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  1. Fixed Error Spam on Clients. Jetpack.CalculateHeightEfficiency() threw Null Reference Exception on client due to clients not having a reference to the start condition data (this is only present on the server)
  2. Fixed Infinite jetpack height being able to be obtained. Infinite height is now limited to the terrain edit mode. Otherwise, the jetpack behaviour is back to how it was before it was changed to have infinite height.
  3. Fixed issue with DirtCanister where updating the state inside a mining belt or backpack would cause the display to become visible even when the DirtCanister was supposed to be hidden in slot
  4. Fixed Lava light intensity was not getting set correctly.
  5. Removed unused trigger collider on Lava Mesh.
  6. Tentative fix for distant lods being culled incorrectly due to curvature offset. Distant lod mesh bounds will expand in the y axis based on possible max curvature they can experience.
  7. Fixed Some of the Vulcan start locations caused lander or capsule to fall into a crack.
  8. Changed Lander to land on the exact position of the Start location.
  9. Updated lava material for Vulcan to be more inline with the detail of the terrain
  10. Updated vulcan start conditions to only have one lander now that the lander can fit more canisters.
  11. Updated lander mkII with fourth canister slot.
  12. Fixed the descriptions for the Logictypes SolarIrradiance, SettingInput and SettingOutput so that they no longer point to the wrong hashes. The descriptions should now display properly in Stationpedia.
  13. Fixed typo in the Stationpedia entry for Egg. Changed the word "tepratures" to "temperatures"
  14. Added an additional save point when the lander capsule door pops off. This helps avoid the case where loading an unsaved new game would cause you to spawn in the lander high up in the air.
  15. Increased maximum connections to 64
  16. Increased maximum connections
  17. Moved fuel tank in mimas spawn into lander.
  18. Updated start conditions to use new lander. Venus and vulcan will now have two landers to spread out all the equipment.
  19. Tweaked lander mkII colliders and slots a little.
  20. Fixed Advanced Furnace so that players can now use the labeller to directly set the values of the input and output wheels.
  21. Fixed issue where if packed textures for terrain are different sizes they were not being resized correctly.
  22. Fixed incorrectly sized mars texture causing an error on loading a mars world
  23. Fixed spec gloss on lander mkII.
  24. Added first pass on lander mkII.
  25. Fixed Terrain importer not correctly sampling lava height map.
  26. Added voxel fill type option for terrain importer.
  27. Reimported Vulcan terrain with correct voxel type data. The rock will now have emissive lava cracks when it it close to the lava level.
  28. Added wip points of interest to vulcan.
  29. Added wip emissive texture based on the lava height map
  30. Fixed Venus was using default-minables preset, should be using default-minables-no-ice.
  31. Added wip deep mining regions to vulcan.
  32. Added wip named regions to vulcan.
  33. Fixed indentation in europa world data.
  34. Fixed TerrainManipulator not working for clients.
  35. Code Clean up off terrain manipulator and dirt canister scripts.
  36. Fixed initial nodes of OctTree not getting there densities set correctly on game start. (this would prevent some terrain action events from working until a mining event had occurred)
  37. Fixed Thumbnail image for PowerTransmitterOmni showing up as a white square. It now shows the correct thumbnail in the Stationpedia.
  38. Fixed bug where dirt canisters were not having their meshes cached. this caused some visual issues where putting a dirt canister inside a slot that hides occupants would not hide the dirt canister, as the mesh was not having the SetVisibility method effect it due to it only working on cached meshes.
  39. Added some save name sanitization where slashes will be replaced by underscores.
  40. Added Start Locations to Vulcan
  41. Removed mining belt advanced prefab which was a duplicate of mining belt mkII.
  42. Increased lava min height for vulcan from 8m to 13m
  43. Fixed duplicate items appearing in stationpedia such as canisters and portable tanks.
  44. Fixed stationpedia adding duplicate categories when changing language.
  45. Fixed stationpedia home page items being duplicated when changing language.
  46. Removed two empty prefab entries in WorldManager.
  47. Fixed portrait camera including planets layer.
  48. Updated SlotWearAction type for mining backpacks as they were not set to the correct type leading to them not showing up in the portrait camera.
  49. Fixed Display name of the StructureAreaPowerControlReversed to better differentiate it from the StructureAreaPowerControl entry in the Stationpedia. Instead of the previous: "Area Power Control", it now displays: "Area Power Control (Reversed)".
  50. Updated replacement shader for portrait camera. Should now correctly render painted glasses, hats, backpacks etc.
  51. Removed paining restriction from sensor lenses and glasses and other face mounted items as portrait camera now shows correctly.
  52. Fixed a small formatting error on the help page for ores. Previously the first sentence of the second paragraph would be shifted further to the right than expected. The formatting for the text is now in the correct place.
  53. Fixed small error in the description text of Venus: Daisy Valley. it has now been changed to say "Nestled in a small valley, in proximity to the largest sulfur plain in the region" instead of "Nestled in a small valley, in proximity to the largest sulfur plain on in the region"
  54. Fixed bug where player layer was being incorrectly set when getting out of lander resulting in jump not working properly (beta only).
  55. Updated wall mounted computer to have different ports for power and data.
  56. Added IsUnderLava function to WorldSetting.
  57. Halved number of Minable-Render-workers. We were getting occasional hitches due to spinning up too many new worker threads at once.
  58. Fixed Minables were Generating under lava.
  59. Reduced the size of surface iron deposits on Vulcan.
  60. Increased Vulcan Terrain Curvature
  61. Fixed confirmation panel text showing up incorrectly in a few cases, namely all trader related errors. Changed the confirmation panel to allow passing in of raw text rather than previously where only xml based keys were supported (game strings can be supported easily now too). Changed the panel text objects to not use LocalizedText. Instead, the panel will manage the fetching of localized text itself.
  62. Updated venus textures and texture settings
  63. Added deep mining data for Venus
  64. Added mineables to venus
  65. Removed unused IsEnemy flag on entity.
  66. Tentative fix for dragged players blocking raycast making it very hard to put unconscious players in slots. Dragged players will now be set to ignore raycast layer when dragged and set back to player layer when dropped.
  67. Added POI for Venus
  68. Removed a few unused assets and code around rocket monitors.
  69. Added first pass of Lava height map for Vulcan.
  70. Fixed Minable sites were returned bugged space Ice with NaN Temperature values. (actually fixed this time).
  71. Fixed unable to load save in editor.
  72. Fixed mars rock normal value being way to high
  73. Updated map names
  74. Fixed clients joining game at a starting location which is also a point of interest will no longer get a poi popup.
  75. Fixed missing localization for region names on Venus
  76. Moved discovered points of interest into the player cookie. Which will now mean pois can only be 'discovered' once per world.
  77. Added named regions for Venus
  78. Updated Venus map name
  79. Added spawn points for Venus
  80. Updated rider plugin for unity
  81. Added thumbnails for rocket deep scanning head.
  82. Regenerated thumbnails for existing rocket scanning head.
  83. Added recipe for deep scanning head to rocket manufactory.
  84. Fixed broken stationpedia links in Furnace tutorial.
  85. Updated rocket scanner head slot position and collider slightly.
  86. Updated model for rocket deep scanning head.
  87. Updated mesh for standing variant of big screen computer. Fixed audio issues with big screen computer variants.
  88. Fixed incorrect texture paths in the tutorial1.xml and tutorial2.xml files where they would point to textures that did not exist under the Vulcan folder. They now correctly point to the appropriate Mars2 textures instead.
  89. Added Three new Tutorials Authored by Stationeers Community member BigFootMSR (with his approval). Airlock Tutorial, Smelting Tutorial, Manufacturing Tutorial. These were originally released as part of a mod (BigfootMSR's Tutorial Pack), but we thought they were such fantastic work that they should be included in the base-game.
  90. Minor adjustments to tutorial 4,5 & 6 text to bring it in-line with existing standards.
  91. Added Button textures for tutorial 4,5 & 6.
  92. Updated wall mounted computer model - reduced back details.
  93. Added thumbnails for standing big screen computer.
  94. Added standing variant of the big screen computer.
  95. Added model for standing variant of big screen computer.
  96. Updated thumbnails for wall mounted computer.
  97. Added first pass on wall mounted computer with larger screen.
  98. Fixed possible nullref when loading map motherboard panel data.
  99. Fixed IceMining sites on the space-map were having their created gas Temperature set to NaN. Any sites that were surveyed on or following 5th August will have this bugged behaviour and will need to be cleared. Any Ice mined from these bugged sites will throw error spam when it melts or is placed in an iceCrusher. (regression rev 25695).
  100. Fixed Overwrite instruction that appeared when trying to save an IC script by creating a new one in your library and giving it the name of a script that already exists in the library. The shown dialog is now the same as if you normally overwrite the script in the library. Changed from "Are you sure you want to overwrite existing saved world?" to "Are you sure you want to overwrite this script with the data you have on the computer screen? This will replace what is in your source code library."
  101. Fixed rocket orbital position was not being loaded correctly.
  102. Added map motherboard mask as compressed byte array to save data.
  103. Clients will now receive mask data on joining a game.
  104. Tweaked map motherboard to always check connected scanners before revealing the map. This allows us to ensure uplink and avionics are present and operable.
  105. Fixed (beta) only d0 worked on IC10 housing when aliasing, now all screws can correctly be aliased.
  106. Fixed (beta) direct addressing using a register for the instructions.
  107. Fixed (beta) alias for registers was broken. This was due to an early exit causing the alias assignment to be ignored.
  108. Converted list of scanners linked to map motherboard into a synced list.
  109. Removed unused animator and animations on main menu.
  110. Removed some unused code from menu logic.
  111. Fixed planet scenes from world selection would not be correctly hidden in some cases. Cleaned up menu page back navigation slightly.
  112. Fixed (beta) EXT and INS ran the same function class, now EXT and INS correctly run their separate functionality.
  113. Added LERP instruction, which will linearly interpolate between the two provided values.
  114. Restored deep minables texture on map motherboard. Now getting the texture from the regionset rather than loading it twice.
  115. Fixed DataCollection base class was including the localised name as part of the checksum. It could cause clients with language settings different from a server to be unable to connect. This will result in active trader inventories being reset on load.
  116. Fixed (beta) nasty bug with IC chips that would prevent aliased device references from being parsed correctly due to incorrect handling of device selection.
  117. Fixed (beta) Cable Networks did not allow reading of StackSize to measure the size of their internal memory.
  118. Ghost commit.
  119. Fixed 'db' references would ignore network references, so that 'db:0' would not work. Now it will correctly poll the connected network.
  120. Added internal memory read access to cable networks, this allows you to read device IDs on the network, dynamically, going through all the devices within it. The internal memory provides the ReferenceId when used with 'get'. You can access the current device count using the 'StackSize' variable.
  121. Added a Stationpedia page outlining how Cable Networks logic access works, including the internal memory access as the 'd0:0' connection notation.
  122. Removed old Tank Connector from stationpedia, as it was replaced with the Portables Connector long ago.
  123. Optimized DensePool iteration that is used in multiplayer.
  124. Added direct referencing into all device index logic circuit instructions. This means that instead of using GETD, you can do the same syntax in GET and it will work as GETD did. So for GET, you can provide either the screw (i.e. d0) or an ID (i.e. $1DD), or a register that contains a number. This means all device branch and select instructions, as well as slot related instructions (LS and SS), and the LR instruction - now all support direct addressing.
  125. Added more exception type definitions to instructions in logic circuit, to help with debugging when failures happen.
  126. Fixed defines could not be used directly in some instructions contents.
  127. Added 'rgas' Universal Gas Constant, and 'tau' double PI for use in IC Scripts.
  128. Added all constants and variables will show their values (yellow text) in the helper sections.
  129. Removed meta file for removed empty directory.
  130. Moved planet scene creation logic out of tutorial menu buttons.
  131. Fixed preview scenes not being cleared correctly when navigating back from the tutorial menu.
  132. Upped map motherboard map reveal speed.
  133. Fixed tutorial menu button images were the wrong size. Refactored button items slightly to be less confusing.
  134. Added ability to connect map motherboards to deep scanners which will slowly reveal the map as a rocket (with a correctly configured scanner) is in orbit.
  135. Small refactor of rocket action to remove unnecessary switch statement.
  136. Fixed spelling errors in rocketlocations.xml This meant some sites that should have had carbon-dioxide were spawning without.
  137. Fixed removed duplicate recipes for Datalink, TerrainManipulator and dirt canister in rocketmanufactory.xml and toolmanufacturer.xml.
  138. Added Lava mesh will now be regenerated when reloadterraintexture command is run.
  139. Added Bedrock value can now be passed into terrain shader.
  140. Reverted changes to advanced tablet
  141. Fixed (beta) SeedingRatio and MaturityRatio were not reporting their correct value when seeding or mature due to early exit in OnLifeTick.
  142. Added EXT "Extract Bit Field" instruction to IC10. This can be used to extract a bit field from a number into a register. This is used to simply take out a small mask from a wider number.
  143. Added INS "Insert Bit Field" instruction to IC10. This can be used to overwrite a bit field within the provided register. This can be used to simply write a mask into a wider number, which would previously done by many lines.
  144. Added IC10 constants in the IC Editor will now also show their number (in yellow text).
  145. Fixed map motherboard connected scanner colors were flipped.
  146. First pass on rocket deep mining scanner head.
  147. Added ui to map motherboard to link scanners to mobo (wip).
  148. Fixed 1000ms tick and audio tick not updating at the correct rate.
  149. Added a few wip points of interest to mars.
  150. Added wip start locations for mars.
  151. Fixed Recipe mods not working due to change in recipe load order on beta. Now when a recipe already exists it will get patched with the incoming recipe data and a log will be printed in the console that will show the source of the patch action.
  152. Fixed behaviour of advanced tablet. The mode will now always reflect the correct cartridge in use. When changing the mode to reference an empty cartridge slot, a blank screen will be displayed instead of the previous cartridge.
  153. Fixed missing textures causing mars not to load. Currently uses vulcans macro textures until we author mars specific ones.
  154. Fixed save as list was not refreshing on save.
  155. Clicking on saves in save as list will not populate text input.
  156. Save button will be not-interactable when save as text input is blank.
  157. Reduced fadeout time of SpaceMapMusic.
  158. Hid Particle Quality setting as it wasn't hooked up to any behaviour.
  159. Changed Name of Terrain Detail Setting to Terrain Tessellation.
  160. Changed Default Terrain Tessellation value to Medium.
  161. Temporarily Disabled detail textureGroup2 on Vulcan as the emissive function was not working correctly.
  162. Fixed a sampling accuracy issue when checking to see if an object was in the lava if the lava mesh was steep.
  163. Added first pass of vulcan second texture.
  164. Deleted temp texture for vulcan second texture
  165. Deleted rock textures for second texture, and added lava texture with emissive as the second texture for temp
  166. Added second textures for vulcan.
  167. Deleted old random texture for Vulcan, and added new dark rocky texture
  168. Fixed Error spam on worlds that don't have lava.
  169. Added Support for Lava mesh. Lava mesh is defined via a heightmap.
  170. Added 1st pass on Vulcan lava heightmap.
  171. Added Items and players submerged in Lava mesh will take damage.
  172. Re-enabled lava audio and light effect.
  173. Fixed Nitrice was in the no-ice minable preset.
  174. Added wip deep mining regions for mars.
  175. Added wip named regions for mars.
  176. Fixed a typo for the stationpedia entry for the Launch Mount. Previously it said "The first piece to place whern building a rocket.". It now correctly says "The first piece to place when building a rocket."
  177. Fixed issue with Advanced Tablet where the Mode would not line up when a cartridge entered the inventory
  178. Fixed Tracker would not update gps data when it didn't have a valid tracking target.
  179. Changed Integrated features of GPS Cartridge into Tracker Cartridge.
  180. Deprecated GPS Cartridge.
  181. Refactored the terrain settings data structure as well as the backing classes (beta)
  182. Added per texture settings for things like normal and roughness (beta)
  183. Fixed height based blending between the textures not working correctly (beta)
  184. Updated all existing worlds xmls to match the new requirements and tuned the settings (beta)
  185. Added start location descriptions for mimas.
  186. Hid prototype structures in Stationpedia
  187. Added more start location text to lunar world and short world descriptions for other worlds.
  188. Added Lander to list of objects trackable by tracker cartridge.
  189. Fixed flickering when navigating through starting condition dropdowns when selecting a start condition before game start.
  190. Fixed issue with the Composite Window Shutter where the sun flare would be visible through the edges of it even when the shutter is down. This was because the edges do not have a sun flare blocking collider and the shutter collider did not reach the edges of the structure.
  191. Optimised Minable colour bleed into terrain effect. The colours are now stored in the vertex data and calculated as part of the marching cubes step.
  192. Added terrain now "pulls away" a little around mine-able ores. This will help reveal ores on the surface better as they could often get hidden if the surface voxel was very "full".
  193. Fixed rocket canvas first tab not highlighting correctly, setenabled was being spammed, will now only set enabled if the value has changed.
  194. Fixed tooltip getting stuck when using creative spawn menu.
  195. Fixed issue where players were able to interact with the OnOff switch on the Area Power Controller while the door was closed.
  196. Added missing minable definitions for mimas
  197. missing files from last commit
  198. Fixed sometimes minable ores are not generated when 1st loading into game.
  199. Added 1st pass at storing minable adjacency in the vert data for the terrain shader. (turned off for now)
  200. Tweaked the world selection menu items to show unique descriptions for each start location (wip). Added some temp data in for europa. Other worlds have missing descriptions for now and these are to be filled out.
  201. Added ability to set spawn radius in the start location data. Leaving this element out will make it default to 30m.
  202. Added temp start locations for venus and vulcan with a smaller spawn radius (10m).
  203. Removed water ice from Mimas
  204. Fixed start game commands were not correctly picking a start location when none was provided.
  205. Fixed disconnected pipe on rocket pressure fed liquid engine
  206. Updated meshes in Unity for stairwell prefabs so that they make use of Jae's changes to the FBX files to prevent Z-Fighting issues.
  207. Added missing meta files for space map images
  208. Added 'max autosaves' and 'max quicksaves' options to settings menu. Note if you decrease these settings, existing saves over the max won't be removed.
  209. Fixed Terrain not being saved correctly (regression rev25718).
  210. Added space station graphic for space map use for trading outpost.
  211. Removed some old unused load game code.
  212. Tweaked the load game/new game code slightly to catch errors when loading and return to menu with an error popup.
  213. Renamed NewOrContinue to StartNewWorld as it no longer is used for loading.
  214. Fixed missing textures for tutorial worlds
  215. Changed backing value of Depth in Octree to be a sbyte.
  216. Fixed glare effect around black hole on Vulcan showing when sun is behind terrain.
  217. Added Low Setting to terrain detail option.
  218. Fixed issue where fade panel would stay black if there was an error when loading the game data.
  219. Fixed load game data failed message text was not using the correct string keys.
  220. Changed dismiss helper hint icon to be a white trash icon instead of a red X
  221. Fixed error being caused during game load because of a float reference where it should have been a regular float
  222. Fixed emissive value not being applied to detail textures because of a XmlElement instead of a XmlAttribute tag
  223. Fixed incorrect emissive value on vulcan detail texture
  224. Added emissive texture mask option for the terrain material. This mask is a greyscale mask that gets packed into the diffuse texture alpha at load and is a mask for the emissive intensity value on the diffuse texture
  225. Updated vulcan terrain with cracks and voxel types. This is still a WIP (beta)
  226. Fixed octree raycast not stopping once leaving the root node. Increased max iterations a little - when sun is low and raycast is skimming along the ground it needs more iterations, this will only happen for a second or so in most cases.
