system contents are generated
- New batch of German translations
- Extensive music system updates
- System economy/meta data dynaically generated for the non-authored systems
CRASH FIXES
- OOM stability: if required vertex or index buffers are unexpectedly missing a page, assert and skip the draw call rather than crashing
- Fix update nav marker crash in super cruise
- Fixed assert for normalisation of a zero length vector
- Fix crash in stellar effects helper
- When creating text meshes, survive out-of-graphics-memory situations
- Stop crashing when spamming supercruise while quitting to desktop
- Crash fix for LaunchPad unsafely accessing an interface
- Fix crash for light activity being closed before it is created
- Prevent crash when AI tries to fly to a non-existant pad
- Survive missing surface page in StretchRect without crashing
- Fixed potential crash case in SchematicBillboardRenderer when out of memory
- Fixed potential crash case in ProjectileRenderer when out of memory
- Fix crash when aligning to distant target
- Fixed soft lock when buying fuel or ammo
- Check that mouse and keyboard input devices exist before adding them to the set of available input ports
- Stop light cones crashing the game when vertex buffer locking fails
- Prevent crash in sensor system
- Fix crash in hyperspace component after saving
- Fix for when greebles are destroyed almost immediately after being created, before the materials got a chance to clean their initial dirty status
- Prevent crash trying to assign a hopper item on a weapon without ammo
- Workaround for nVidia driver bug in driver versions 331.82, 332.21, possibly others
- Fix a crash when loading into rings
- Fix crash when unlocking vertext buffers that haven't been locked
- Fix for rare crash in the AFM when replacing/destroying modules
- If we fail to load our save, or if we do not have a save to load - then make sure we don't wait for our start params to be set
- Fix for sidewinder outfitting crash
- Fix crash when quitting without a ship
- Audio: Fixed crash in AudioHandleHelper
- We can't assume that the docking computer module is always ready when it's registered to the DockingComputer component
- Prevent kinematic assert if spamming jump key
- NULL-proof a network method in submunition - if a client received a message to explode a missile that was still activating on their client
- Audio: change to audio location effects to keep track of readiness to create location effects to avoid creation during shutdown that was causing a shutdown crash
- Fixed crash when opening multiplayer stats
- Protect against crash when hashing a name shorter than expected
- If target position is invalid, don't crash, but exit instead
- Unit controller AI crash fix
- Fix crash when AIs try to hyperspace while the player is dying
- Fix for cases of unsafe normalisation occurring on zero-length vectors for very distant objects
- Crash fix for cargo ejection
- Prevent particle overun crash
- Crash fix for empty vertex buffer
- Fix for crash when shutting down the game by clicking on the close button while rendering to Oculus Rift
TWEAKS & FIXES
- Changes on how to treat invalid portions of the texture in the vertical perspective projection. It reduces the problems in the borders of the sphere. More notably avoiding inverted normals
- Audio: Added navbeacon targetted events
- Noise generators: A fix for unreleased effects and improved the effect creation process for the noise generator
- Fixed ship voice line "Hull Integrity Compromised" being posted after loading a previously damaged ship
- Audio: Making sure that cockpit reverb soundbanks are loaded before trying to set the effect in the bus
- Metallic asteroids enabled
- Sured up the docking services menu
- Restored the firegroup warning flag reset so that you can received the message more than once per session
- Added lights to the station pulse lasers
- Fix for Small fixed beam laser's beam containing uniform dots, caused by not enough blending
- Mission details panel can now have multiline detail row labels (as well as detail row details)
- Reordered the galaxy map controls priorities, so that they are now below the UI controls, in order to avoid conflicts
- Small improvements to jobsystem scheduling overhead
- Changed most of the text boxes in the mission detail to be left aligned
- Fix for start system name not showing up when returning to base after a collect or massacre mission
- Fix planet billboards from changing size suddenly when entering and exiting supercruise
- Fix to stop mission contracts falling off the bottom of the mission selection screen
- Updated Type 6 art