  227. Fixed error spam on vulcan. Removed OnPositionChanged events called when thing Position is updated. These are no longer needed. Moved player-in-lava effects to the trigger enter/exit methods in dynamic thing.
  228. Refactored GetDensity Method in Octree types to return a NodeInfo struct (density, type, depth). This meant we could remove a number of methods that were performing duplicate traversal behaviour.
  229. Fixed curvature not being set on voxel constants which was causing the octree raycast to always use 1 as the curvature.
  230. Changed MipMap seam fix for normals to only apply on the 1st level of LOD where it is most obvious, It was causing patches of distant terrain to appear "sparkly".
  231. Fixed Ore renderers were not being offset by the spherization effect.
  232. Added Crack generation from heightmap is now effected by colour strength (was previously binary) the brighter the colour the deeper the cracks.
  233. Fixed build issue caused by missing RW_SERVER flag
  234. Fixed (beta) extra line end in composition data for ices, when temperature is not shown.
  235. Added temp sin wave reveal of map for map motherboard. Will auto reveal for now until it's hooked up to the appropriate device.
  236. Added first pass to jupiter gas cloud harvesting.
  237. Added Terrain Importer now allows adding texture to specify areas where the terrain should be cracked (along with parameter control for the simplex noise) This uses the same algorithm as the original Vulcan terrain generation. Currently cracks will be generated where the texture's white value is > 0.5.
  238. Added Crack creator tool to terrain Editor tool, this is primarily useful for helping tune crack parameter values.
  239. Added the sphere calculations into a cginc file and set global parameters to be used in all shaders so they stay in sync across any shader
  240. Added first pass of rocket gas collector and cloud mining nodes on jupiter.
  241. Updated Vulcan map data with voxel types and added minable data
  242. Added independent x y z scaling for lava lake objects when placing (beta)
  243. Fixed (beta) Fuselage doors did not have correct small grid bounds so would not allow building on border if stacked.
  244. Added 'power' console command with 'chargeall' argument to charge all batteries when in creative.
  245. Added Rocket Gas Filtration device, via kit Rocket Atmos. This will be used for gas harvesting from some planet atmospheres, such as jupiter.
  246. Added Background music to the SpaceMap UI.
  247. Added second pass on rocket gas filtration machine.
  248. Fixed (beta) vertical sleeper did not have a status panel.
  249. Fixed dynamic things in slots not updating their cached position. They now update their position using their root parent world center of mass
  250. Fixed macro texture being also applied underground where it should not be
  251. Added a color and texture effect around ores when close up(will continue to tweak this based on playtest feedback)
  252. Added more debug information to physics commands.
  253. Adjusted physics command to include more debugging options.
  254. Fixed Invalid and hidden spawn datas showing up in the creative spawn menu.
  255. Added Tooltips to items in creative spawn menu so you can see what spans inside them.
  256. Added physics debug command with interpolation debug option, to report what the current player rigidbody interpolation is set to.
  257. Added first pass of Rocket Gas Filtration device. Not available for spawning yet. Contains a single filter slot. Intended for use when harvesting gas clouds.
  258. Fixed When starting a new game on dedicated server, sometimes the contents of the starting gas tanks would appear empty to clients. Thanks @tom_is_unlucky for finding the cause of the issue.
  259. Fixed Wireless batteries not working after Physics-update refactor.
  260. Fixed (beta) failure to load when built out, as optimization that worked locally does not work when deployed.
  261. Added BDNVL instruction to IC10. This will branch to the provided line number (or jump address label, etc...) if the provided logic type is not 'loadable', that is the device would provide an exception if you tried to use the LOAD (''l'') instruction on it.
  262. Added BDNVS instruction to IC10. This will branch to the provided line number (or jump address label, etc...) if the provided logic type is not 'storeable', that is the device would provide an exception if you tried to use the STORE (''s'') instruction on it.
  263. Added new logic IC exception to say when LogicType is set to None, to help users debug issues.
  264. Added nominal base weight to rocket cargo storage (20 KG).
  265. Adjusted stair friction to make it easier to stay still in the middle of stairs while on them, say if you stop halfway along to wrench something. You should now be still, but also not be unduly slowed down while moving on stairs.
  266. Fixed more instances of setting velocity being attempted for kinematic physics rigidbodies.
  267. Fixed (beta) new mesh for ice crusher was not committed, so the mesh was misaligned.
  268. Adjusted ice crusher dial settings.
  269. Added status panel to ice crusher that will better show new players how it functions, including its error state as well as what it is doing.
  270. Added heating indicator light to ice crusher that changes color based on what the ice crusher is doing.
  271. Added dial to ice crusher, allowing users to set the desired heating temperature with the dial.
  272. Added status panel to Sleepers to better help new players identify how they work and whether they are functioning.
  273. Added integration of Cryotube into UI to give temperature indications.
  274. Fixed (beta) horizontal cryotube animations broken.
  275. Refactor of CryoTube and Sleeper animation and systems to solve a variety of bugs and provide better visuals.
  276. Added cryo mask to Cryotube.
  277. Added first pass in allowing items from start condition data to be spawned via the creative spawn menu.
  278. Added more information to cyrotube tooltip.
  279. Added deep minables overlay to map motherboard panel. Only europa, lunar and mimas have a deep minable map so far.
  280. Refactored CryoType. Now requires Cooled Liquid Nitrogen supplied via a dedicated liquid pipe to function. Includes an improved info panel which contains much more information to educate player what will be required for it to function. Additionally the info panel will show organ damage values of any occupant.
  281. Added second pass on map motherboard with example mask reveal function. Will experiment with revealing through rocket/satellite (wip).
  282. Fixed clients not returning to menu correctly when server shuts down unexpectedly. Consolidated a bit of code around disconnecting from a game.
  283. Fixed Unpowered devices (i.e pipe-valves) would show power usage in Stationpedia.
  284. Fixed incorrectly authored power values on LiquidValve, Valve, OneWayValve, OneWayLiquidValve
  285. Changed High-Speed-Mineral Mining-Drill-Head Speed from 120% to 150%.
  286. Fixed (beta) additional error spawn from trying to set a kinematic rigidbody velocity and AngularVelocity
  287. Changed high-speed ice mining drill from 20% boost to 50% boost, given its very high energy cost. Team agreed the energy costs were so high, it warrants a slightly faster return rate.
  288. FIxed (beta) minor bugs with avionics device to clarify internal stack elements.
  289. Added second pass to fuselage piece with bay doors. This fuselage piece has handled that allow easy access for opening.
  290. Added first pass of fuselage doors.
  291. Fixed errors during save were not doing nice error messages.
  292. Reverted change from rev.25605 that caused all anim components to call Thing.OnAnimationStart an dThing.OnAnimationStop as I belive it was the cause of a chute bug.
  293. Fixed mars detail texture normal
  294. Updated mars macro texture colours
  295. Updated mars terrain texture settings to work correctly with all the new textures
  296. Changed Rocket Autoland calculation to take into account the max recorded thrust of your rocket engine when considering auto-land outcomes. It will also display this estimated value.
  297. Fixed source code line numbers not lining up with code lines on computer/laptop screens.
  298. Fixed daylight sensor Activate not being set when daylight sensor has light. Now activate will report 1 when the grid has sunlight, and 0 when it does not.
  299. Fixed code lines were appearing in front of the dropdown in the programmable chip motherboard panel.
  300. Added new Mars map and textures
  301. Fixed compile error related to logic stack.
  302. Added very small amount of mass to batteries.
  303. Replaced the dropdown on programmable chip motherboard with a much simpler one, removing unneeded canvas and raycaster as well as some coroutines. This should fix dropdowns not being clickable while holding alt and also perform better.
  304. Added first pass of stack control and access to Rocket Avionics to allow finer control of rockets via IC.
  305. Fixed missing basic minables data to mimas
  306. Removed files that got restored in the last commit
  307. Updated lunar minimap file to be inline with the others
  308. Removed a load more unused textures as well as heightmap data accidentally being shipped with the game
  309. Cleaned up xml data and what data was being sent to the gpu
  310. Fixed displacement not being set correctly from data
  311. Removed the test world
  312. Fixed PID controller values not being applied on loading game.
  313. Fixed When setting the SetPoint of the PID controller via logic the Setpoint value was erroneously being applied to the kP value.
  314. Fixed setting physics updates for kinematic objects in physics update. This is a trial change, and may be reverted if it has bugs. This will avoid all the warning spam, especially on servers, as well as provided associated boost to performance from attempting to set this on kinematic bodies.
  315. Removed nested ifdef that was unneeded.
  316. Fixed setting velocity and AngularVelocity for kinematic objects. This is a trial change, and may be reverted if it has bugs. This will avoid all the warning spam, especially on servers, as well as provided associated boost to performance from attempting to set this on kinematic bodies.
  317. Reverted (beta) Logic Sorter and Sorter new mesh caused chute connections to break for unknown reasons. Will add and check for reasons why later.
  318. Fixed (beta) logic sorter and sorter not coping with a non-zero position when baking prefab, causing it to not connect to chutes.
  319. Removed 1.7GB of unused/previously used textures
  320. Fixed shadow setting on icon for Logic Sorter.
  321. Fixed V character for displays was too short.
  322. Fixed APC battery slot accessible when close (beta only)
  323. Minor material changes.
  324. Updated Logic Sorter and Sorter to new custom meshes.
  325. Fixed (beta) some minor issues with Airlock Wide.
  326. Fixed terrain shader not correctly blending between heightmaps
  327. Updated europa, mimas, and lunar to have values that work with the terrain shader update
  328. Added new Venus Heightmap, macro textures, and detail textures
  329. Fixed missing ifdef for steamworks changes
  330. Fixed (beta) the 'I' character would be bunched up with other characters.
  331. Added warning when steam p2p is being used.
  332. Moved some fade out/unpause logic out of lod manager and into game manager.
  333. Fixed console screens not being disabled when players are far away or behind them.
  334. Fixed alt click not working on computer screens. This should make using ui on computer screens much nicer. Will also work with the laptop enabling you to open the ic editor while laptop is in your hand.
  335. Fixed consoles graphic raycasters were always raycasting even if player was far away. Graphic raycasters on consoles/computers/laptop will now be disabled when the player is more than two large grids away.
  336. Updated mimas texture settings, detail texture height map, and and description
  337. Changed Apcs to use Anim Component system. This should result in around a 0.5ms frame-time reduction on large bases with 100+ apcs.
  338. Fixed (beta) stair physics material friction was too high, causing it to be harder to walk up stairs.
  339. Fixed Hoppers were using the invalid hazard materials.
  340. Override IsOperable to return true for map motherboard similar to other motherboards.
  341. Fixed master server connection fail was a non-friendly error. Now made connection failure a more friendly error to help with reporting.
  342. Fixed long pipes having the wrong thumbnails. Long pipes are using the same thumbs as the single straight variants at the moment as these look/read better on stationpedia.
  343. Added experimental map motherboard. Only shows map for now (wip).
  344. Refactored decaying items to use DensePool. While the total count is usually small, they get made/deleted a lot which is causing some garbage churn. This moves it from O(n) to O(1).
  345. Fixed (beta) circuitholder items (like suit or advanced tablet) would not update some of their variables, such as those on suit (velocity, position). This was due to the heavy optimizations. Now items that are circuitholders will still update their physics state, even when in a slot, when on a direct slot of a human or a vehicle.
  346. Fixed (beta) MoveAll and MoveAllOfType not being rebindable
  347. Fixed SendToAll Achievements not being sent to clients when playing on dedicated server
  348. Fixed (beta) Airlock Wide lights were not consistent with other airlocks.
  349. Fixed (beta) Airlock Wide interaction on back was misaligned.
  350. Added MoveAllOfType (LeftShift default) action. When held during inventory dragging, it will attempt to move all of the moved type in that container to the destination. That is, if you are moving Silicon ore from one backpack to another, and you hold LeftShift, not only will your current dragged stack attempt to be moved but all others of that type in the backpack.
  351. Added MoveAll (LeftControl default) action. When held during inventory dragging, it will attempt to move all items in that container to the destination. So if you did this on Silicon ore in your jetpack, dragged into an ore pack, all the items that are valid (i.e., all the ores) would be dragged.
  352. Fixed Player Shuttle would not send its position updates to the server while piloted by a client.
  353. Fixed (beta) some wall colliders were causing issues, reverted my previous change that would make it hard to deconstruct or access.
  354. Fixed (beta) Airlock Wide back size access pad was not workable. (Credit: AndreyKl)
  355. Fixed (beta) p and q characters would show credit symbol, not their character (Credit: Roze)
  356. Fixed suit and tablet logic processing was broken because it was never accepted into the DensePool to handle them (Credit: Tsoleht)
  357. Fixed solid fuel tick fix was only applying half the tick value (Credit: Tsoleht)
  358. Added support for achievements when reaching a space node.
  359. Added "Fast & Furious" Achievement for using a welder with NitrusOxide as the oxidizer like a crazy person.
  360. Added minimap for mimas
  361. Updated the name and description for the lunar map
  362. Added more points of interest to Europa and added a more identifying name for the Europa map
  363. Fixed minor amounts of excess colliders with satellite dishes and cladding piece.
  364. Fixed (beta) landing pieces wouldn't turn on, or flash. Some are supposed to be just on and not animate.
  365. Removed 'none' text from slot displays with type none.
  366. Fixed some error on join messages having no localised strings (wip). These messages could still be improved.
  367. Restored BuildStates on RocketBatteries Avionics and Downlink.
  368. Changed BuildState deconstruct tools on Rocket Fuselage pieces to be the same as frames. Wrench to remove steel sheets and angle grinder to deconstruct.
  369. Fixed incorrect password popup being hidden behind the loading panel.
  370. Fixed closing the pause popup for clients would stop the fade panel from fading to transparent.
  371. Fixed Thing CountAnimator Command not working.
  372. Fixed some of the wall variants that had extra game objects for colliders that could be collapsed. At scale will provide minor optimization. Many more walls remain, but these are the main ones.
  373. Fixed (beta) solid fuel generator using much more resource than it should be. Now should be back to what it was.
  374. Fixed All achievements not working due to an incorrected placed Caching function causing the achieve function to return talking to Steam. (regression rev.25444).
  375. Fixed Description for Suit Storage in the Stationpedia. It now has links to the correct gases to input as well as changing the link to the nitrogen filter to a link to the nitrogen canister.
  376. Fixed body armor using the body renderer incorrectly to set its materials. Is now pointing to the clothing renderer instead.
  377. Migrated the power transmitter IEnumerable method "WaitTryContactReceiver" to a Unitask.
  378. Added back the small amount of friction to stairs to stop you sliding down when standing still on it. This may need to be tweaked based on gravity values.
  379. Added final pass on Wide Airlock for full functionality. This is a double square airlock, constructed from the Airlock kit.
  380. Added first pass of wide airlock.
  381. Rebalanced the airlock and blast doors by slightly reducing the non-building bounds they make at the sides, as they were very aggressive with preventing cables and pipes.
  382. Fixed a variety of chute models had extra detail that did not need to be shadowcasting.
  383. Fixed a number of inconsistent use of the Hazard materials on manufacturing devices.
  384. Added Large Landingpad tank that is 2x2 size.
  385. Changed lights for runway to be on, and the landing spots to be animated.
  386. Last commit was accidental blank
  387. Migrated Circuitholders to DensePools.
  388. Fixed (Shuttle) not sync properly during multiplayer.
  389. Changed Thing to be a ConcurrentDensePool
  390. Removed (beta) list would be copied for all things on save, generating a lot of unnecessary garbage. Now uses the DensePool to iterate.
  391. Removed AllThings hashset and migrated everything to be DensePool that was in it before.
  392. Fixed 6-7ms frame-time spike when traversing terrain. I was able to move around 70% of this work onto worker threads.
  393. Refactored AllThingsHashSet to be a DensePool. Possible fix for a client respawn issue.
  394. Fixed issue with elevators where cutting the connected power network would allow an already powered ElevatorNetwork to remain powered. this occurred because of the IsAnyOtherPowered method returning true if another elevator was previously powered, regardless of whether it had a powercable.
  395. Fixed trying to spawn an item that doesnt exist causes a NRE.
  396. Fixed (beta) structures were not being deleted and causing NRE for Strucutrue server tick.
  397. Fixed (beta) deadlock when reading from a ConcurrentDensePool.
  398. Removed locks on concurrentdensepool reading.
  399. Added debbugging commands for client join.
  400. For trader shuttles and pilots, moved caching of renderers to be done in the pool class rather than in awake per shuttle. Will still use awake in the pool class as these classes are 'managers' but are not included in the manager list on the game manager.
  401. Fixed (beta) null reference exception for device cables sometimes while loading.
  402. Committed some automatic changes to manufacturing prefabs.
  403. Refactored handling or Solar Radiators, being anything that interacts with solar radiation (solar panels and radiators). These are now optimized to use a common DensePool and significant reduction in garbage and frame stutter with bases with masses of these (>500).
  404. Added sorting to densepool console command to assist debugging.
  405. Refactored Light Devices and Dynamic Things to have a common list for iteration. Removed old redundant lists. Will improve performance and FPS stability for bases with a very large quantity of hydroponics, plants, and especially ice stacks (including stacks in rockets or lockers)
  406. Fixed all devices pool not being cleared
  407. Fixed AllServerTickStructuresPool not being cleared.
  408. Tweaked position of leak effect for long pipes.
  409. Fixed OcclusionManager NRE (regression rev25514)
  410. Moved caching of renderers for non things to awake rather than them being added in the inspector. This should also fix the invisible trader shuttle bug.
  411. Fixed Advanced Suit logic values for position Velocity and forward not returning correctly after physics refactor.
  412. Fixed FireExtinguisher, Liquid Vacuum, PowerTransmitterOmni not working correctly after physics refactor.
  413. Fixed Helmet light shadow casting behaviour broken after.
  414. Increased size of level0 shadow cascade.
  415. Updated ruptured pipe models for long pipes.
  416. Added new rock texture for terrain. Dark hard rock.
  417. Moved LocalGrid field from Thing to Structure. (the only dynamic thing that used it was aimee).
  418. Fixed Playable area check was being performed for all characters, is now only checked for locally controlled character.
  419. Fixed OreScanner and tracker cartridge not working after physics refactor.
  420. Reverted (beta) some optimizations that affected MP and prevented some clients from successfully connecting to servers.
  421. Updated IsUpdateOnServerTick to be generated from the method override and cached, then backed with a DensePool.
  422. Increased max structures to 64k.
  423. Fixed (beta) clients unable to connect. Instead implemented a rented span.
  424. Fixed (beta) some electrical devices (station batteries, wind turbines) not working
  425. Fixed (beta) possible fix for a client connection failure.
  426. Fixed file references in XML break for Linux.
  427. Fixed (beta) station batteries, wind generators, and some other electrical devices were not correctly being assigned the new electrical densepool, as they were not given the correct interface.
  428. Changed disconnection cleanup to not be an error.
  429. Removed AllThingsHashSet, as it was very wasteful. Integrated it with AllThings DensePool functionality, greately reducing memory churn and frame inconsistency for large bases, especially those using lots of ore silos or deep miners.
  430. Migrated many Multiplayer byte array aspects to use the new DensePools and removed old lists that were redundant.
  431. Migrated logic systems to use the new DensePools to reduce memory churn.
  432. Fixed (beta) build issue bug
  433. Removed big list that was only used for debugging purposes and would cause memory churn.
  434. Refactored handling of all Devices, powered items, and cable network lists - moved to DensePool. Now IPowered is a common element, and is a single handler for a DensePool that iterates through and handled electrical and logic tick. This fixes a few devices and items that would double-dip and run their powered ticks and/or logic twice. This will provide potentially very significant optimizations for bases with a lot of power networks, logic items, and devices.
  435. Removed some redundant (but very large) lists which would cause garbage churn and also stuttering as lot of things were spawned or despawned.
  436. Refactored AtmosphericThings to use DensePool, this helped significantly with the performance cost and atmospheric tick lookup handling of atmospheric things like lungs, canisters, and similar. This will reduce atmos simulation lag at high counts, garbage collection, and frame skips.
  437. Changed AllAtmospheres to use a ConcurrentDensePool. This is a very significant change as means that atmospheres will no longer necessarily be ordered in the same fashion they were before. Have extensively tested with a big base, lots of explosions, rockets, and the like - but a real test will need to be done in-situ with a deployed build. This should give performance benefits, assuming locking of _mixingAtmos doesn't negate it, especially for worlds with >5000 atmospheres, or when lots of atmospheres are created/destroyed. This change may be reverted if it causes any serious issues.
  438. Changed RegionSets now cache their texture data on load. This makes region lookups 100x faster and removes all allocation associated with region lookups.
  439. Refactored RegionCondition.Evaluate to be allocation free.
  440. Fixed having multiple characters in a game was slowing down the frame-rate by around .5ms per character due to very slow and inefficient region look-up system. On our test base with 10 Connected players I profiled a frameTime reduction of 5ms after the fix.
  441. Added expanded console commands for debugging any DensePool errors.
  442. Fixed (beta) Suit IC access issue.
  443. Fixed (beta) null ref exceptions for clients when moving around, temporarily added a null check to give some breathing space for proper cleanup audit to make sure objects are being correctly deregistered.
  444. Refactor of the DensePool class to allow for ConcurrentDensePool and a rearrangement of how items store their bookkeeping address in the pools, this avoids objects being double added to the pool and introducing NREs when old references are left. Now items can only have one entry, removing a lot of the NRE experienced previously. Additionally, OcclusionManager now uses a concurrent safe DensePool which removes a lot more edge cases. Some other edge cases and bugs remain.
  445. Removed a variety of unused large lists that did nothing and would simply waste memory.
  446. Added debug commands for DensePools
  447. Fixed (beta) various issues with dense pool exceptions - likely many more remain.
  448. Refactored major large lists to utilize dense pools rather than lists, providing significant optimization for large bases for clients and servers. This involved the removal of two concurrent dictionaries, which could in theory cause serious issues. However, it appears there was never a pathway any more for things to be added or remove outside of the main thread - and the threads were already handling removal during execution. Testing indicates this should be fine, but will need to observe to see if there are any major consequences.
  449. Added (beta) test optimization to move physical items in slots into an idle queue, potentially dramatically improving performance for large bases for clients and servers.
  450. Added DensePool class to use to replace very large lists that are run very often, such as those calling PhysicsUpdate or UpdateEachFrame. This is a very major change and will require significant testing, representing a completely new paradigm to manage large lists. If working, this should provide a modest amount of frametime back for very large bases for both clients and servers. It will also reduce garbage collection and handling of spawn/despawn in large quantities. It ensures items being processed will always be adjacent to each other in memory, which in theory should provide additional performance improvements for very large bases.
  451. Fixed (beta) visualization of number on PID controller.
  452. Added reset option to Logic PID controller
  453. Added Large Gas Rocket Tank. Constructed from existing kits. Kit size increased to 10 to allow placement. Holds 3000L and fits flush on one side. 3x2x4
  454. Added Large Liquid Rocket Tank. Constructed from existing kits. Kit size increased to 10 to allow placement. Holds 3000L and fits flush on one side. 3x2x4
  455. Updated stationpedia categories for Logic summary page.
  456. Added Logic PID Controller, constructed from the Logic Processor Kit.
  457. Added initial groundwork for PID logic unit.
  458. Fixed bug where fade panel could stay black for clients joining.
  459. Fixed fade to transparent happening too soon when clients are waiting for other clients to join.
  460. Fixed locker small missing slot hashes
  461. Tweaked loading to show 'initializing' message earlier to avoid 'no state' showing up on loading bar.
  462. Fixed all remaining missing slot hashes causing slots to not show their localized name
  463. Fixed fade sometimes not working correctly when loading a game resulting in the panel not being fully faded to black.
  464. Fixed OreScanner cartridge not working with new terrain.
  465. Added Hard Hat, constructed on Tool Manufactory and some traders will sell. Contains a light.
  466. Removed paintability of headlamp, until it can be fixed to show in portrait window.
  467. Fixed minor issue with marine armor slot hash was not set correctly.
  468. Added new Rocket Scanner that looks more differentiated from the rocket miner.
  469. Added Ingot and Ore references to Stationpedia to help with users finding out smelting. If all Ingots/Ores are used/made, then a single reference list page item will be displayed, reducing clutter.
  470. Added energy produced information to stationpedia for fuels.
  471. Tweaked fade panel logic to be more clear.
  472. Fixed fade not working correctly in some situations.
  473. Changed WaitingCloseThreads on leave game coroutine to a unitask.
  474. Fixed issues from last commit caused by incomplete bedrock code being committed with lava changes
  475. Added missing tag required for lava lakes
  476. Added ability to place lava lakes using the terrain editor tool
  477. Fixed Digital flipflop splitter mode toggle button does not work on client.
  478. Fixed On clients when looking at the rocket control logic UI, a number of the reported logic values were reported incorrectly. (i.e Volume of liquids on pipe analyser would report as zero when there where liquids present)
  479. Migrated Fuel data values for solid fuel generator from device to items to allow it to be displayed in Stationpedia.
  480. Fixed rocket action achievements on dedicated server not being executed.
  481. Fixed (beta) issue with achievement for scanning jupiter and saturn not completing.
  482. Tentative fix for issue when clients leaving a game, the leave game code was being called a second time after a delay resulting in a big hitch in the menu.
  483. Fourth pass on player shuttle prototype vehicle.
  484. Fixed incorrect material used on some DeviceParts.
  485. Changed SwitchMode to allow generic assignment so it can be used for other interactables on prefabs.
  486. Tentative fix for clients un-pausing while other players are joining. This could happen when multiple players join at the same time. Refactored the code around the join queue to make it more robust. Now when joining, clients will be paused immediately (previously, clients would be unpaused as they are joining) and only unpause once the join queue is empty.
  487. Moved imgui loading screen higher up in the sorting order (in-front of the pause panel).
  488. Added missing metafile for shuttle folder.
  489. Fixed ChuteExportBin was using wrong hazard material
  490. Added third pass of player shuttle. Additional work to come, but ready for multiplayer testing. Includes animation system for thrusters.
  491. Added third pass of flying vehicle (not spawnable yet).
  492. Changed "Kit (Tank Insulated)" to "Kit (Insulated Tank)" in the english.xml to make it consistent with the naming conventions of other items.
  493. Fixed world id appearing in a few places instead of world name. This was affecting the rocket ui, steam rich presence and a few command line commands.
  494. Changed ItemKitDynamicGasTankAdvanced stack size from 10 to 5 in order to bring it in line with the other dynamic gas tanks and also to reduce the load on the simulation.
  495. Updated long pipe descriptions in english.xml.
  496. Added second pass of flying vehicle controller. Not in spawn table.
  497. Fixed several looping sounds that weren't playing.
  498. Added vehicle first pass, not included in spawn table.
  499. Fixed clients failing to join due to attempting to assess days lived before character has been created
  500. Added survival achievements for Mars and the Moon.
  501. Changed extra long pipes to PipingLong which inherits from Piping. This allows for handling atmos grid registration slightly differently as, for example, long pipes need to radiate to multiple grids along their length.
  502. Added new debug minimap for europa
  503. Updated Venus terrain data to latest wip
  504. Updated Vulcan terrain data and macro textures to latest wip
  505. Fixed stairs so that they no longer block walls at all to change my previous fix for the stairs that prevented walls from overlapping with the stairs. Stairs can still be blocked by stairs and large grid structures.
  506. Fixed (beta) new space map point of interest achievements would not be assessed, as IsCompleted is never run for space actions. Now running the check when a cycle completes.
  507. Added new AchievementSurvival system that allows data to track achievements based on difficulty, world, and time spent alived. Added achievement for mars on stationeer difficulty for now.
  508. Added "clients" command to display information for currently connected clients to help with debugging.
  509. Fixed water fountain and bottle filler were not unified in how they approach error displaying. This should make it clearer when something is in error due to atmosphere not being correct.
  510. Fixed typo for the DisplayMode types in the Led displays in the Stationpedia. Changed "Farenheit" to "Fahrenheit".
  511. Fixed Thumbnails for different colours not showing for the ItemKitRailing.prefab. The thumbnails should now properly reflect the colour state of the ItemKitRailing.
  512. Fixed Cardboard box packages not showing the correct name when being bought and sold from traders and fixed an incorrect key for the brutal start conditions HybridPowerPackage.
  513. Fixed (beta) space map survey achievements not being executed for clients in multiplayer.
  514. Fixed receiving notifications in log for achievements when they had already been awarded.
  515. Fixed copy paste error in variable name in pipe.cs.
  516. Fixed an issue with terrain texture mipmapping at Biplanar seams and tex-lod seams
  517. Removed ability to upgrade straight liquid pipes to insulated for now.
  518. Fixed Spelling error in Lunar.xml achievementId AchievementItsNotMadeOfCheese that caused lunar world to fail to initialise.
  519. Added more ascii character support to console string output. Now includes all lowercase and nearly all special characters in the basic ascii set.
  520. Fixed (beta) bug with hidden rocket achievement using wrong units.
  521. Added steam stat tracking for rocket launches and landings.
  522. Added steam achievement for 20 successful rocket launches to orbit.
  523. Fixed bug with plant harvesting achievement not incrementing for clients while connected in multiplayer.
  524. Added hidden achievement related to rocket launches.
  525. Added achievement "its not made of cheese" for visiting the main lunar surface points of interest.
  526. Added support for point of interest based achievement chains. This allows us to make achievements based on visiting a series of points of interest.
  527. Added Europa Universalis achievement for visiting all the major points of interest on Europa.
  528. Fixed (Beta) I/O Indicator on the Circuit Housing was deleted. Now present on both IC variants.
  529. Added new IC Housing (Compact) variant. This option for IC housing has one input/output with combined power connection allowing tighter placement.
  530. Removed (Beta) the temporary spawning resource nodes for Jupiter and Saturn for spacemap as they were not intended to be pushing until gas harvesting is added.
  531. Fixed blueprints for IC housing. Note for anyone in future, this needs to be different than the structure mesh as the structure mesh is more optimized.
  532. Added optimized mesh for IC housing.
  533. Added ability to bind achievements to spacemap nodes.
  534. Added achievement for reaching Jupiter and Saturn with rockets.
  535. Added MaturityRatio and SeedingRatio to hydrponics devices.
  536. Fixed most hydroponics devices were not reporting seeding logic variables correctly. Now they allow this to be checked.
  537. Added first pass on some preprinted IC chips although not tradeable yet.
  538. Added Glasses, Left Hand and Right Hand slot access to the Advanced Tablet and Hardsuits. Not documented currently. (Credit: Tsoleht)
  539. Added support for spawn actions to contain source code to be added to integrated circuits. This means starting conditions and trader purchases can include source data on spawned integrated circuits, allowing support for traders to sell preprinted integrated circuits. Or worlds to spawn with IC's already prepared.
  540. Added first pass of new points of interest on spacemaps for Mimas and Europa, with no function currently
  541. Fixed (beta) console pooled LED displays would retain scale when repooled.
  542. Added Pa and Litre unit types to LED displays.
  543. Fixed (beta) digits for new string characters for console LEDs were broken (credit: OwnerOfThePlace).
  544. Added STR preprocessor for IC10. This will process the provided ASCII characters packing them into a double that you can use on LED displays. It is limited to six characters.
  545. Added programmable chip exceptions for constants, to give better error indications when using constants and preprocessor instructions.
  546. Added Kelvin, Celsius, Meters, Credits, Seconds, Minutes, Days, and Farenheit number display modes to the LED displays. When these modes are selected, text will be appended to the number on the display.
  547. Fixed a variety of rendering issues associated with numbers on display and moved the digits to be pooled to reduce garbage collection.
  548. Added String Logic mode to LED displays. This lets IC set the number (via bitshifting). In this mode the display treats that value as up to 8 ASCII characters, each packed in one byte by repeated 8-bit shifts and OR operations. This allows short strings to be drawn.
  549. Added LogicMode constant to IC editor.
  550. Added "Activate" to Advanced Tablet. This has no built in function, but can be used but logic to trigger actions by the player remotely through IC.
  551. Added Credits, meters, kelvin, and celsius as unit options for displays. Backing method needs to be rewritten to use a char buffer, as the current method is very wasteful each time the value drawn changes.
  552. Fixed (Beta only) pipe analyzer would clear its network fault flag before being able to expose it to the logic system. Now the flag is cleared only at the beginning of the next atmospherics tick.
  553. Fixed invalid argument in gamestring for rover repair.
  554. Updated ruptured mesh for pipe cross junction 4.
  555. Removed broken states from pipes as it is not used anymore.
  556. Fixed Rover so that players are now able to repair it by using DuctTape on it after it has been damaged by a storm weather event.
  557. Fixed pipe leaks being in the wrong place for long pipes.
  558. Added pipe leak position offset to Piping.cs.
  559. Fixed meshes for non insulated gas pipes.
  560. Removed Annoying sounds from Important button.
  561. Fixed Clients were un-neccarily waiting for Atmospherics network-update to DeSerialize before de-serialising any other messages. This was causing 20-30ms frame time spikes every 500ms on clients when playing on very large bases.
  562. Removed unneeded broken state on long pipes. Burst mesh will be swapped out instead.
  563. Tweaked chute straight3 bounds.
  564. Tweaked straight5 pipe grid bounds.
  565. Added long straight variants of chutes (3, 5 and 10x).
  566. Added long straight variants of non-insulated liquid pipes (3, 5 and 10x).
  567. Updated pipe type for long straight gas pipes.
  568. Updated connection types on long straight insulated pipes.
  569. Added long straight variants of non-insulated gas pipes (3, 5 and 10x).
  570. Updated burst meshes on insulated straight pipes.
  571. Added long straight variants of insulated pipes (3, 5 and 10x).
  572. Removed colliders and pipe connections from liquid turbo pump kit.
  573. Fixed headlamp becoming emissive when turning the light on. Painted headlamps do not show in the portrait view at the moment (wip).
  574. Added new long pipe and chute models.
  575. Moved some atmospheric prefabs into their correct folders
  576. Moved pipe models into their correct folder.
  577. Fixed canister slot in mkII dynamic canisters being inaccessible when attached to a portables connector.
  578. Added "NetworkFault" logic variable to pipe analyzer. Will report true when a pipe on the network is leaking.
  579. Fixed temperature ranges in the plant genetics panel not showing correctly.
  580. Fixed plant sampler is usable with no battery.
  581. Fixed stair rail variants having inconsistent blocking grids. The stair rail variants now have their placement blocked by the same conditions as the variant that does not have rails.
  582. Tweaked shower particles to be slightly more visible.
  583. Fixed shower particle simulation space being incorrectly set to local.
  584. Fixed drinking fountain giving the wrong error when hydration is above current max.
  585. Fixed an issue where the Radiator was working while its BuildState was incomplete.
  586. Fixed missing slot names for drill head and scanning head in english.xml.
  587. Fixed Rover wheels not updating correctly for other clients.
  588. Added wip long variants of straight insulated liquid pipes (3x, 5x and 10x) as an experiment. May be removed later.
  589. Fixed point of interest popups appearing for all clients (wip). Made POI checks only happen for user's current human. Will not save discovered POIs in multiplayer yet.
  590. Fixed recipe for ItemKitGasFuelGenerator in the electronics.xml. it now costs 30 Steel, 10 Constantan, 5 Electrum instead of 50 Iron, 10 Copper.
  591. Added script to handle occlusion for non-thing monobehaviours such as trader shuttles.
  592. Fixed StructureComputerUpright.prefab so that the collider is no longer offset to the side and so the player can no longer clip inside it.
  593. Fixed Explosions not doing damage to structures.
  594. Fixed AccessBridge prefab so that the final Buildstate is completed with a Screwdriver instead of a HandDrill.
  595. Added shadow occlusion logic to headlamp/helmets/gasmasks. This will work the same as the wall lights but will be more aggressive. Currently set to half the distance of the wall lights. This should improve performance when you have multiple players running around a big base with their lights on.
  596. Removed some profiler code from WallLight
  597. Fixed positioning of the back left stairwell so that it matches the positioning of the other stairwell types. Previously the back left stairwell was slightly offset downwards.
  598. Fixed Volume pump sounds and landing pad pump sounds not playing.
  599. Fixed Landing pad pumps would continuously play error sound when an input/output pipe was not present.
  600. Changed Light sounds to use the audio pool.
  601. Fixed reverb not working (regression rev25296).
  602. Tweaked playback of Gas Generator sounds.
  603. Tweaked starting pool sizes for lod object cache and lod mesh cache.
  604. Added a few methods to lod cache to get size information for debug only.
  605. Added 'lod' console command to show debug window to see cache sizes.
  606. Added Terrain Detail Setting to advanced settings panel. Currently Medium and low settings reduce the amount of terrain tessellation. (default high)
  607. Changed Wall lights to have a separate light that just lights terrain. This allows us to have different shadow settings for terrain and structures.
  608. Changed Medium and Low shadow settings so Wall lights don't cast terrain shadows. This helps significantly with performance scaling when lots of lights are placed.
  609. Changed reduced Audio active voice max count to 32.
  610. Added recipe for deep miner cartridge
  611. Fixed Atmospheres not correctly sampling terrain when calculating open neighbours this could could large numbers of atmospheres to fail to clean up when mining.
  612. Fixed slot names not falling back correctly in the stationpedia if none was set
  613. Fixed Burst of sound on joining or loading game.
  614. Fixed Volume setting sliders at zero don't completely mute volume.
  615. Fixed Reverb volume not effected by world volume setting.
  616. Normalised paths in streaming asset loader in an attempt to fix linux builds being unable to find terrain texture paths.
  617. Fixed head lamp not being painted correctly. Updated the to the corrected modal, set the materials correctly, and regenerated thumbnails
  618. Fixed circuit board slot localization not displaying
  619. Fixed inconsistent build state tool requirements on padded walls. They are now the same as composite walls, requiring 2 plastic sheets
  620. Fixed some sounds not playing on IceCrusher.
  621. Removed animator from ice-crusher, replaced switch and import bin with prefabbed anim components.
  622. Fixed Active Liquid outlet not able to be connected to logic network.
  623. Fixed the record for the circuitboard so that it now displays properly when you hover over a slot that can only contain a circuitboard. This was being caused by an incorrect key in the english.xml file.
  624. Fixed portable slot type not showing up in stationpedia. This was being caused by a missing record in the english.xml file.