- Colour adjustment of fuel bars to match other UI elements
- Enabled SMAA as an anti aliasing option
- Tweak of the system connections to differentiate the independent jumps from those that depend on your current cargo mass
- Ensure the condition for checking a new authority is OK to take it match between the issuer and the checker
- Support for Oculus SDK 0.4.0 added
- Fixed the MLAA node so is renders correctly
- Missing black markets fixed
- The PaintJobModule should not appear on the right hand cockpit panel module list
- Improved the calculations for the atmospheres and the geological activity of planets
- Geological activity is now broken down into several aspects(plate tectonics, volcanism, mountain forming and magnetic field), these values are Earth relative
- Atmospheres now have a composition included and will calculate the surface temperature of planets based on the greenhouse effect of a particular atmosphere
- Planet classes updated to account for these changes and also they now use the fixed point maths instead of floats to do their classifications
- Sidewinder - Fixed the external shell of the cockpit for it to cast the correct shadow
- Prevent super cruise ships from trying to create physics objects at extreme locations
- Added ship subsystem select audio event
- Hide mouse gui if using Relative Mouse Control
- Enabled galaxy map background capture
- Removed the drop down arrow from the entries in the comms panel that have no options
- Save on undocking, to ensure binary save matches webserver state when game crashes while player is in space
- Reduce rate of replication for distant objects
- Modules' on/off state is not retained if we're replacing the player's ship
- Fixed galaxy map sound when runtime capturing the background on several cases
- SMAA search loop optimisations
- Fix a bug in shields - using the on hit delay for several things that should have been using the OnBreak delay
- Fixed low resolution issue on pulse laser FX by using less stretch on the texture and a smoother blend time
- Improved thread use for packet receives on server
- Cockpit UI mesh tweaks to stop bits cutting cropped
- Background darkening based on star proximity
- 'Relative' control is set per-axis
- 'Relative' decay rate is adjustable
- Mouse headlook has a separate sensitivity from mouse flight
- Mouse headlook can be inverted
- Mouse gui is optional
- Cobra art updates
- Fix some loadouts trying to give scanners ammo
- Moved some constant arithmetic from the pixel shader to the CPU
- Tweaked GUI placement is some cockpits
- Added Independent Police paintjob for the Viper
- Converted the type 9 to use the paintjob system added in 4 paintjob varient schemes and colour layouts
- Pick up localisation symbols for localised display of numbers
- Added more black holes to galaxy data
- Merge together fines from the same jurisdiction in the missions panel
- Optimisations to user connect/disconnect
- Chaff launcher ammo is listed as "Out of Range". Chaff launcher is now always in range
- Cleaned up fuel gauges a bit
- Fix descrepancy in distance in the info panel when arriving at new location
- Police paint jobs added
- Shift authority dummy shapes in to the centre of the parent ship
- Missile racks stop tracking if they are out of ammo
- Add paint jobs for Cobra
- Prevent fuel usage value flicking between numbers
- Force bmp format for high resolution screenshots
- When transferring authority to self, ignore session mismatch, and remove object from session we aren't in
- When exiting game, issue a PrepareForExit phase to avoid objects staying alive when they shouldn't
- Ensure that AI dumping due to piracy doesn't occur when in no-fire-zone (this was already the case for dumping due to jumping away)
- Upgrade the LetterCreator 'layer' for some letters do they don't get delayed due to replication which has had its urgency increased
- It's only an error to be passed a station with no ILaunchBay or ILaunchBayRegister, not to have no free bays in that station
- Fixes to ship ships leaving stale docking allocations all over the place when auth transfers happen - Usually AI but that's only because players don't transfer
- On auth loss, stop refreshing our docking request
- If a pad has an allocated entity, but that entity disagrees, count up the allocation clear timer, at 20 second the allocation will be dropped
- Fix self-preservation delegation during threaten behaviour
- Fix multiple-request and saved game bugs on outfitting screen by blocking UI until module installation is complete
- Crashing or softlocking while buying a new ship could cause the ShipState to not match what the server says we should have. If so, ignore the ShipState and give the player the correct ship with a _Starter loadout