  625. Fixed error spam on dedicated server when clients are mining.
  626. Fixed radiator Medium convection raditor size being too large
  627. Fixed displacement being pushed up to far and occluding things
  628. Fixed errors when selecting to show hat in character creation. Added removed hat prefab back into the game. Is currently not craftable.
  629. Updated the max scale for the mesh stamping tool from 100 to1000
  630. Fixed issue with ChatWindow where it would follow the direction that the character it was attached to was facing. It now properly follows the direction of any external cameras that are viewing it (Billboarding).
  631. Fixed nullref when checking active hand for precision ik items.
  632. Fixed item position in active hand can be set incorrectly after picking up cereal bars or flare gun.
  633. Set precisionik on cereal bar prefabs to false.
  634. Fixed dynamic canister slots being hidden when connected to portable connector.
  635. Fixed issue with the message window where it would send a message even when the text inside was empty or if the user pressed cancel. Now if the text is empty or the user presses cancel, no message is sent.
  636. Added help text for emote command. It now properly displays the expression options available for the player to use.
  637. Reinstated removed dedi commands. save, load and loadlatest.
  638. Fixed fov could be set incorrectly for clients when joining a game.
  639. Updated snow texture in sharedtexture folder.
  640. Fixed incorrect path to mimas deep mining texture.
  641. Added wip deep mining regions for mimas.
  642. Updated Europa textures and xml with new textures.
  643. Added some wip start locations to mimas.
  644. Added first pass on mimas points of interest.
  645. Fixed an issue with how the derivatives were being calculated in the terrain shader. This solved an issue with mipmap seams for which there were some hacky work-around fixes (that were causing issues on Europa terrain). The old fixes have been removed and mipmap issue on Europa appears to be resolved.
  646. Fixed minimap player position indicator being slightly off center.
  647. Removed unnecessary import from inventory manager: Assets.Scripts.Localization2
  648. Fixed Message box not showing up in editor due to an #if !UNITY_EDITOR tag. This made it impossible to test.
  649. Added missing meta files for new rock texture.
  650. Added wip named regions for mimas
  651. Added chunky rock textures.
  652. Fixed incorrect terrain settings for europa causing a lot of visual issues
  653. Fixed the macro texture blending being completely broken. It was not being applied at all
  654. Added missing minimap texture for mimas
  655. Fixed Terrain Reset error message. Used to say "Terrain save data invalid. This world has been been modified.". Has now been changed to say "Terrain save data invalid. This world has been modified."
  656. Removed a few unused prefabs and scripts.
  657. Added missing meta files for new textures.
  658. Added flat/small terrain for use in tutorials so that changes to the other maps won't mean tutorials break.
  659. Updated texture blending for the terrain material and updated all the blending values for europa mimas and lunar
  660. Fixed players not spawning in lander capsule correctly when starting game from 'file start' command.
  661. Added emissive mask texture. Deleted old emissive textures. Updated basecolor textures for Lava textures.
  662. Removed unused celestial prefab and missed metafile for a removed texture.
  663. Updated Vulcan test map and macro textures
  664. Removed shortcut to texture accidental commit.
  665. Fixed error spam when minimap is open outside of play mode.
  666. Added minimap texture for europa and fixed error spam in map view when no minimap texture exists.
  667. Fixed mimas world description
  668. Updated moon and mimas maps with new more detailed heightmap data
  669. Updated europa heightmap using new raw heightmap data.
  670. Added entry for mimas into english xml.
  671. Added new command so that players can access custom facial expressions in the xml data through the console.
  672. Flipped y-axis for terrain texture imports.
  673. Added the ability for users to be able to define new facial expressions through xml.
  674. Added missing meta files for new terrain textures.
  675. Fixed a few terrain texture import issues which were causing artifacts and banding on terrain. Terrain textures need to be raw, float32, little endian, greyscale/single channel to work with unity's TextureFormat.RFloat format.
  676. Added LoadRaw option to LoadTextureFromPath
  677. Added anytype for imgui file browser settings.
  678. Added Death and Unconscious facial expressions through a struct "FacialExpression". This means that players can tell whether or not another player is dead or unconscious based on the facial expression.
  679. Added rocky dirt textures.
  680. Changed too much saturated color to muted color.
  681. Added artic glacier ice texture and flat blue ice texture.
  682. Added two different lava textures.
  683. Fixed terrain shader height maps not being blended correctly leaving
  684. Tweaked europa region maps slightly.
  685. Updated europa deep mining regions.
  686. Fixed build error caused by incorrect usings for RW_SERVER
  687. Updated europa named regions.
  688. Updated Europa named region map.
  689. Added missing meta files for rock texture.
  690. Fixed possible error spam when regionset texture is null.
  691. Added reset command for emotes. This sets all expression changes to 0, returning the expression to a neutral state.
  692. Added desaturated brown rock textures.
  693. Added wip points of interest for europa
  694. Added test world with no atmos for world builders
  695. Added wip geographical regions to europa.
  696. Added surprised as an option in the emote command.
  697. Added multiplayer compatibility to the emote system so that other people in the session can see your set expression. Previously the player's expression was only visible to the controlling player, even in multiplayer sessions.
  698. Added Venus test map placeholder
  699. Added some wip start locations to europa.
  700. Added placeholder vulcan map
  701. Added new surface texture for mars
  702. Added terrain editing mode for mars
  703. Fixed build error caused by accidental wrapping of a using in unity editor if def
  704. Removed some empty directories and unused files.
  705. Added DistantShadows toggle in Advanced settings menu. Toggling on will draw sun shadows much further out. Drawing distant shadows comes with some additional artifacting due to Unity's Shadows implementation so we've left it off by default. Some of the shimmer and scrolling effect in the distant shadow map can be resolved by turning on TAA but this comes with its own visual drawbacks so we've left all these setting exposed to player so they can pick their preferred visual experience.
  706. Added missing meta files for snow textures.
  707. Stopped dedi spamming quicksaves when no clients are connected.
  708. Fixed file command not being able to be used as a launch command.
  709. Added some null checks to LodObjectCache clearall to prevent exceptions when using launch commands on dedi.
  710. Added new snow textures.
  711. Changed color and detail amount of RockyPebbleDirt textures.
  712. Added mimas test world
  713. Added missing meta files for dirt textures.
  714. Removed unused badge field from WorldPresetItem.
  715. Cleaned up new game start location selection menu a little (wip) tutorial menu still needs work.
  716. Added dirt texture with rocks and pebbles.
  717. Fixed inconsistent asset names for lunar mare map
  718. Fixed issue with phase change devices where they would not release their internal atmosphere when they were destroyed like the furnaces did.
  719. Added new name for Lunar an updated description
  720. Updated points of interest for the Lunar Mare map
  721. Fixed lunar points of interest not being localized by switching from value to key and added localizable strings
  722. Removed duplicate new game panel prefab.
  723. Removed some unused travel menu code.
  724. Stopped hidden worlds from having a menu item instanced.
  725. Fixed dynamic things can fall through the world when dropped.
  726. Fixed fast moving dynamic things not using continuous collision. This should fix things falling through the ground when dropped from a height.
  727. Added 'spawnvel' option for thing command to spawn things with a given force.
  728. Added debug flag for octree raycast visualisation.
  729. Added 'file start' command which can be used to load the latest save for a station and if not found will start a new game with the given parameters.
  730. Reduced Shadow distance as it was causing a lot of artifacting do to float point imprecision when the sun moved. Macro terrain normals do a good job of hiding the fact there is no distant shadows on terrain and over-all is a better result.
  731. Fixed issue with inventory manager causing builds to fail
  732. Added Default ore spawns to Europa.
  733. Fixed reduced banding in atmospheric scattering during Europa Eclipse
  734. Fixed terrain editor tool load mesh window auto-closing when you have multiple tools in the world at once.
  735. Undid change where distant terrain lods had less normal smoothing as MacroNormal now covers up any issues.
  736. Fixed Voxels with macro texture un-flagged would still show macro tex on distant lods.
  737. Fixed octree raycast not correctly adjusting with the terrain curvature.
  738. Fixed solar panels not being blocked by terrain correctly.
  739. `* Fixed the Pneumatic drill so that it now works with the new terrain system.
  740. Fixed Terrain Manipulator not working.
  741. Fixed Terrain Manipulator cursor not turning red when target voxel was full
  742. Fixed misaligned textures in the biplanar calculations meaning that on some faces the textures were oriented incorrectly.
  743. Added prompt for saves that fail terrain checksum. Allows user to continue to load by resetting player terrain changes.
  744. Fixed uv wrapping seem issue on in the terrain shader. It was causing a thin grey line between some uv wrapping on the biplanar textures and was resolved by using a different bias if we are very close to these areas.
  745. Fixed PneumaticMiningDrill not playing audio when the user switched it on or off.
  746. Fixed issue where distant terrain textures would change based on terrain lod type.
  747. Changed Macro blend values on Europa Map.
  748. Added 1st pass on Europa Atmospheric scattering values, also changed Europa sky-box to use a more distant sun prefab (it was previously using one sized for Earth/Mars).
  749. Added missing meta files for shared textures.
  750. Fixed issue with AIMEe where if set to follow the player, it would continue to move to face them even when it was unpowered or turned off. It now correctly stops moving if it is unpowered or turned off.
  751. Added more dirt textures and rock textures.
  752. Added missing meta files
  753. Fixed issue with the Advanced Tablet where the Mode was not being updated when the user changed the active cartridge. This resulted in an issue where changing to the second cartridge and turning the tablet off and on again would cause the tablet to display the first cartridge instead.
  754. Fixed save item has the wrong height in load menu.
  755. Updated terrain shader to have height based blending between detail textures for a much better look
  756. Did a big clean up of old test maps as they were taking up a big chunk of space
  757. Fixed ItemLiquidVacuum so that the correct blueprint shows up when using precision placement. Previously would show the blueprint for a mining drill when the player would attempt to precision place the Liquid Vacuum
  758. Fixed an issue where using the percentage sign would be considered a format specifier by IMGUI and result in unintended behaviour. It now correctly displays the % character in the console and in the ChatMessage.
  759. Added Paint option to TerrainEditor Tool to allow painting of different voxel types into the voxel data.
  760. Added TerrainEditor tool stamp mode can now select texture type when stamping.
  761. Fixed issue with the console window causing Unity to crash if the user inputted a specific string of characters. It will now print an error to the console window instead
  762. Fixed most distant terrrain LODS were black (this was due to a normal smoothing issue).
  763. Tweaked shadow Cascades to help reduce the visual banding at cascade transitions for all shadow quality levels.
  764. Added Start location selection dropdown to new world menu.
  765. Added macro normals for europa and lunar
  766. Created a new terrain shader to support different voxel types better. Not yet active.
  767. Implemented setting of crust type in terrain editor window. Currently can only set crust or dirt with a black and white texture. If no crust type texture supplied it will default to crust.
  768. Fixed missing end disabled in imgui terrain editor window.
  769. Added optional title to file browser.
  770. Fixed bug on terrain editor window where you could keep clicking to open texture browser even if it was already open.
  771. Tidied up some duplicate code in terrain editor window and removed old height map texture browser.
  772. Added convert crust type texture to array step in terrain editor window. Changed progress variables to just use one shared variable.
  773. Tweaked terrain editor imgui window. Removed file browser tab and instead used file browser windows on the import tab.
  774. Added wip crust type browser to terrain editor imgui window. Functionality not implemented yet.
  775. Fixed Europa failed to start.
  776. Added WIP mars map for worldbuilder iteration.
  777. Fixed hands panels pivot position being set incorrectly.
  778. Removed work in progress code from marching
  779. Committed missing meta files for europa textures.
  780. Increased point of interest message spacing a little.
  781. Added audio sting to point of interest discovery.
  782. Fixed incorrect path names to audio xml file in audio manager.
  783. Added another placeholder poi to lunar map.
  784. Fixed point of interest lookup being cleared incorrectly after leaving a game.
  785. Fixed stair behaviour that was inconsistent with the Stairwell blocking grid behaviour. Stairs now act like two frames for the purposes of blocking large grid placements.
  786. Added point of interest name to minimap when hovering on regions.
  787. Stopped point of interest popup showing if you spawn at that poi.
  788. Updated Europa snow textures and xml. Changed snow texture more smooth and wavy.
  789. Updated Europa surface texture and xml with new snow texture.
  790. Added missing terrain data for Europa
  791. Tweaked easing on point of interest message.
  792. Fixed point of interest message not being cleared correctly on leaving game.
  793. Updated Europa map, first pass
  794. Fixed issue where the the player would be unable to mine if the player is mining terrain and swaps to a tablet in their other hand. this was happening because when the game tried to mine with the mining tool after swapping to the tablet, it was found to be null, causing a null reference exception.
  795. Added placeholder point of interest popup text (wip).
  796. Updated spawn points and added localizable names for them in the data to be used when choosing which spawn point you want to start at
  797. Updated macro texture to blend differently so that it has a greater effect on the detail texture(will need some tweaking and parameters to be adjustable for other planets but we'll add them as we need them)
  798. Added show start location checkbox to debug mini map
  799. Updated deep mining cartridge to display the actual reagent density
  800. Added a new deep miner region map and set a new set of deep miner profiles to distribute across the map
  801. Added first pass on point of interest system. This will tie regions to names/descriptions which can show up upon first discovering the region.
  802. Added temp point of interest to lunar nox crater region.
  803. Removed some unused elements in the world save data related to motherships and old spawnpoints.
  804. Fixed issue where dirt canisters stored in a mining belt worn by a player would not be filled if the player also wore a mining backpack at the same time. This was because it would make an early exit if it found a slot with a mining belt in it, whether or not it contained a dirt canister.
  805. Made esc close input window when in the menu. In game esc will still do nothing while the input window is open.
  806. Tweaked Terrain shader mipmap biasing such that near by surfaces have sharper textures.
  807. Fixed alert message not being cleared when exiting game.
  808. Added Teleport to target button to debug mini-map. Select target by left-clicking on map, clear target by right clicking on map.
  809. Added Tooltip to debug mini-map. It will show map co-ordinate and the region name of the currently selected region (if region overlay is enabled).
  810. Fixed quick/auto saves not rolling correctly. Changed datetime to 24hr as it was previously ambiguous leading to getting the wrong 'oldest' save.
  811. Ensured we swap back to main thread if saves fail before trying to set spinner transform.
  812. Fixed Incorrect RGB values in Lunar.xml that caused the GPS to display "Lunar" instead of the correct region name based on the RGB value of the underlying region map.
  813. Fixed black spots that would appear on the terrain. (caused by a divide-by-zero error in the biplanar shader)
  814. Added more logging to save helper so catch potential issues with temp folder access.
  815. Fixed quicksaves not rolling correctly if the file name has been changed.
  816. Added new subsurface texture to Lunar.
  817. Added TeleportCommand (only available in Creative Mode)
  818. Added Region overlay to minimap Window.
  819. Added Unique surface ore generations for rich crater regions on Lunar.
  820. Fixed Bug with worldSettingData resolution task where it would skip over some tasks (return statement used instead of continue inside loop).
  821. Fixed Commands that required a negative number as an argument would fail to run.
  822. Removed old unused code in xmlsaveload around saving/loading.
  823. Added manual saves list to save as menu in game. Wip - will most likely add a bit more info here in future.
  824. Removed old unused commands and code for saving and loading.
  825. Added wip deep miner cartridge. Will be the same as the gps for now but will change to reflect deep miner regions when they are implemented. Have added some placeholder region ore densities text as an example.
  826. Fixed typo where the mood reduction rate when starting a new game was displayed as "Moon Reduction Rate". It now properly displays "Mood Reduction Rate"
  827. Fixed AimIkTarget value not being set on Controlled character.
  828. Improved default mining drill smoothing behaviour. It now biases more accurately to voxels in-front of the player.
  829. Changed mining on default mode now mines a little of the neighbour voxels as well. This results in much smoother mined terrain, makes mining a little faster and makes minable veins easier to follow. Voxels with ores in them are not smoothed. Mining on flatten mode retains the old geometric look.
  830. Updated some region names
  831. Fixed misspelt key in english.xml for portables slot.
  832. Fixed misspelled slot key in english.xml
  833. Added override for get density function that also outputs the nodetype. This avoids a second lookup when building the terrain lods to find the node-types.
  834. Fixed Camera FOV being reset in the main menu when the user presses the numpad enter key (default key). This was happening because the FOV was calling FOVReset but not checking if the GameState was running first.
  835. Added new geo region names for the lunar map and updated the named region map
  836. Fixed Distant terrain would sometimes have the incorrect texture.
  837. Fixed at certain angles, terrain that had a voxel-type of dirt would show the crust texture.
  838. Added basic message popup for when players leave the playable area of the map.
  839. Changed Longitude on Lunar map so that the earth is Positioned to the east. This places the eclipse in early morning rather than in the evening.
  840. Changed Start time on Lunar map such that the morning eclipse finishes as the drop pod door opens.
  841. Fixed alert message showing up if another player gets in the rover.
  842. Added clearall to alert message to ensure unitasks are cleaned up when returning to menu.
  843. Updated French translation with extensive contributions from community. Thanks CedricDx and Gosti_FR.
  844. Updated Russian translation with extensive additions from community Github. Thanks AlexusYT.
  845. Added first pass on named geographic regions. These will show on the GPS cartridge.
  846. Added temp named regions to the Lunar map.
  847. Fixed synchronization issue between the pause buttons for the Stationpedia and the PanelInputCode.
  848. Added UnifiedPauseToggle class. When one state updates, all other UnifiedPauseToggle instances update to the same state.
  849. Added UnifiedPauseToggle Prefab that uses the UnifiedPauseToggle script.
  850. Added alert message popup for showing timed messages in the center of the screen.
  851. Added 'press q to exit' message for entering rover.
  852. Changed localization.getkeyname to use keycode plus enumcollection instead of toString to avoid boxing.
  853. Added new Lunar surface texture.
  854. Fixed Normals on terrain were rotated incorrectly by 90degrees.
  855. Added better logging if saving fails.
  856. Added Undo Stack to terrain editor tool. You can use RMB or click the undo button on the terrain editor imgui window to undo the previous action. (Note Undo stack is currently unlimited in size so keep an eye on memory usage).
  857. Removed a few more unused UI panels from base scene.
  858. Added terrain tint element to TerrainSettings.
  859. Added back roughness textures to lunar map.
  860. Added ability to use random size for mesh stamps when editing terrain.
  861. Added 'continuous' checkbox to terrain editor tool which will determine if holding the mouse will keep stamping/cutting.
  862. Added ReloadTerrainTextureCommand. This will reload and apply all the terrain texture settings from the worldSetting xml on the current map to aide in map authoring iteration speed.
  863. Fixed terrain texture mipmap bias not playing nicely with fractal texturing. textures would get more blurry as it reached the edge of a texture lod.
  864. Added roughness map to the terrain. This can be added in the xml with the <RoughnessOne /> and <RoughnessTwo /> tags
  865. Fixed vsync turned on in fantastic graphics quality setting, fixed Asiotropic textures forced on in beautiful quality setting.
  866. Changed LOD Level settings. Trialing mostly removing level2 in favour of increasing the range of level 1. This results in less seams and a smoother blend on distant terrain.
  867. Reduced the Normal smoothing on distant terrain. This helps reduce the terracing effect in exchange for a bit more "blocky-ness"
  868. Added Terrain Smoothness and Metallic can now be set in the worldsettingData.
  869. Added Placeholder macro albedo for europa.
  870. Changed how mipmap bias is calculated in terrain shader.
  871. Fixed Fall Back start location not working correctly.
  872. Fixed ambient lighting doesn't get dark after sunset on Europa.
  873. Removed missed metafiles for a few empty directories.
  874. Removed unused code around events, incidents, scenarios, missions, old tutorials, conveyors.
  875. Removed unused eventmanager from scene.
  876. Removed unused scenario, mission and narration panels from scene.
  877. Fixed terrain only being pushed up from displacement. It is now also 50% pushed down.
  878. Added Europa template world setting for world creator to test with.
  879. removed some debug code from terrain shader.
  880. Improved appearance of seam aberration on terrain that occured when swapping from one Texture LOD to another.
  881. Added Bias control to terrain shader for controlling mipmap bias.
  882. Disallowed overwriting saves when creating a new save with an already used name. Will now append a suffix onto the duplicate save name e.g. 'save_2'. In editor will still prompt to override to facilitate rapid testing.
  883. Fixed errors when opening load menu if any of the save directories are missing (e.g. quicksave folder). This can happen when syncing saves with steam as steam won't sync empty folders. Now when saving, if the respective folder is not found it will create it.
  884. Fixed a save file with a missing terrain.dat would not load.
  885. Fixed when saving a loaded game the modified flag was not set on loaded minable veins. This would cause the modified veins to not be serialized in subsequent saves.
  886. Made a few style tweaks to the load game menu. Added hover effects to indicate items that are clickable.
  887. Fixed Ice melts in the shade on moon (beta only)
  888. Made load menu icons centered.
  889. Fixed Sun-flare ray-march not taking into account the terrain curvature.
  890. Added Terrain curvature parameters to VoxelConstants class.
  891. Implemented file load command. You can now load a save file by full path if it's in a valid save folder.
  892. Added ability to specify a save type in the loadlatest command: "file loadlatest <stationname> [savetype]".
  893. Updated Lunar map macro albedo
  894. Fixed node types not being correct for every vert and causing terrain to have gaps. The sample point for a vert needed to be adjusted slightly by the calculated smooth normal
  895. Added more smoothing to the terrain normals but this value might need dialing back a little bit
  896. Changed EvaluateStressClient function for for-each to reverse for loop. Should prevent error in edge case where network is modified by another player during evaluation.
  897. Fixed missing lunar name and description for new world menu
  898. Fixed Terrain detail Heightmap for tessellation was not matching the albedo and normal.
  899. Added Terrain detail Heightmap no uses fractal texture sampling.
  900. Added Minimum LOD level for terrain fractal texture sampling, This caps the detail level and prevents texture swimming when camera is very close to a surface.
  901. Removed Mipmap sampling from terrain texture as the current implementation was causing artifacting at the mipmap bounds (this would appear as several grey horizontal seams running across the screen). A new approach to mipmap sampling is WIP.
  902. Added new Lunar Map
  903. Added first pass on geyser functionality.
  904. Made geysers appear on minimap.
  905. Geysers currently need to be 'un tapped' with the crowbar.
  906. Fixed an issue where the VoxelType wasn't correctly being displayed by the terrain shader.
  907. Fixed an issue where minable renderers weren't being correctly updated when mining after loading a game.
  908. Added "Terrain Debug" command to help debug voxel types.
  909. Fixed UI canvass ordering issue caused loading screens to not show.
  910. Fixed an issue where modified terrain was calculating atmospheric volume incorrectly, this happened when the backing value for density was switched from float to a byte.
  911. Fixed Alert pop-up sorting order incorrect. (it was appearing behind imgui loading canvas)
  912. Added Checksum to each terrain.dat chunk. These are checked on load to confirm the map data hasn't changed. For now this will cause the save to fail to load. In future may look at adding some more nuanced handling to allow saves to continue to be valid when the world geometry has been modified.
  913. Further optimisation of Terrain shader. Moved a number of math operations out of the fractal texture sample functions and into the main fragment function as they were duplicating the same work.
  914. Tweaked fractal scale and texture sizes on Moon4k
  915. Removed editor only texture compression for terrain normals as it wasn't working in build.
  916. Optimised TriPlanar terrain shader to only use 2 texture reads per sample for albedo and normals.
  917. Fixed Explosion Missing Attribute of Native Class compile error in editor.
  918. Optimised Terrain shader by doing one fewer Lod Sample for fractal texture pass on albedo and normals.
  919. Tweaked terrain material values to better fit terrain shader change.
  920. Updated values on the material for the new tessellation
  921. Fixed vertex swimming caused by tessellation by changing tessellation algorithm
  922. Disabled Screen-space ambient occlusion as it was causing a lot of artifacting on terrain.
  923. Removed Ambient Occlusion setting from settings menu.
  924. Optimized terrain shader by packing height maps into a single texture to reduce the number of texture samples
  925. Fixed changing texture quality breaks terrain Normals in built out vesrion.
  926. Updated Moon Map description
  927. Added Latest version of Moon4K map
  928. Fixed Terrain Heightmap import setting that was causing terracing effect.
  929. Updated TerrainSettingsData to allow for Authoring additional shader properties in XML.
  930. Optimised Terrain Texture formats for Moon4k.
  931. Micro optimisations to shader.
  932. Reduced density and quality of tessellation effect to improve terrain render speed.
  933. Reduced sized of normal map textures for moon, this greatly increased frame-rates with minimal overall visual degradation.
  934. Fixed DeepMiner not returning coal.
  935. Fixed Loading Screen textures were mipmapped. This caused them to look terrible when TextureQuality was lowered in settings.
  936. Fixed Loading Screen textures were not compressed.
  937. Fixed Start Locations in WorldSettingData not getting initialised. This would cause games on beta to fail to load/save.
  938. Reimplemented fractal texture in terrain shader (fixes tiling of detail textures)
  939. Changed Spherization of Moon4K to 0.5 from 0.55;
  940. Removed printing to the console window that I forgot to remove when I was fixing the Aimee Null reference exception on 21 May 2025, revision 24940.
  941. Fixed Start Location not serialized.
  942. Fixed when respawning or joining players would spawn at a random start location.
  943. Fixed IndexOutOfBoundsException being thrown when Aimee found an invalid Vein. This was being caused by the GetClosestActiveIndex method returning -1 and using it in Vein.GetActive. GetActive now returns false if the provided index is invalid.
  944. Added IPlayableArea interface.
  945. Fixed If you exited the playable area at a high altitude you couldn't return. LastValidPlayablePosition now stored as Vector2. return to playable area calculation now also works in 2d space.
  946. Fixed Jetpack now only applies breaking in invalid area if rigid body velocity vector is pointing out of playable area.
  947. Updated rename and delete station icons.
  948. Made station items in load menu be sorted by last modified date.
  949. Added V4 Moon4K map.
  950. Added several new start locations to moon4k map.
  951. Fixed null reference error spam when Aimee was in the world. This was being caused by the parent of Aimee's wheels not being set so the Parent.HasAuthority check was invalid due to a null parent.
  952. Fixed able to walk/jetpack backwards into out-of-bounds area and not able to reverse away from out-of-bounds area.
  953. Added Players will now be prevented from leaving the mission area. A warning will trigger shortly before reaching the out of bounds zone. A player in the out of bounds zone will be prevented from moving forward and must turn around and head back.
  954. Added out of bounds and warning areas can now be specified using regions in the worldsettingData.
  955. Added out of bounds regions to Moon4K.
  956. Tweaked load menu icon sizes.
  957. Updated rename and delete station icons and hover effects.
  958. Tentatively uncommented rename station functionality. Can run into issues when a file is locked by another process.
  959. Changed load button color on load game menu so there is less visual noise.
  960. Made a few more load game ui tweaks.
  961. Tweaked load menu styling slightly.
  962. Fixed new saves created with console command didn't set the current station name.
  963. Added back in removed method that was used inside !unity_editor tags.
  964. Added loadlatest <stationname> to file command for loading the most recent save for a station.
  965. Removed some unused prefabs from save as screen. The save list on save as will currently appear blank but save as functionality works. More work incoming on save as UI.
  966. Added rename station functionality but kept it commented out for now.
  967. Removed error spam when opening load menu with incompatible saves (kept it in editor only).
  968. Fixed Consoles and Computers so that when the currently installed Motherboard is destroyed inside of it, the screen is updated and an error is thrown. Previously the screen would simply remain but be unable to be interacted with.
  969. Fixed texture compression bug causing the terrain to look errored
  970. Fixed incorrectly hardcoded distant normal in terrain shader (rev.24913)
  971. Changed default AA value to FXAA
  972. Added delete and rename station buttons to load game menu. (Rename not yet implemented).
  973. Added back full tri shader including good normals
  974. Added displacement and tesselation
  975. Changed the textures on the moon test map
  976. Fixed save as overwriting manual saves with the same name.
  977. Implemented load button on workshop saves. When loading a save from the workshop, a new station save will be created and the workshop save will be copied into the head save and then loaded.
  978. Fixed workshop save row items not resizing correctly when expanded.
  979. Added Support for Specified StartLocations in WorldSetting.
  980. Added new start location to 4k moon map in southern crater.
  981. Changed detail fade out distance from 125 to 80m on terrain2 material
  982. Added Terrain Curvature value is now set in the TerrainSettings Element of the worldSetting Xml.
  983. Fixed Terrain Shader not fading out detail normal.
  984. Changed Other prototype moon maps to hidden.
  985. Implemented unsubscribe button for workshop saves.
  986. Removed some unused properties from world_meta.
  987. Changed Terrain Spherization effect from 0.75 to 0.55
  988. Fixed Console spam on client during mining.
  989. Fixed random position offset not being applied to ores.
  990. Reduced amplitude and frequency of ore jiggle effect.
  991. Added load latest button to load menu items.
  992. Moved TAA shader into shaders folder.
  993. Fixed missing reference in scene for TAA
  994. Made saves be sorted in date order.
  995. Fixed steam workshop tooltips getting stuck when closing save panel.
  996. Missing scene change
  997. Fixed published save to workshop did not have its workshop id set. Added more ux around published saves.
  998. Changed Shadow cascades to help reduce flickering of shadows on nearby objects.
  999. Added Experimental TAA option to Antialiasing menu.
  1000. Added 2nd pass on Moon4K map.
  1001. Fixed scale issue when mining minables.
  1002. Added search functionality to load game menu. Removed a few unused prefabs from the old load menu.
  1003. Changed Minable ore renderer scale from 1 to 0.7.
  1004. Changed scale in start range to radius from 136m to 112m and added push down effect to scale in effect. This should help with minables appearing to float above L1 and L2 lods.
  1005. Tweaked LodInfo settings.
  1006. Tweaked LOD Level settings and removed alternate settings for Play-In-editor
  1007. Added workshop option to load menu to show workshop saves you are subscribed to. Load and unsubscribe buttons are not yet implemented.
  1008. Updated temp save icons.
  1009. Fixed Macro texture not getting applied.
  1010. Fixed Vein minable vein seeding was using the incorrect method to check NodeType when evaluating surface minable generation, this could cause non deterministic generation on modified terrain when a client joined the game.
  1011. Fixed Vein Seed was using incorrect seed: WorldSetting.Current.Seed. It needed to use WorldManager.Seed.
  1012. Fixed Bounds calculation for instanced minable renders It was being artificially expanded by 10M.
  1013. Added some additional error logging for minables on clients.
  1014. Fixed minable ores not casting shadows
  1015. Added curve back to terrain material with relatively strong values to see how it feels
  1016. Updated terrain shader
  1017. Made a few minor visual tweaks to the new load game menu
  1018. Made a few visual tweaks to load game menu.
  1019. Fixed incorrect animation call for rover wheel on local host.
  1020. Updated load game button styling.
  1021. Increased the terrain render distance when in built out version. When in PIE mode terrain render distance has been reduced as the lod system runs very slowly in editor.
  1022. Implemented publish functionality on load menu.
  1023. Added temp icons for save types.
  1024. Reduced surface ore density on moon 4k Map
  1025. Added MiniMap tool for debug world authoring. Only available in creative mode. use command "map" Currently only works on the WIP moon 4k map.
  1026. Removed old load menu prefab.
  1027. Added delete save functionality to new load game menu.
  1028. Changed wording of delete save prompt slightly.
  1029. Updated SurfaceCondition such that a false value will prevent that minables generation on the surface.
  1030. Fixed Sun would occasionally shine through terrain.
  1031. Added preview image and publish/delete buttons to the load game menu. Button functionality not yet implemented.
  1032. Added new WIP Moon map to Moon4k.
  1033. Fixed Minables renderers getting hidden on clients when other players only partially mined a voxel.
  1034. Fixed incorrect ore distribution on 4K Map.
  1035. Fixed Clients could get stuck on loading screen when joining a server for the first time.
  1036. Fixed Imgui Loading Screen getting disabled before client joining was complete.
  1037. Fixed Clients would not see "preparing terrain" progress on join (the loading progress would instead hang for several seconds)
  1038. Fixed Rover wheels not animating correctly on other clients.
  1039. Fixed When getting out of driver seat of rover as a client after driving for some distance the rover would lerp its position from the point of getting in to the point of getting out.
  1040. Hooked up new save system to existing UI. (Very much a work in progress).
  1041. Removed temp imgui save window and savemenu command.
  1042. Added 'file' command for saving and loading on dedicated server. Old save and load commands will be removed soon.
  1043. Publishing and loading saves from the workshop is not implemented yet.
  1044. Fixed Index out of range exception from handshake message on client.
  1045. Fixed an issue where Client loading would hang on joining dedicated server for first time
  1046. Merged simplified_chinese.xml from community github.
  1047. Reinstated Rover MK1 with a few fixes and improvements.
  1048. Fixed When connecting to dedicated server the clients join process would pause indefinitely.
  1049. Changed Rover Networking to be client authorative (like the player movement controller). This should make driving a rover as a client much smoother and more responsive.
  1050. Added Rover MK1 Item kit recipe back to electronics printer.
  1051. Fixed Can't get out of seat in Rover.
  1052. Made a few more tweaks to the main menu and applied some changes to prefabs.
  1053. Removed a few unused panel objects from the main menu.
  1054. Optimized Terrain blocking storm particles by regenerating the outermost onion layer of the storm when the player moves and removing blocking grids in a slice behind the player.
  1055. Fixed missing rw_server tags breaking build.
  1056. Changed all public save methods in new save system to return save results so each usage can decide on failure behaviour.
  1057. Fixed Errors on game start from GameStrings initialization.
  1058. Fixed Error caused by misconfigured settings panel in scene.
  1059. Fixed Screen Mode not showing value correctly in Chinese.
  1060. Fixed Name and Id were being used interchangeably for Celestials, causing issues with simulation when Names were localised.
  1061. Added first pass on new save system (wip - more changes to come).
  1062. Added SharpZipLib to project for zipping saves.
  1063. Added 'savemenu' command to test new save system. Will be hooked up to game ui soon.
  1064. Fixed un-localised text in Entity Tooltip.
  1065. Fixed unlocalised text in FabricatorBase tooltip.
  1066. Fixed Remaining localisation issues with Rocket Control Panel.
  1067. Fixed un-localised text on Rocket motherboard.
  1068. Fixed ScreenMode Dropdown in video settings menu not rendering Chinese characters correctly.
  1069. Fixed Several remaining un-localised text fields in new world selection screen.
  1070. Added Interface Keys for Celestial bodies.
  1071. Added GameString Keys for TimeLength Tooltips.
  1072. Fixed Some slot names not getting localised correctly in helper hints.
  1073. Fixed names of items in left and right hand slots not showing correctly in Simplified Chinese.
  1074. Merged Chinese Simplified changes from community GitHub (Thanks MRhythm).
  1075. Fixed Numerous issues with Rocket UI where Chinese characters would not display correctly.
  1076. Fixed Un-localized text in Rocket UI.
  1077. TODO: Names of SpaceMap locations still need localization Keys.
  1078. Removed unused mission loading in LoadWorld method.
  1079. Removed some more unused code in xmlsaveload around starting missions.
  1080. Removed some unused parameters plus a bit more clean up of xmlsaveload in preparation of future save changes.
  1081. Merged simplified_chinese.xml into game from Chinese Community (Thanks MRhythm) May 9 2025.
  1082. Merged simplified_chinese_tooltips.xml into game from Chinese Community (Thanks MRhythm) May 9 2025.
  1083. Removed some duplicate records from english.xml language file.
  1084. Fixed Some stationpedia values hidden when using simplified Chinese.
  1085. Fixed Audio Alert settings not working correctly for simplified Chinese.
  1086. Fixed Several other settings items not localised correctly.
  1087. Fixed un-localised text in Comms Motherboard UI and trader UI.
  1088. Fixed Chinese Simplified characters not showing correctly in some comms motherboard text fields.
  1089. Fixed Un-localised text in trader item tooltips.
  1090. Fixed Trader buy and sell data Names not localized.
  1091. Fixed Trader names not localized.
  1092. Added XmlParser. For one-off xml parsing functions in editor
  1093. Fixed title text of Airlock and advanced airlock interface not localised.
  1094. Fixed Un-localised text on Plant Analyser UI.
  1095. Fixed Chinese simplified characters not rendering correctly in plant Analyser UI.
  1096. First pass on getting the terrain to block storm particle effects. Currently uses a triple nested for loop to generate the blocking grids that will need to be optimized later.
  1097. Fixed null ref when going to character customization screen.
  1098. Removed some unused code around saving and loading.
  1099. Fixed solar sensor tool tip not localized.
  1100. Added Missing Slot Key to English.xml for Tablet slot.
  1101. Fixed un-localised text in Connection tooltip.
  1102. Added ConnectionType and NetworkType to Localized Enum Collections.
  1103. Fixed un-localised text in Silo tooltip
  1104. Fixed Dedicated-Server build error
  1105. Moved some common imgui window functionality into a base class and tweaked how the terrain editor window and file browser window are opened to make initialisation and cleanup more straightforward. Renamed the terrain editor window to terrain utility window.
  1106. Moved terrain workshop tab's file browser to its own window and improved the ux a little.
  1107. Fixed Text link error in Stationpedia EVApage.
  1108. Fixed a number of stationpedia field were hidden when language was set to simplified Chinese. This was due to the TextMEshPro overflow value not playing nicely with the font and simply hiding all the text.
  1109. Fixed some unlocalized text in recipes panel in Stationpedia.
  1110. Fixed Paintable value not localized in stationpedia.
  1111. Fixed some un localized text fields in stationpedia slots panel and Stationpedia manufactured panel.
  1112. Fixed un-localized text in Stationpedia PhaseChangeDiagram.
  1113. Fixed Stationpedia PhaseChangeDiagram compare dropdown not using localised font (in simplified chinese drop-down options would chow up as squares)
  1114. Fixed Stationpedia Ingots page had un-localised strings.
  1115. Added Ingot type to localised enum collections.
  1116. Fixed Airlock state strings not localised.
  1117. Added LocalisedEnumCollections for Airlock States.
  1118. Fixed un-localised text on flow indictor tooltip of powered vents.
  1119. Add Localised enum collection for flow indictor states.
  1120. Fixed Weather event names not Localized.
  1121. Fixed Un-localized text in solar panel tooltip.
  1122. Fixed slot interaction tooltip not using localised slot names.
  1123. Fixed un-localized strings on PowerControl Circuitboard
  1124. Fixed un-localized strings in Mode control circuit-board
  1125. Fixed un-localized strings on airlock circuitBoards.
  1126. Fixed Un-localized strings in GasDisplay and SolarControl.
  1127. Fixed un-localised strings in HashDisplay circuit board.
  1128. Removed strikeThrough formatting on completed helper hints when language is not Chinese Simplified as it is not compatible with the font.