- Make a slot for the LifeSupport module
- Fix for landing pads not rendering until you are in the station, they now start rendering if you are inside or within the entrance limits
- AI ships can now run out of oxygen
- Implemented Orbis station icon
- Longer station names will now fit on the small cockpit docking panel
- Making some pirates wanted - removed federal reference from generic scenario
- The preliminary black hole background distortion effects have been enabled and optimised to only require the calculations when there is at least one BH present
- [German] Issue with the profit display when selling commodities on the market fixed
- Delay the update of the transform of the planet to the RenderSetup to synchronize the movement with stars in the in system map
- When a new crime is committed, with a new delay value, set the delay to be the same proportion through the new delay as we were through the old delay
- Fix calculation of the new pending investigation/backup strength when a crime is committed. Also added more debug output to shed light on the process
- AI deploys hardpoints when scanning
- AI update. make it harder to flee. improve ai goto target tactic
- Don't create the same materials multiple times if resources are taking a while to load, we only want to create them one time
- Fix the bindings options screen not reverting the preset selection if the cancel button is pressed
- New Viper flag paintjobs added
- Soften to top massive stars
- Scaled down the massive stars
- The dust now fades out
- Quite close dust is a bit darker for emphasis Added more dust shapes Added colour variation by a noise texture
- Don't include users in their own search results
- Fix for the radar pulse cycle getting out of sync as time goes on
- Fix for linear depth no longer being written by forward rendered objects
- Fix choosing of docking holding point, if ship was between the start and end of the shared docking path the point could be behind the station, causing the ship to crash into it while moving towards it
- Trade market update for illegal and stolen goods icons
- Add MTU discovery handshake after connecting to Server
- Modify planet sorting to support multiple bodies within rings
- Add calculations for the oblateness of planets
- Refactor the friends list to make it clear that this is new/old friend
- Added audio events to radar
- Declining emergency fuel shouldn't short life support, since players have a self-destruct available
- Buying your old loadout upon death now preselects all the additional systems and hard points as well
- Weapon Control had some function that should have been on Ammo, which caused ammo-using non-weapons to never fill themselves properly
- Docking AI improvements, mostly to do with launching
- Support for spot light shadows added
- Audio - cache conditions so we can reuse them upon creation of identical conditions
- Updated fuel gauge to show anticipated fuel use for a hyperspace destination before jumping
- Optimise text messhes where same mesh is being used on an object
- Fixed the jagged edges of the planets in some situations created by inverted normals when sampling the borders of the texture
- Emergency fuel dialog didn't have it's dialog string set fixed
- When auto-docking, set the ship rotation to be that of the pad once we're into the station and no longer preserving the outer path rotation, so that we don't come in at a random angle and make the player concerned
- Fix for GalaxyMapCamera when Oculus Rift is enabled
- A modification to not show anticipated fuel cost for a jump after the fuel was consumed (for the same jump)
- Music: fade out SuperCruise.trk over a period of 25 seconds when we are being interdicted
- Audio: Added cockpit events for flight assist on and off
- AI update: Add some poorer skileld AI pilots
- Improvements to authority investigation response
- Some effect and lens flare tweaks
- Batch shadow map clears into a single operation
- Tweaking AI ship obstacle avoidance
- Added a higher quality filter for spot light shadows
- Fix compute-based DXT compression
- Reduced the glow on the large lateral thruster
- Audio: Added cockpit events for landing gears and cargo scoop deployed / retracted
- Before entering outfitting, or allowing players to make repairs from the stations services menu, we should wait until the ship is fully in the hangar
- HLSL Constant Buffers are now packed to OGL Uniform Block Packing Rules & De-compilation fixes
- Fixed searching for users with 1 or 2 characters in their Display Name
- Talk Channels now handle text messages, and optionally voice.