  1129. Added help tooltip to publish world tab to demonstrate preferred folder structure for world mods.
  1130. Fixed a number of strings in AirControl circuitBoard not localised
  1131. Added rudimentary option to publish worlds to steam workshop. It is not very user-friendly at the moment but tested and working for large (8k) worlds. More changes and ux improvements to come.
  1132. Fixed hardcoded strings in Human tooltip.
  1133. Fixed Hardcoded string in APC tooltip
  1134. Fixed Hardcoded strings on CableAnalyser tooltip.
  1135. Fixed hard coded strings in AdvancedComposter tooltip
  1136. Fixed Hardcoded strings in Damage tooltip and construction tooltip.
  1137. Fixed Hardcoded string in Small grid placement tooltip for rocket only build pieces.
  1138. Fixed Hard coded strings in large extendable radiator tooltip.
  1139. Fixed Gas Canister tool tip not localised.
  1140. Fixed Bug with loading localized Slot Names where the list of records was getting populated with duplicated english names.
  1141. Fixed Localised slot names not showing on printer input panel.
  1142. Fixed Misspelled slot name key for Circuitboard.
  1143. Added Some missing records to English.xml
  1144. Fixed un-localised strings in Flashlight, Jetpack, mining drill and Liquid Vacuum inventory windows.
  1145. Fixed Un-localized strings in failure to start game popup.
  1146. Fixed Some instances of the connect disconnect action not using hardcoded strings instead of localized ActionString.
  1147. Fixed Some un-localised strings in Rocket Avionics and Rocket downlink.
  1148. Added Missing Value for StatusIconHeathDesc to english_tooltips.xml
  1149. Fixed Gene categories titles in Genetics Stationpedia page not localised.
  1150. Added GameStrings for MolesPerHour and Plant gas usage fields in Stationpedia.
  1151. Fixed several elements in the Plant life requirements panel not able to be localised.
  1152. Fixed load terrain would only use streamingassets as the base path. Can now load terrain data from local mods and steam workshop.
  1153. Removed Scenarios folder from streaming assets.
  1154. Fixed Custom names for spawned items in startconditions.xml not localised. They now have keys/values in English.xml
  1155. Fixed Some text in the difficulty setting panel not localizable.
  1156. Fixed Some text in The World Selection panel not localizable.
  1157. ReAdded worldsettings.xml for now. Old worldSettings are still hidden but the data will be needed fro building the new authored worlds.
  1158. Merged localisation fixes for simplified Chinese from Chinese community Github. (Thanks MRhythm)
  1159. Refactored TerrainEditor imgui window slightly. Added workshop tab for uploading worlds to steam workshop (not yet implemented).
  1160. Fixed DeepMiners not working with new terrain.
  1161. Added Multiple DeepMiner Profilers can now be added to a world. These can use region conditions to decide which deepMinable profile for the deepminer to use.
  1162. Changed DirtyOre to behave in the same way as space Ore (i.e it has a reagent mix) This is because we can now have multiple different Deep Ore makeups per world.
  1163. Added Example DeepOre settings to Moon2K map.
  1164. Fixed references to a few removed prefabs in tutorial 1 and 2.
  1165. Removed some old findprefab usages which were referencing removed prefabs.
  1166. Removed metafile for maps folder.
  1167. Re-ordered ClearAll on VoxelTerrain to avoid possible errors from lod mesh jobs not being cancelled before octrees are cleared.
  1168. Moved tutorial files into Worlds folder.
  1169. Removed old maps folder.
  1170. Moved world data from worldsettings into their own folders e.g. Worlds/Moon1k.
  1171. Added xml file load for StreamingAssets/Worlds before StreamingAssets/Data.
  1172. Removed worldsettings.xml.
  1173. Fixed Wreckage spawning on Deconstruct event.
  1174. Fixed Wreckage name correctly referencing parent prefab.
  1175. Removed 140 deprecated or prototype prefabs from world manager. The prefabs and associated assets have also been removed from the project where possible.
  1176. Fixed WreckedParent name not passing though to wreckage prefab.
  1177. Refactored Wreckage system. Removed a number of unused wreckage assets and renamed generic wreckage assets to more descriptive names.
  1178. When destroyed devices will spawn some generic wreckage, some devices will spawn device specific wreckage if it has been authored.
  1179. Fixed tutorial3 atmospheres and moved structure positions to better fit with the terrain.
  1180. Fixed tutorial2 atmospheres and moved structure positions to better fit with the terrain.
  1181. Fixed Aimee so that the LogicValue MinablesInVicinity correctly gets the number of accessible minables in the area
  1182. Fixed InCell condition not checking grid z position correctly.
  1183. Fixed tutorial1 atmospheres and moved structure positions to better fit with the terrain.
  1184. Fixed Aimee robot not being able to work with the new terrain system. This is a first pass as one of the LogicValues (MinablesInVicinity) needs to be fixed.
  1185. Removed LogicValue MinablesInQueue from RobotMining as it is now redundant in favour of MinablesInVicinity.
  1186. Added terrain settings to tutorial worlds and removed old, unused terrain values.
  1187. Removed atmos spawns from tutorials for now as these need to be re set up. (wip)
  1188. Added Depth condition for specifying depth ranged where a MinablesGenerationData should be evaluated.
  1189. Added SeekDepth Operation to VeinGenerationData for specifying an exact depth value where a vein should generate.
  1190. Removed save version checks across the code in preparation for terrain update breaking saves.
  1191. Added obj search pattern to mesh stamp file browser to filter out any unsupported types.
  1192. Tweaked terrain tool cut method to correctly zero out densities in the center of the cut shape. This is to fix it leaving behind many almost-zero voxels which will not collapse.
  1193. Added smoothing to terrain explosions.
  1194. Changed setdensity to set node type to 'none' when setting density to zero. This will stop crust nodes from being unable to be collapsed once fully mined.
  1195. Changed veinCluster shape from sphere to box.
  1196. Fixed instance where multiple veins could be registered to the same position in a cluster.
  1197. Added SeekSurface element to VeinGenerationData. The Vein will attempt to to start generating on a surface voxel if it can find one above it.
  1198. Added Example ore surface generation for moon craters on 2K moon map.
  1199. Fixed terrain editor tool's gizmo and mesh stamp were not being cleared when exiting a game with them active/visible.
  1200. Changed Voxel Node Type to an Enum flag and updated the Heightmap importer to set the correct node types.
  1201. Added Surface Condition for minable generation (not hooked up yet)
  1202. Updated 2k moon map with correct voxel types.
  1203. Added The NodeType of a node will now be an aggregate of all child flags.
  1204. Fixed error spam when degenerate triangles are created by the marching algorithm. These tris will now be ignored.
  1205. Changed Minables are no longer pushed down in the shader as the distant terrain lods are now blending better with Lod0.
  1206. Added distant terrain lods are now offset up slightly this helps with blending between lods.
  1207. Commented out debug draw on octree raycast.
  1208. Changed lod mesh renderers to use double-sided shadows. This fixes some banding issues when sun is under the terrain.
  1209. Changed Partitioned minable render buffers into 9 blocks. This allows for parallel processing when building the buffers and allows us to not render the blocks outside the view frustum.
  1210. Improved the speed at which minables disappear when mined. We are not only updating the compute buffer for the minable block around the player rather than all minables when a minable is removed.
  1211. Added new material for terrain mesh stamp to show mesh behind terrain with different color. This is to help with seeing what you are doing when using the cut tool.
  1212. Fixed incorrect blend value on terrain shader causing extreme banding. Some other unrelated banding still exists and will be fixed separately.
  1213. Added ability to position mesh stamps a set distance in-front of you rather than using a raycast.
  1214. Added ability to pin mesh stamp position, making fine adjustments with the gizmo easier.
  1215. Made mesh stamp tool always center meshes.
  1216. Changed mesh stamp scale setting to 'size'. This will be the size of the bounding box of the mesh making mesh sizes more intuitive and consistent when swapping between meshes.
  1217. Changed Instanced Draw calls for minables now refresh their compute buffers using the worker system. The calling of this work has been moved into the minable generation work loop so as to avoid render buffers being generated while minable veins are being loaded or un-loaded.
  1218. Changed Minable Veins are now seeded deterministically at run-time. This removes the need to seed all vein positions at on loading the world, speeding up load times significantly and removing some memory overhead.
  1219. Changed Run-time Vein Generation and Deduplication moved to working thread system.
  1220. Added Dictionary of local minable positions to indices in vein. this improves the speed of finding a minable in a vein.
  1221. Added VeinCluster class. This is a spatial container class for veins and acts as an intermediary for managing vein generation and serialization.
  1222. Changed some default vein generation presets to work better with the new seeding system.
  1223. Fixed smoothness value on terrain material
  1224. Added new wip terrain shader that uses fractal texturing. There are some know issues with the cascade blending and triplanar elements of this shader. However it now correctly displays the voxel type of the terrain.
  1225. Fixed AutoMiner so that it correctly Errors out when it encounters a structure in the way of the mining drill path
  1226. When editing terrain, added ability to double-click on a mesh to select and close the mesh stamp window.
  1227. Fixed mesh stamp scale not accepting float values.
  1228. Made random rotation of terrain mesh stamp be in world space.
  1229. Made mesh selection window auto close when mesh is selected.
  1230. Moved mesh stamp selection out of the terrain editor console command window and into the window associated with the terrain editor tool.
  1231. Added missing server tags to fix build issues. Added server tag around most of the editor tool logic as it requires the imgui window.
  1232. Added imgui window for changing terrain editor tool settings. Window will auto open when the tool is in your active hand.
  1233. Removed interactables from terrain editor and instead used values on the imgui window.
  1234. Moved tool digging type to enum collection.
  1235. Loading mesh stamps from this window is not yet implemented.
  1236. Fixed DeepMiner so that it is consistently not able to drill through Structures that are in the way
  1237. Fixed Terrain of any density was blocking sun flare.
  1238. Fixed terrain editing rotation gizmo not rotating correctly.
  1239. Changed Minable veins are now generated on the fly as players traverse the map. Any dynamic thing that needs to generate minables will need to implement the IGenerateMinables interface. This speeds up load-in times for larger maps.
  1240. Changed VeinGenerationData to inherit from DataCollection. a vein generation data can now be referenced by a data stub.
  1241. Added improved transform gizmo mesh.
  1242. Added rudimentary rotation implementation for gizmo (wip).
  1243. Added missing meta file.
  1244. Added transform gizmo for manipulating terrain mesh stamps more easily with the mouse.
  1245. Added translate and translate2d gizmos. Rotation gizmo will be coming soon.
  1246. Added UnlitInFront shader for rendering gizmos on top of everything else.
  1247. Added TransformGizmo layer and excluded it from all physics collisions.
  1248. Added a few helper methods to rocketmath for calculating line and plane intersections.
  1249. Changed Creation of Character and taking control to be a blocking step in the loading process. Previously these were async functions that happened "at some point" after being called. This meant it could be hard to know the state of the player character at any point during starting or loading a game. TODO: need to check how this has effected joining in multiplayer.
  1250. Fixed Characters could fall through the world when loading or starting a new game.
  1251. Fixed Terrain meshes not fully applied when starting a new game or loading.
  1252. Fixed Game was not being paused when starting a new game, causing physics to be applied to objects as they were being spawned in.
  1253. Added Loading progress bar "Preparing terrain" This is the terrain lod meshes and Collision being generated into the scene. Note this is currently much slower in editor than in build.
  1254. Added Loading progress bar to Loading Terrain step.
  1255. Updated 8K test map to work with byte backed density value.
  1256. Changed backing value of Voxel Density from uInt to byte. This reduces Serialized TerrainSize on Disk by 25% and reduces terrain size in memory by around 15%.
  1257. Updated 1K 2K and 4K test maps.
  1258. Note This version comes with some graphical regressions due to the new density type not playing nicely with the terrain shader, a fix for this is in progress.
  1259. Fixed HasVoxelBelow method in SmallGrid so that it correctly gets the position of the Structure. This means that flags can no longer be placed freely in mid air and require a voxel below them to place.
  1260. Removed Parent Node Reference from readonlyOctree nodes. This reduces size of all nodes by 4bytes and results in around a 1GB Memory usage reduction for 8k Map.
  1261. Refactored GetNodeAtLocationWithSize to improve speed of function and remove need for parentNode in calculation.
  1262. Fixed an issue where loading into the 8k Map multiple times would increase the project memory usage by 700MB for each subsequent load.
  1263. Changed ReadOnly Octree to be back by a NativeArray<byte> as this is more in-line with Unity standards and seems to be the most reliable method in a Unity project for allocating and free large chunks of Native memory.
  1264. Changed working array used in ReadonlyVoxelOctree Deserialize step to be allocated once and owned by the worker thread. This prevents un-needed re-allocations for each chunk deserialized. The Read methods are now static so they can take in either the working array or the final array.
  1265. Changed increased the number of Terrain Deserialize worker threads to Environment.ProcessorCount.
  1266. Fixed Unloaded textures would have their textureReferences still flagged as loaded causing an exception on 2nd start game attempt.
  1267. Added Option for Textures loaded from streaming assets to us the loadType "OnRequest". This means they will be loaded when first requested by the game (rather than on application start). Textures with the OnRequest load type will be unloaded when ever the game returns to the main menu. This setting should be used for world specific textures like terrain textures and celestial body textures.
  1268. Changed all Terrain textures and CelestialBody textures to use the OnRequest load type, this has reduced the games memory footprint by around 1GB.
  1269. Fixed SmallGrid method HasVoxelBelow so that placing a flag no longer produces NotImplemented Exceptions
  1270. Fixed Unable to load saves due to atmospherics error (beta only)
  1271. Updated smoothing on terrain stamp tool to make it more accurate to the original model and exposed a smoothing variable on the terrain editor tool(editor only)
  1272. Optimised LodObject memory usage. The lodObject which is a pooled helperclass for threaded terrain mesh generation had a number of collections for mesh properties that were allocated on creation. We are now only allocating these collections when they are required and then clearing them once no longer in-use. This results in some addition GarbageCollector overhead but reduces the memory footprint of the terrain system by several GB.
  1273. Reduced starting size of LodObject pools and removed console print when a new object is added if pool size is 0 as this is now expected behaviour.
  1274. Moved Marching Cubes March() function into the base Marching class.
  1275. Added New DirtyLods function that takes in a boundsMin & boundsMax. This is a more performant way of dirtying terrain lods after an event that changes multiple voxels in one frame (i.e explosion).
  1276. Fixed Artefact with mesh stamp tool.
  1277. Fixed Smooth tool not working correctly.
  1278. Optimised Smooth tool, now 70% faster.
  1279. Updated OutsideBounds check to consider octree positions equal to the octree size as out of bounds (as nodes are bottom left aligned).
  1280. Added CheckSunVector method to voxel terrain. Will run every 200ms to determine if the terrain is blocking the sun.
  1281. OrbitalSimulation will now read the result of this sun vector check and update the sun flare accordingly.
  1282. Added smoothing and better sampling to the terrain stamp tool and accidentally improved it's performance somehow
  1283. Fixed InvertCamera toggle in settings not affecting the ThirdPersonOrbitCam
  1284. Fixed Cut mode on TerrainEditor did not remove ores
  1285. Changed Serialized Map data is now compressed on disk. Empty map chunks are no longer serialized. This has reduced 8k map size on disk from 2gb to 400mb.
  1286. Removed a load of unused textures and files from the resources folder
  1287. Updated terrain shader to fix a few minor issues with the displacement
  1288. Added octree raycast method to VoxelTerrain
  1289. Fixed GetDeepestNode not returning when position goes out of the octree bounds.
  1290. Fixed large fridge door triggers. They are slightly bigger and in right place.
  1291. Restored accidentally trampled terrain editor changes
  1292. Fixed imgui reference causing server build error
  1293. Added Mesh Browser to TerrainEditor Window. It can hot load in an OBJ file from anywhere on the PC (by default points at StreamingAssets/Meshes/Terrain).
  1294. Changed TerrainEditor Tool now Stamps the selected mesh in the mesh browser window.
  1295. Added Cut mode to TerrainEditor Tool it subtracts the stamp mesh rather than adding it.
  1296. Fixed Some artefacts around the edges of stamped an cut meshes when using the terrain editor tool.
  1297. Added Some Test meshes to the Meshes/Terrain folder for testing purposes.
  1298. Replaced old GetDeepestNode with new one which also checks readonly octree.
  1299. Removed unused GetNeighbours method in VoxelOctree.
  1300. Added helper aabb/line intersection method to RocketMath.
  1301. Added Modifications to terrain can now be saved back to the readonly data in streaming assets. use the terraineditor imgui window and use the "Import Live" Tab.
  1302. Fixed ImguiTerrainEditor window file browsers now save the selected folder when closed
  1303. Updated Instanced Indirect materials for ices to more closely match original materials.
  1304. Changed MinableOres now only do an exhaustive visible check when they are close to the camera.
  1305. Fixed scale in behaviour of minable in Instanced shader.
  1306. Added scaling and rotation to the terrain mesh stamp tool
  1307. Added Minables now jiggle when being mined. This is done via a dummy object that is placed at the position of the rendered for the duration of the mining interaction.
  1308. Updated camera culling mask to include terrain stamp layer.
  1309. Added stamp mode to terrain editor (wip). Currently only has one mesh stamp hard coded.
  1310. Added TerrainMeshStamp layer and excluded this layer from collisions.
  1311. Changed MinableGenerationData is now in its own library. WorldSettings can have multiple minable generation profiles. When seeding veins, the ore generation algorithm will pick the 1st valid Minable data for each tested world position. Minables can be chosen based on region using a Region Condition, Condition collections and difficulty conditions are also supported.
  1312. Added DefaultMinables & DefaultMinablesNoIce to Minables library. To test the new system the moon test maps have ice spawning in craters and lower density ores with no ice spawning in other regions.
  1313. Cleaned up WorldSettings, removed a number of unused and deprecated settings for old terrain generation system.
  1314. Moved Min and max terrain height values to GameConstants and added game constant for bedrock level.
  1315. Fixed some meshes not being updated correctly due to an early exit that was supposed to reduce the number of mesh regenerations
  1316. Changed Terrain editor tool to use World Space Voxel methods rather than directly accessing octree.
  1317. Fixed Terrain editor target sphere now only shows when tool is in active hand.
  1318. Removed unnecessary expensive GetVoxelPosition call when dirtying Lods after a set density call. We can call dirtylods outside of the recursive set density function at which point we still have access to the target position.