- Talk Channels are automatically opened to online friends and wing members. An additional channel can be opened to another local session player which automatically mutes talk to your wing.
- Allocate shadows to spot lights based on their priority
- Fade shadows in and out to avoid popping
- As an optimisation, and to prepare future optimisations, cache the information required for culling/LODing earlier
- Enable shadows on headlights
- Fix for Styx 3 listed twice
- Updated spot shadow priority algorithm to take into account the direction to the light and the camera facing vector
- Hovered/selected systems will show how many stars are in the system
- Limit how strong the darkening around the stars is by the background brightness multiplier
- The EjectRandomCargo malfunction should be possible even when the cargo hatch module is off. To interrupt the malfunction the player must turn the module off (if it was on originally) OR turn the module on (if it was off originally)
- Optimisations for CockpitGunsightComponent
- New PFX for the slugshot weapon and ammo, muzzle flash and impact effects
- Added text strings for atmosphere types
- Rich station interior polish
- Make sure the reference camera, which is used to provide the rendering service with a projection matrix, uses FOV and aspect ratio taken from the stereo cameras when Oculus Rift is enabled
- When a view is deleted, do not immediately release its view bit from the set of view bits in use
- Load balance players onto fewer edServer instances during quieter times so they're more likely to meet other players
- Fixed a bug where people could not join a privategroup on an edServer that wasn't in their region or in the default region
- Audio: Smoothing movement and orientation ship RTPCs for others
- Music: only play the arrival from hyperspace bookend if this is our first visit to the system
- Gatling gun impact effects now have lights
- Adding some bounties to pirates
- Update to Cobra and Eagle L3 LOD. Changed them from baked textures to use the shared materials like the other LOD's, so they will now work with the paintjobs
- Radar not being displayed on hyperspace when rendering to Oculus Rift fixed
- Set transition type for AI's hyperspacing
- CPU optimisations for CockpitUIComponent
- Update Type 9 LODs
- Silently discard requests to join a private group from users ignored by the owner of that group
- AI update. fed fighter tweaks. better deceleration to get to 50% speed to help turning
- Turning off FSD or drives in Supercruise will cause you to drop out of Supercruise
- Added arrow to Coriolis schematic to indicate docking port location
- In case of abrupt disconnections (i.e. ED-Server down), remote server state is now maintained for at least 1 minute in order to allow EDServerWatcher to identify failure and migrate accordingly
- Music: don't play the arrival from supercruise at destination bookend unless we've actually arrived from supercruise
- Track total distance hyperspaced by commanders and the greatest distance from Sol
- Do the dim-capping calculation per vertex, not up to three times per pixel
- Music: add exploration music pool
- Re-enabling the diffuse texture on the interior mesh to ensure it creates the correct UVs
- Audio: Fixed some issues with movement and orientation rtpc for other ships
- Sidewinder - Fixed mirrored text on a decal
- Fix incorrect net worth being logged on mission end
- "FireInStation" is a new bounty-crime, and will aggro the station even if the bounty is 0 (anarchy station have protection without law!)
- Hauler art updated and paint job support added
- Delete and recreate the player character game object every time we go into gameplay from the main menu, to avoid stale state bugs
- Updates to the canon poly trail and tracer, also added lights to the impact effects
- Player migration/load balancing improvements
- Docking offences are now 3 stage: verbal warning, fine, bounty.
- If you would be given a bounty of 0 (e.g. anarchy systems) in most cases the station will shoot you anyway.
- Allow replication server to state its availability in a more timely fashion
- Made the generator deal with rotation speed rather than rotation period
- Allow GalaxyOctree to spread generation across multiple frames rather than forcing all work to complete in a single frame, to remove the big stall encountered on loading into a location
- Audio: add a condition capable of looking at the player ship's acceleration
- Expose the min/max limits for the FOV slider in GraphicOptionsScreenActivity in its spec
- CrimeComponent now consults the LocationCrimeComponent for laws and jurisdiction
- Fix problem with outfitting cameras
- If you disband a Private Group, the 'Create a Group' button disappears fixed
- Pressing escape returns from Friends and Private Groups to main menu
- The friends/Ignore/Blocked lists can now be interacted with a controller
- The friends list now gives feedback that it is searching
- When distributing galaxy billboards, use a cheap LCG instead of the very expensive Mersenne Twister to provide random numbers
- Fixed misaligned GUI Right mini panel bone in Type 6
- Reducing the harshness of the spotlights in the hangars and a quick pass of the ambient lighting
- Galaxy map/generation optimisations
- Stop directional lights leaking in when sampling an environment map
- Price at confirm process now formated
- Message to let players know they do not have enough credits when attempting to purchase someonthing they do not have enough credits for
- Improved outfitting controls
- Unreadable text Red text on red background menu option fixed
- Replaced the distribution of asteroid types in rings to a classification system for rings. Currently rings can be classified as metallic, rocky or icy
- Some fixes to the generation of a planets spin,should no longer get planets spinning so fast that they would spin themselves apart
- Trade commodities list order not standard fixed
- Distance meter cut off when exceeding 1,000,000.00ls fixed
- Changed tolerance value for overlapping nav markers
- Cockpit UI overhaul
- Render Schematics only in relevant views
- Removed that the noise on the local dust suppressed the Fresnel effect
- Replace expensive Mersenne twisters with Park-Miller sequence when determining the position jiggle of local dust clouds
- Increase connection time-out for specific replication instructions
- Added more detailed audio triggers to the animations on the side panels
- Rebalanced the colour of the missile explosions
- Fix when the starport services menu appears that you are in the fuel and muntions menu and that the top panel is not displaying correctly
- Prevent remnants of previous menu remain after entering new menu
- Galaxy map economy colours and labels bore no resemblance to the filters they manipulated fixed
- Point Defence wasn't excluding itself from firegroups properly
- Improvements to shield effects
- Transmit migrate messages in parallel rather than in sequence
- Reduced trading commodity restock rate to be 10% of its previous speed, it should now completely refill a market between 40 hours and 10 days
- Weapons consumption of ammo is now independent of it's class. Railguns now use ammo!
- Added audio events for radar contacts increased, hostile contacts increase, fuzzy contacts decrease and contacts with hardpoints deployed increase
- Fixed missing schematics for type6 and viper ships
- Ensure damage models are given a location before spawning
- When AIs hyperspace away they now choose a system to hyperspace to. It must be within range, and have a space station somewhere in it
- Stop untargeted drops from cruise could land a player within a stations 20km push-out zone
- Reduced the bloom from the strip lights in the hangars
- Updated lods for Hauler
- If a player exits without a clean shutdown, report via telemetry
- Get starting ship & location from webserver
- Ensure AI group members turn hostile (show red on the radar) when being asked to attack by their group leader
- Reduced the blue emissive element of the class4_A idle engines
- If a machine has 4 or more cores set the main thread and render thread to highest priority
- Tick all modules revisited
- Can now text chat with anyone in the comms panel
- Fixed use of local talk channel before it is initialised
- Gunsight simplification and art-pass
- Added an astro definition for terrestrial-low-temperature-volcanic planets
- Audio: Added power distributor malfunction event
- Removed text justification from mission text on cockpit panel
- Added Friends Management Option to Pause Menu
- Fixed module panel highlight being brighter than all the others
- 15s timer when trying to quit while "in Danger"
- Friend's requests clickable area is now only on accept / decline buttons
- Added option to mute a voice channel and moved the voice channel open/closed notification