  1319. Sped up Terrain editor tool by not dirtying neighbour lods when Adding or removing.
  1320. Added async method for trying to force steam to update Achievements
  1321. Fixed a number of small issues with TerrainEditor.cs including the mode string/mode enum not being correctly used
  1322. Removed dig cave in favour of the sphere dig
  1323. Fixed null error when rapidly editing terrain related to attempting to get the density of child nodes when they no longer exist. if a null child node is encountered then we just early return with our own value
  1324. Updated terrain editor smooth tool to use the cached position and radius
  1325. Added an early exit when dirtying lods of the lod has alread been dirtied
  1326. Removed macro normal from terrain material
  1327. Expanded detail texture distance
  1328. Added Some additional caching to Octree Node. The depth and PartnerNode in the ReadOnlyOctree are now precalculated. this allows for much faster reading from and writing to the terrain data (cave tool author speed reduced from 1000ms to 300ms in editor)
  1329. Added a new 'dig sphere' mode on the terrain editor
  1330. Updated the add to be like the new dig sphere mode except additive
  1331. Added a cached hit point for the terrain tool
  1332. Added the ability to change the size of the terrain tool radius/area of effect using the scroll wheel
  1333. Removed SteamCommand "DecreaseAchievementValue" that was accidentally left in the previous commit
  1334. Fixed Achievement "The Spice Must Flow" so that it correctly increments when cobalt is mined. It was previously adding zero to the achievement value when mined while wearing a mining belt as the Merge function would cause the Ore.Quantity value to be zero before it could update the achievement.
  1335. Added IncreaseAchievementValue command to SteamCommand for helping to test the stat based achievements
  1336. Added SetAchievementValue command to SteamCommand for helping to test the stat based achievements. It does not work if the value you are trying to set is less than the current recorded value of the achievement.
  1337. Added check on ImGuiDebugHelper to make sure draw requests are not appended when on a dedicated server.
  1338. Reduced size of minable veins in memory by generating veins in a temporary list and then saving off as an array of the correct size (previously each veins minable array had some empty space at the end that wasn't being used).
  1339. Fixed Couldn't load saves (beta).
  1340. Changed Octree Prepare step now only runs on a new game.
  1341. Tweaked Extreme Shadow Quality setting
  1342. Allowed for multiple region sets per World.
  1343. Added 'region' command. Can use 'region debug' to show current regions found at the player position.
  1344. Added temp deep ore region to 1k moon map.
  1345. Tweaked cascades for shadow quality settings
  1346. Increased Shadow RenderDistance across all shadowQualitySettings so distant terrain will cast shadows and tweaked cascades to match.
  1347. Fixed Mining terrain not working correctly (beta, introduced rev 24621)
  1348. Fixed RegionSet not registering itself in the DataContainer lookup. Allowed RegionSets to reference other RegionSets in the worldsettings. Currently adding regionsets to the gamedata and referencing them from there is not supported.
  1349. Deleted old Terrain data from Moon test maps
  1350. Added Multi-Threaded Serialization and deserialization of voxel terrain. This greatly speeds up the Loading Terrain step of starting a world.
  1351. Added OctTreeCluster class. This is a container for n 1024size ReadOnlyOctrees. It allows for better segmentation of data, threaded serialization/deserialization and will provide good structural support for streaming data from disk if that becomes necessary for memory usage optimisation.
  1352. Changed Terrain serialization format to being Pow(8,n) individual terrain.dat files, i.e 1K map 1 file, 2K map 8 files, 4k map 64 files (todo: these still need to be zipped up for easy management).
  1353. Fixed 8K test map can now be loaded.
  1354. Deleted old test maps
  1355. Fixed incorrect value for fake sphere terrain
  1356. Added blur radius to terrain importer
  1357. Added the fake sphere effect back to the terrain
  1358. Made terrain region sampling handle region textures smaller/larger than the terrain. Will scale the region to fit and assumes the region and the terrain textures are square.
  1359. Fixed Achievement DidYouForgetSomething not getting achieved when it should have. This was happening because it was checking if the occupant of the GasCanister's parent slot was a WeldingTorch, which was never true because the occupant would always be the GasCanister. It now checks if the Parent of the GasCanister's parent Slot is a WeldingTorch instead.
  1360. Added RegionSet to world settings data. This can be used to generically define regions of specific colours which can then be sampled for use with biomes etc. (wip).
  1361. Added temp debug to VoxelTerrain which shows current region.
  1362. Added temp region texture and region data to 1k moon map.
  1363. Added current file path into terrain editor file browser.
  1364. Fixed DraggableThings so that when they are deconstructed they retain the color that they were painted prior to deconstruction. This was happening due to the item not being painted if it was a DraggableThing
  1365. Made terrain editor digging mode more efficient.
  1366. Fixed AutoMiner small to work with the new terrain system
  1367. Added debug headlamp for terrain editing with a longer range/wider angle light.
  1368. Changed ReadOnly Octree to store data in Native memory. The Garbage collector was not cleaning up the data Array in a timely fashion which was causing memory use bloating on successive game exit and re-loads.
  1369. Fixed several places where References to veins were not being cleaned up causing the Garbage collector to not clean up stale vein objects on ClearGameAll().
  1370. Added localization for terrain edit start condition and terrain edit equipment.
  1371. Added debug jetpack for in-game terrain editing.
  1372. Moved jetpack force variable from movement controller to jetpack.
  1373. Added new test moon maps
  1374. Added a TextureGroup class for TerrainSettings. This will include albedo, normal and displacement textures as well as a scale setting.
  1375. Added 'add' mode to terrain editor tool.
  1376. Fixed Player connecting message in multiplayer displaying the string hash of the given string value. It now correctly uses the a string key to get the correct text onscreen.
  1377. Added missing meta files for a few landscape textures
  1378. Added the ability to define the terrains textures and attributes from worldsettings
  1379. Updated terrain shader and material
  1380. Added some more test textures
  1381. Fixed bug where dirty LodMeshRenderers would be set to active before being regenerated leading to a quick flash of un-updated terrain showing up. Will now only be set to active once mesh generation is finished.
  1382. Made terrain editor cave digging example dig in the direction the player is facing.
  1383. Fixed bug where on mining all voxels in a lod's bounds, LodMeshRenders would be deactivated instead of being cleared and returned to the uninitialized list. This meant that the deactivated mesh could be reactivated incorrectly, leaving floating bits of terrain.
  1384. Changed PlaceHolder Ore Vein seeding algorithm to only generate ores up-to 50m below the surface. This greatly reduces the number of veins generated in maps with very high terrain. Ore vein seeding is still a work in progress and pending further design.
  1385. Added check to stop density being set under the bedrock level.
  1386. Cleaned up terrain edit start conditions a little bit.
  1387. Added very basic smoothing mode to terrain editor tool. Made it possible to switch modes on terrain editor tool.
  1388. Fixed Horizontal Miner so that it now works with the new terrain system
  1389. Fixed TerrainEditor would over-write old terrain.dat file when replace was unchecked.
  1390. Fixed Selecting a new Heightmap in the TerrainEditor window now clears any previously loaded data.
  1391. Added wip terrain edit start condition which will spawn the player with only the terrain edit tool.
  1392. Added Heightmap importing and voxelData saving to Imgui Terrain Editor Window. Accessed by console Command: "terraineditor".
  1393. Removed Heightmap Importing functions from Voxel Terrain.
  1394. Made the terrain editor tool hidden in stationpedia.
  1395. Fixed missing scripts on worldmanager in scene and applied to prefab.
  1396. Added first pass on terrain editing tool. Added placeholder behaviour to dig out smooth caves.
  1397. Fixed bug where dirtying lods wouldn't reset a lods empty state which could result in an empty lod underground never generating when mined into.
  1398. Made TerrainManager a prefab and updated the max terrain height to 1024 for now. This will eventually be driven off the data in worldsettings.
  1399. Fixed Deep Miner to work with the new terrain system
  1400. Fixed bug where lod requesters would start requesting lods when moved from one inventory slot to another. Changed from using enter/exit inventory to using MoveToSlot/MoveToWorld.
  1401. Added WIP Heightmap import Imgui window. Currently has rudimentary file browser and texture loading. Importing tools to be added in next commit.
  1402. Added 4k test map - be warned this one takes a while to load.
  1403. Removed some associated meta files
  1404. Removed broken test maps and added some new ones.
  1405. Increased readonly octrees data array size to int.maxvalue
  1406. Added temporary fix for using the Jetpack on the new terrain system. It now ignores height when calculating thrust.
  1407. Added IsDirty flag to LodMeshRenderer. This is used to flag deactivated meshes so they can be regenerated when they reactivate. E.g. if you mine an area then walk away, we need to have told the other lod level meshes they are dirty. Previously we were only regenerating meshes at level zero.
  1408. DirtyLods method will now dirty lods in an area for every lod level (wip). More performance improvements to follow on this.
  1409. Removed PopStyleColor from thread debug command which was causing crashes.
  1410. Fixed issue with AdvancedTablet where the active cartridge could not be changed via logic through the Mode interactable. This was because the screen was not being updated properly when the Mode was changed through an equipped IntegratedCircuit, so the screen stayed the same no matter what the Mode variable was.
  1411. Moved mesh creation out of lodobject into helper.
  1412. Moved marching into its own folder.
  1413. Added a few null checks to where VoxelTerrain is referencing its octree.
  1414. Fixed issue with VendingMachine where the screen that displayed the current item in the VendingMachine would act as if it was on regardless of whether OnOff or Powered was true and the buttons for selecting an item would also be interactable without power. This was because the screen was not being updated when the power state changed and because there were no fail checks for the buttons in the InteractWith method.
  1415. Added missing ReadByte call for nodetype which was causing crashes on loading a saved game.
  1416. First pass on adding node type to the readonly octree.
  1417. Set node type of the crust voxels to 1 (default is zero).
  1418. Changed Mining drill will now remove any remaining densities from neighbour voxels if those neighbours have densities below 0.5. This helps prevent mesh generation artefacts around mined surfaces
  1419. Fixed Frames embedded in the terrain could generate Invalid 1 grid rooms underneath or on the side faces (beta).
  1420. Fixed An atmosphere will now only be considered a valid open neighbour if one of its grids has a density of less than 0.5. This prevents "terrain locked" atmospheres getting generated.
  1421. Fixed Sun Flare would get occluded by CursorVoxel. This meant that whenever you were close to terrain the sub 0.5 density voxels on the surface would occlude the sun-flare. The flare's layer occlusion flags have been updated to ignore the cursorVoxel layer.
  1422. Changed updated VoxelTerrain.GetNode() function to return data from ReadOnlyOctree.
  1423. Fixed issue with Dirty Ore being unable to enter Ore slots. This was because the SlotType flag on the prefab was set to None.
  1424. Fixed issue with StructureStackerReverse where the slot names in the Stationpedia entry for it had two entries for "Export". This was caused by the Processing Slot on the StructureStackerReverse prefab having the wrong Slot hash.
  1425. Removed some unused flags in SetDensity.
  1426. Made node debug match up with terrain mesh offset.
  1427. Added ability to set node type when setting density.
  1428. Fixed Some further issues with atmosphere mixing around modified terrain. This was due to some incorrectly constructed edge case handling in VoxelTerrain.GetDensityAtSize().
  1429. Fixed Spawned Items could sometimes fall through the terrain on new game.
  1430. Fixed if an item falls through the world it will now be returned to the surface correctly.
  1431. Fixed issue where the Ice Crusher would not accept input items from a chute when it was powered off. This was because when it was unpowered or off, it would return before calling TryChuteImport.
  1432. Fixed Mining holes in new terrain would cause the creation of Invalid 1Litre atmospheres that would not mix correctly and present as atmospheric pressure anomalies to the player (beta)
  1433. Fixed Modified flag not being recursively applied to parents when modifying oct tree.
  1434. Fixed Mining terrain was not calling atmospheres in effected grids to update their volume (the function for this used to live on ChunkObject and got deleted in old terrain clean-up)
  1435. Fixed Atmosphere Volume calculation not getting correct value for modified terrain grids.
  1436. Fixed Z fighting between terrain and frames, terrain is now very slightly offset relative to the large grid to avoid this.
  1437. Fixed Mined ores had incorrect material (beta)
  1438. Removed Fog blend effect on minables shader as it was washing out the colours.
  1439. Fixed Start Condition items did not spawn (beta)
  1440. Changed further improvement to Minables shader to prevent pop-in.
  1441. Improved heightmap generation speed a little by saving heights to an array - this mostly improved blur speed.
  1442. Fixed issue where DynamicGasCanister gauges would have the needle point to the Low part of the gauge when the DynamicGasCanister was full and point to the High part of the gauge when the DynamicGasCanister was empty.
  1443. Tweaked number of lods at each level.
  1444. Improved Minable shader to help smooth transition in of distant mineables.
  1445. Increased Mineable render distance.
  1446. reduced number of minables rendered (previously was rendering a layer of minables below the surface.
  1447. Fixed NullReference Exception that could happen when mining.
  1448. Tweaked Smoothness values on some Minable materials.
  1449. Fixed World Atmospheres not mixing due to terrain not being sampled correctly for atmosphere volume (beta).
  1450. Fixed New terrain not blocking atmosphere mixing.
  1451. Added new method to VoxelTerrain GetDensityAtSize() this only returns a density above zero if data exists at the requested size in the octree.
  1452. Changed Ices to use Specular Shader for now as the translucent shader was not being lit correctly.
  1453. Chnaged reduced minable render distance a little as minables on distant lods appear floating above terrain.
  1454. Moved Remaining sound assets out of resources folder.
  1455. Fixed Editor Error: Explosion Missing Attribute of Native Class.
  1456. Updated terrain material with correct textures and normals
  1457. Removed old missing terrain prefab from scene
  1458. Removed old worlds from world start screen
  1459. Rolled back WIP shader to semi-functional one
  1460. Updated mineable data for the test world and renamed the world
  1461. Fixed build issue due to missing removing an if def related to the new terrain
  1462. Fixed Sometimes two mine-ables could generate in the same position.
  1463. Missing changes from previous commit
  1464. Fixed Explosions not mining new terrain. The Octree Root node was not being initialised correctly.
  1465. Fixed LogicSlot values not showing in stationpedia for devices with build-states.
  1466. Fixed terrain manipulator cursor not updating correctly
  1467. Fixed issue where the DynamicScrubber Needle was pointing to the red area of the gauge when the pressure was low and pointing to the green area of the gauge when the pressure was high. This was because the NeedleMinimum and NeedleMaximum values on the prefab were incorrectly set.
  1468. Removed old terrain systems. All old saves are now broken.
  1469. Enabled new terrain system.
  1470. Fixed PlantSampler missing thumbnails having incorrect thumbnails when it is painted. It will now show the correct thumbnail when in a slot no matter what colour it is painted.
  1471. Removed test maps from world selection screen
  1472. Added community localization for Simplified Chinese. Thanks to everyone who contributed as to MRhythm for coordinating with us. This localization pass has brought Simplified Chinese to ~99% coverage of localizable strings
  1473. Fixed notification string from being misleading in the scriptHelpWindow when trying to overwrite a script in the player's library. It used to say: "Are you sure you want to overwrite this script with data you have written on your computer screen? This will replace what is on your computer screen". It has been changed to say: "Are you sure you want to overwrite this script with data you have written on your computer screen? This will replace what is in your source code library."
  1474. Moved Script library text in the ScriptHelpWindow to use GameStrings in order to better align with the standards of the project. The ScriptHelpWindow was initially using standard strings.
  1475. Missing Material change for Uranium from last commit.
  1476. Fixed Clients couldn't connect (beta, NEW_TERRAIN).
  1477. Fixed Clients spammed Null Reference exception error when mining (beta, NEW_TERRAIN)
  1478. Fixed null reference errors appearing in the Log when loading an old world that did not use the new terrain system. This was because it was calling LodManager.InitializeLodsOnLoad() even when the terrain was not using the new system.
  1479. *Fixed bug where the DynamicGasTankWater pressure/volume gauge would not accurately represent the measure of the contents. This was because the PortableAtmospherics script was attached to both the DynamicGasTank prefab as well as the DynamicGasTankWater prefab, which only updated the needle rotation based on pressure rather than volume. There is now a check for the ContentType of the prefab when updating the Needle rotation.
  1480. Fixed Uranium minable not using correct mesh (beta)
  1481. Fixed VoxelOctree.SetDensity was using depth incorrectly in its recursive traversal
  1482. Added 'CrustOnly' checkbox to heightmap generation for testing.
  1483. Added ability to set crust size in inspector and removed early exit if density 1 is reached so we can force a thicker crust (may revert - needs further testing). This can help for very steep terrain.
  1484. Added thread worker for octree fill task (wip). Filling octree is now much faster.
  1485. Updated In World Uranium mesh, textures, material and prefab. It has only one material now.
  1486. Changed Octree Constructor to require a pointer to a masterOctree it can be null if the constructed octree is the master Octree.
  1487. Fixed VoxelTerrain.MaxDepth pointing to Octree when ReadonlyOctree was initialised.
  1488. Added IOctTree and INode interfaces.
  1489. Cleaned up relationship between readOnly octree and delta octree.
  1490. Added wip octree fill method which is significantly faster.
  1491. Fixed an issue with vein generation determinism (beta)
  1492. Added changes to New terrain ore veins are now saved and synced to clients.
  1493. Fixed Bug where having sequential ladders on opposite sides of a wall would cause the player to teleport to the other side of the wall.
  1494. Changed Terrain Lods will now refresh faster when there is less work scheduled (i.e during mining).
  1495. Removed un-needed locks on some lod Manager functions (all calls were coming from main unity thread).
  1496. Added HelpText for TestOctreeCommand.
  1497. Fixed a performance issue with ReadOnly octree which was causing get density function to take too long to run.
  1498. Added some additional debugging info for terrain performance testing,
  1499. Added ReadonlyVoxelOctree class this is a highly optimised octree that is backed by a byte array and is readOnly.
  1500. Changed baked terrain data is now stored in a ReadOnlyVoxelOctree, changes made by the player are stored in the object based tree VoxelOctree. This results in a 90% reduction in terrain ram usage 6GB to 600MB and a 70% reduction in terrain load times 13s to 4s (tested on 4k map).
  1501. Fixed a number of places were a depth argument was taking in a size for octree calculations (and updated those functions to work correctly with the correct input).
  1502. Fixed Desired depth not being evaluated correctly in getDensity function. This fixed the last of the terrain seam issue and improved fidelity of distant terrain.
  1503. Fixed an issue where the Voxel Tool would not use the last bit of dirt inside the equipped Dirt Canister. This was caused by an incorrect comparison in CanRemoveDirt that checked if the CurrentCollectedDirtValue was greater than UsageEachVoxelPlacement, instead of greater than or equal to.
  1504. Added new fill method for octree.
  1505. Added function on node to get siblings directly below.
  1506. Fixed new Terrain and minables did not align with the large grid. When the terrain mesh and minable position is set they are now offset by 1/2 voxel size.
  1507. Cleaned up some places where vector3s were being handle ambiguously in terrain and minable functions.
  1508. Fixed Voxel tool now works with new terrain.
  1509. Removed some unused debug functions from VoxelTerrain.
  1510. Fixed a small issue where Client joining a session threw a null reference exception and prevented the host from continuing to play. This was to do with the new terrain trying to be loaded while the terrain settings were null.
  1511. Fixed Visualizers on the DirtCanister prefab. Incorrect visualizer meshes and UVs were being used.
  1512. Changed UV coordinates for charging bars color.
  1513. Added missing horizontal size to floodfill
  1514. Added new method for generating terrain from a heightmap that only generates a "crust" and then floodfills under it which is much faster than before. This also fixes the "spongy" terrain that we were experiencing before
  1515. Added horizontal size to floodfill to stop the progression if the edges of the map are reached. This should just be a precaution as the map will usually fill the entire octree horizontally.
  1516. Added Clients now receive terrain change updates from server.
  1517. Fixed Issue with Dirt Canister not showing the correct DirtCanisterState in the world or on the client. This was caused by the SetDirtCanisterState method not being called at the appropriate times.
  1518. Added Clients now receive New Terrain deltas on join.
  1519. Added a few helper methods for getting neighbour nodes from any given octree Node.
  1520. Added flood fill method for filling voxels inside the terrain mesh.
  1521. Fixed an issue where new terrain would not deform when explosion happened.
  1522. Added NewTerrain now only serializes delta changes rather than full terrain file.
  1523. Fixed Items fall through the world when loading a save with new terrain. Added InitialiseLodsOnLoad() to LodManager which generates all requested lods in a single frame before unpausing game on Load.
  1524. Refactored some functions in VoxelOctree that had unclear arguments.
  1525. Changed Delta Node now calculate their partner node on the readonly octree as needed rather than caching a reference to it.
  1526. Added first pass on separating terrain deltas from map terrain data. This is to lay ground work for serializing terrain delta state.
  1527. Fixed Dirt Canister not showing DirtCanisterState if it was in the world and did not have a parent Voxel Tool
  1528. Added vein de-duplication step for new vein generation algorithm (prevents minables of multiple types from generating at the same location).
  1529. Moved vein registration into oct-tree space (to ensure consistent behaviour when doing integer division for registration).
  1530. Changed 64x64m test world to have maximum ore density.
  1531. Fixed Missing Shader form previous commit.
  1532. Fixed Explosions now work with new terrain
  1533. Added Staggered explosion behaviour to remote detonator.
  1534. Increased render distance of explosives.
  1535. Fixed Ore Goggles now work with new terrain.
  1536. Changed Moved ore goggle meshes to XML data.
  1537. updated 4096x4096 text world to use correct ore weights and mine amounts/times.
  1538. Fixed Ore Scanner goggles not working (beta)
  1539. Fixed Build Error
  1540. Hooked up old mining behaviour to new terrain system.
  1541. Fixed Translucent Ices were a bit to glowy in shade (beta).
  1542. Changed 64x63 test map to use only full voxels (the other test maps have a layer of half voxels several layers deep that make mining feel weird)
  1543. Fixed hitching when executing terrain jobs due to too many worker threads being initialized. Will now use processor count - 4.
  1544. Fixed lod mesh cache getting into a bad state when lod object meshes are cleared before re-processing. Lod object meshes will now be retained if they are still active.
  1545. Moved remove lods into its own step in run job state.
  1546. Moved stale lods list into lod manager.
  1547. Fixed bug where multiple requesters could not find existing active lod meshes.
  1548. Fixed issue where social media buttons would not work when clicked inside the GameMenuPanel but would work when clicked inside the MainMenuPanel. This occurred because the method for the buttons in the GameMenuPanel was not set.
  1549. Fixed StandardInstancedIndirectTranslucent.shader was being dawn before the fog causing the ice minables to "ghost" when viewed form a low angle. (beta)
  1550. Optimised Minable rendering to use DrawMeshInstancedIndirect.
  1551. Added Spherization to Minables shader.
  1552. Simplified DrawMeshInstancedIndirect.cs and cleaned up to be allocation free and removed a number of unused methods.
  1553. Moved Minable Textures out of resources folder.
  1554. Changed Some VoxelTerrain functions to be static.
  1555. Added new 4K test map with correct offset values.
  1556. Fixed Offset not being correctly applied to terrain resulting in spawning in a corner of the map. This issue was compounded by our test maps being incorrectly authored.
  1557. Added 64m and 128m test maps with offset correctly authored.
  1558. Removed 4k test map.
  1559. Fixed OutOfBounds terrain being rendered.
  1560. Made dynamic things stop/start requesting lods when they enter/exit a slot
  1561. Added back in lod object debugging and removed some unused chunk debugging code.
  1562. Added restriction for generating lods so it won't generate at values less than zero. This may be updated to use map specific sizes.
  1563. Added remove requesters step to lod manager processing.
  1564. Fixed respawning not cleaning up lods for old player body. Now on respawn, lods will be cleared and regenerated. Still more work to be done on this.
  1565. Fixed issue where SuitStorage would not remove gas from stored suit's waste tank if the suit had no internal pressure. This meant that it would work normally if moved from the player's suit slot directly into the SuitStorage, but not if dropped on the ground first.
  1566. Refactored Minable Vein Generation to be multithreaded.
  1567. Added VeinGenerationWorker class.
  1568. Fixed ThreadWorker.Workers and ThreadWorker.NextWorker were incorrectly set to static.
  1569. Added Minables can now be mined.
  1570. Fixed Minables will no longer spawn floating in the air. (beta)
  1571. Fixed Minables fully hidden by terrain will no longer be rendered (beta)
  1572. Increased Minable render distance to 96m.
  1573. Moved Minable RenderBatch Generation onto OcclusionManager threaded work.
  1574. Fixed Valve flow direction arrows being applied incorrectly to the digital valves. The digital valves can mix fluids in both directions but the direction arrows present when trying to construct either of them implied that the flow was one-way.
  1575. Upped the pre-populate size of the level 4 lod mesh cache.
  1576. Changed exception to a console window error when reactivating a lodmesh that is already active.
  1577. Fixed issue where putting a ProgrammableChip into an advanced tablet would cause it to clip through the screen. This was happening because the OnEnterInventory method for the ProgrammableChip was overridden without calling base.OnEnterInventory.
  1578. Fixed World-size not being applied to voxel terrain on loading map.
  1579. Optimised minable vein placement algorithm.
  1580. Changed normalised Minable density setting. 1 is now standard density.
  1581. Changed sizes of lod object pools based on lod level. Will tweak these as we establish reasonable upper bounds.
  1582. Added New Minable Generation algorithm and data classes. Weights are equally assigned for now to leave an even distribution of generation shapes for easier review.
  1583. Added check so lod deletion queue can ignore already deleted lods.
  1584. Changed max terrain height in VoxelTerrain from 64 to 256. Terrain height information will eventually be moved into xml data.
  1585. Added another hidden test map into temporary folder in streaming assets. Folder/file structure is still wip.
  1586. Changed the lod object pool over to a more simple pool system which incorporates the active lookup concept rather than using the object pool alongside another active lookup. This saves having the active lod objects in two active collections. This also fixes several issues with missing lods due to a long-standing bug with the old pool system.
  1587. Added total count to lod object cache.
  1588. Cleaned up creating of new lod objects.
  1589. Added check to stop moved things requesting lods multiple times in the same frame.
  1590. Fixed player spawning under the terrain. Will now look at the octree to determine where to spawn.
  1591. Reverted spawnpoint changes for now as the terrainspawnrequest was causing some missing lods. Will try using the octree data to determine spawnpoint instead.
  1592. Changed recursive RunJobState method into a while loop.
  1593. Added rolling lookup for lodobject state to track empty lod objects that do not require mesh recalulation.
  1594. Fixed lumps around mine-ables with new terrain.
  1595. Changed put Voxel.terrain.ClearAll behind NewTerrain defines as it was causing issues on beta build.
  1596. Changed moved request Lod logic into LodManager Update loop.
  1597. Fixed Client being able to pause their game from using the pause button inside Stationpedia in multiplayer. The pause button now has no effect in multiplayer.
  1598. Renamed LodMesh to LodMeshRenderer
  1599. Refactored LodMeshCache to more clearly define the difference between deactivated and uninitialized objects.
  1600. Fixed bug where if the player is a client and has the IC editor window open and a storm happens, setting the pause toggle button to true would cause the player to get pushed around by the storm while their screen does not update. Setting the pause button to false after that would push the player back to their initial position. The player no longer moves when the pause toggle is true under those conditions. Caused by clients being able to pause the game when they should not have been able to.
  1601. Added TerrainSpawnRequest class for spawning initial terrain colliders around player spawn location.
  1602. Changed Temporarily disabled out of bounds check and Made Terrain not block atmospheres until issues are resolved with these functions.
  1603. Changed Ambient audio loadType back to streaming.
  1604. Changed reduced ambient light during eclipse on Europa.
  1605. Changed moved some more classes over to using AudioUpdate.
  1606. Removed HPF Filters from wind-turbines audio to reduce their DSP load.
  1607. Fixed Ambient Light values incorrectly set too high during night (beta).
  1608. Further smoothed character foley audio.
  1609. Fixed HighPassFilters not being disabled when audio-sources were disabled.
  1610. Fixed non-looping AudioEvents not re-triggering when play called when that event was already playing (e.g. Printer exporting ingots, APC charging beep) (beta)
  1611. Added warning for possible issue when already returned lod meshes are returned to the pool again.
  1612. Fixed Recursive call in PooledAudioSource.ReturnToPool(). It was calling Stop(), which would recursively call ReturnToPool.
  1613. Smoothed suit foley audio to suit slower audio tick rate.
  1614. Fixed a few issues where lod meshes were not being returned correctly to their cache.
  1615. Fixed prefab audio issue with on windturbines on previous commit.
  1616. Changed Moved WindTurbine audio logic onto AudioUpdate and added separate audio concurrency setting for large wind turbine.
  1617. Added Audio Concurrency Setting for Batteries & Transformers.
  1618. Added SuitStorage to PoweredDevices AudioConcurrency.
  1619. Added Audio Concurrency Settings for Deep Miners and Centrifuges.
  1620. Changed Move Audio Behaviour for CombustionCentrifuge from UpdateEachFrame to AudioUpdate.
  1621. Fixed a tooltip issue where it incorrectly indicated that the stack in hand was full when hovering over another item in a locker. The tooltip now correctly appears when the player has a full stack in their active hand and is hovering over another stack of the same type inside the locker.
  1622. Changed Audio Update does not run in batch mode.
  1623. Changed Moved Furnace and character audio logic into audioUpdate.
  1624. Changed Furnace audio to be distance culled. Added audio concurrency setting for furnace and arc furnace audio.
  1625. Added TerrainSettings to world settings data for loading individual octree terrains with their respective settings and textures.
  1626. Removed some unused shadow changing code on the lod object.
  1627. Changed Things that run updateEachFrame now have this cached on the prefab on prefab load (in the same way as 100ms and 1sec update is handled).
  1628. Added AudioUpdate for things that need to change audio values on a regular tick. (this logic currently runs in UpdateEachFrame but can be moved over as an on-going effort to reduce update churn)
  1629. Added Audio Concurrency Setting for Atmospherics Devices and Volume pumps to reduce number of virtual looping sounds on large bases.
  1630. Fixed OnOff sound reversed for wall light.
  1631. Added Concurrency setting for wall light sounds. (on-going work to reduce number of virtual voices in large bases).
  1632. Fixed an issue where Looping sounds that were paused for concurrency were getting stopped.
  1633. Fixed an issue where Sounds triggered by interactables were calling play logic multiple times.
  1634. Fixed null ref when closing and then creating a new game.
  1635. Changed Liquid Particle solvers to have their game objects deactivated when idle. The particles had quite a high physics overhead when sitting idle in the scene. This will mean higher cost to physics system when water is spreading as the activation and deactivation of particles causes some physics tree re-calculations.
  1636. Removed the remainder shadow boundary culling code as it was no longer required.
  1637. Changed lod bounds to extend out into the next lod by one rather than back into the previous lod by one. Turning off shadows on the boundary is less reliable now as the next lod up will not always be higher so have removed setting of boundary indices for now. Will revisit this.
  1638. Added desired depth parameter for getting octree density. This fixes marching on higher lods not sampling corresponding higher octree levels resulting in very large seams.
  1639. Removed unused TerrainManager class.
  1640. Fixed rendered mineables not being cleared when leaving a game.
  1641. Made dynamic things request new lods after they have moved a set distance rather than when their chunk has changed.
  1642. Fixed Black seems at lod overlaps. Overlap meshes shadow casting is now disabled.
  1643. Changed LodManager now only moves off idle state when it has pending work to do.
  1644. Reinstated Imgui Change from rev24361 as it was not the source of build issue.
  1645. Fix for Dedicated Server build issue.
  1646. Reverted Imgui changes from rev24361 to test if they were the cause of steam build to failing to run.
  1647. Fixed missing null check in Explosion code (beta only rev24305), wold cause Explosions happening outside rooms to fail and through a null reference exception.
  1648. Fixed a few instances where lods would render around dynamic things when they shouldn't
  1649. Added back missing code to remove rendered mineables from a chunk when returning lods to pool.
  1650. Changed lod object pools to have one pool per lod level.
  1651. Fixed error spam when reloading into a world caused by pools not being correctly reset.
  1652. Refactored access to the terrain octree to be accessed only through the voxel terrain manager instead of directly accessing it
  1653. Changed ImguiHelper class to be active when RW_Server defines is enabled. This should help prevent some dedicated server builds failing.
  1654. Fixed missing RW_Server check in localization.cs
  1655. Removed unused debug draw on lodmeshpool
  1656. Increased distance of GetSafePoint for spawn raycast.
  1657. Fixed could spawn under terrain when terrain height at starting point was higher than 40m.
  1658. Fixed dedicated server build failure due to missing server specific imgui helper function definition
  1659. Fixed (beta only) build deployment fail due to missing include.
  1660. Fixed 42 missing strings for prefabs. (credit: NoName)
  1661. Added additional checking for prefabs to the localization checkkeys command.
  1662. Moved the lod object pool to a new LodObjectCache class which will also hold and manage the lookup for currently active lod objects. This is because these two things are tightly coupled - getting/returning from the pool will add/remove from the active lookup.
  1663. Cleaned up lod classes a little, made pooled mesh object use naming convention for pooled objects.
  1664. Fixed a performance issue with Objectpool class where returning an object to the pool could be very expensive for large pool sizes.
  1665. Changed increased the size of the LodMeshRenderer pools (the lower level lod pools now have a much larger starting count)
  1666. Fixed console font size was set to 0 causing imgui console to not show text (beta only)
  1667. Changed LodObject helper class to be pooled. This reduced the amount of GC allocation when requesting and un-requesting terrain lods.
  1668. Fixed a massive quantity of localization issues due to missing calls for Localized font. This includes the Hash Display, trading screens, spawn screens, and others. (credit: MRhythm)
  1669. Fixed a variety of font and localization issues with Simplified and Traditional Chinese (credit: MRhythm)
  1670. Fixed a number of text renderers had no font switching occurring and did not have localized strings. More of this to follow.
  1671. Added additional localization commands to assist with debugging and fixing localization issues.
  1672. Fixed (beta only) minor issue with landing capsule
  1673. Fixed some text boxes contained illegal string keys and would cause exceptions if they were localized.
  1674. Changed tooltip when hovering over the handles of the CrateMkII from saying "Button1" to "Drag" to bring it in line with the DynamicCrate.
  1675. Fixed LodMesh prefab not on terrain layer.
  1676. Added Some profiling tags
  1677. Changed some VoxelTerrain functions and fields to be static.
  1678. Changed Mineables are now only rendered on LOD0 Meshes and on chunks that have a rendered mesh (i.e only mineables that are close to the surface are rendered)
  1679. Changed reduced the amount of the most distant terrain Lods as they were over the horizon.
  1680. Fixed a serious potential issue that prevents joining or hosting multiplayer games with hostnames that may contain non-ansi characters. This potentially affected a number of users who are using different languages and their computers or the destination hosts were using an extended characterset. A new and more advanced system is used to get the current host ip, however this requires extensive testing. It may also fix some other hostname issues that players are experiencing.
  1681. Fixed (beta only) some minor issues preventing the landing light on the capsule from being turned off.
  1682. Changed IAnimComponent to use a serializable base class and then cache it only when generating the base prefab. This means each time it is instantiated a GetComponentOnChildren does not need to be run, as this was always being run for everything thing when they were instantiated.
  1683. Added a timeout on the capsule lander light. It will now stop working at the end of the first day.
  1684. Changed OnNextDay to be specific function calls rather than a subscription delegate event list. This is much more readable and debuggable in the code, and reduces memory churn. Added the IOnEachDay interface that is checked against to make it easy to add classes to this. Entity was already using this kind of functionality so it has been migrated to this, reducing memory churn when instantiating new entities such as chickens and players.
  1685. Fixed if statement formatting for previous commit
  1686. Fixed VoxelTerrain.cs generating 50kb GC per frame due to multiple new array creations in the Minable batch rendering code. Refactored to use pre-allocated array and removed all GC allocations.
  1687. Fixed Tablet not working until hands are swapped if it was in the left hand when the player loads a world.
  1688. Lods will now overlap at lod boundaries to hide seams (wip).
  1689. Fixed rare null reference occurring when autosave is attempted during a specific phase of character death.
  1690. Fixed (beta only) some tooltips during the starting conditions selection were incorrect and displaying confusing information, or were just not displaying. They will now be displayed.
  1691. Rewrote new terrain shader to fully support the required features and removed a lot of the unused features
  1692. Fixed Sun flare not showing through the glass of the StructureCompositeWindowShutter prefab.
  1693. Cleanup (beta) of ModData to make StationeersMod support easier when this pushes to main. Included more debugging. Changed LocalPath to DirectoryPath as the value was not actually the local path, ever. Left support for LocalPath for anything that uses it.
  1694. Fixed (beta) priority sorting of worlds was broken.
  1695. Fixed Upright wind turbine data can't be read as the port is power only. Changed the port to be power and data. (Credit: Tsoleht)
  1696. Moved consolidation of queued up lod changes to where job are assigned. This helps to fix missing lods in some instances.
  1697. Added back face rendering to terrain terrain. This helps a lot with terrain seams and should help us hide them in a naive way without the need to perfectly fix them in an expensive way
  1698. Added caching of marching cubes object as well as the mesh object to the lod object to reduce allocations
  1699. Changed LodManagers work loop to be state-based. The manager now goes through one step each frame. certain steps like applying the meshes or waiting for the jobs to complete will run over multiple frames to ease frame-time spikes.
  1700. Removed sever expensive memory allocations for new collections in the Lod requester logic. These collections are now cached and reused.
  1701. Fixed modconfig.xml was being generated inside the executable folder, or trying to at least. This caused critical issues and wiped the mod order constantly, breaking mod loading for GeForce now users and lots of other people. But even if that had worked, the mod loading was broken anyway. Now the mod loading is done in the order displayed in the load order list, loading the "core" mod at the spot indicated. There may be issues with this that still need to be resolved. The modconfig file will now be generated in wherever save and settings files are generated.
  1702. Fixed mods could not replace various things, such as worlds or difficulty settings. Confirmed that mods can now replace worlds, difficulty settings, and start conditions. You don't need these to be different file names either, the XML is very permissive. This should allow, now, the replacement of pretty much anything data wise in the game that in the past would throw errors (such as star maps).
  1703. Added a yellow mod icon to the starting screens so you know if data is being overwritten or loaded from mods.
  1704. Added SortOrder attribute option to world settings, so that modders and others can sort the order their worlds will appear in the world settings list.
  1705. Cleaned up the starting equipment list to make it more readable.
  1706. Fixed incorrect spherical effect variables on terrain2 material
  1707. Added Difficulty Settings can now be overwritten with mods. If a mod is loaded, and the difficulty already exists, the mod will overwrite that difficulty setting instead of throwing an error and stopping as it currently does.
  1708. Added image that shows over top of modded Worlds, Start Conditions, and Difficulty Settings. This means that you can see what content is modded or has been overwritten easier.
  1709. Fixed the mod load order was being done in reverse. This needs to be checked, but it was very unintuitive. The mods were being loaded in the reverse order from what was displayed visually - probably confusing a lot of people.
  1710. Fixed the spawn item data in the new world process was very large text, using headers for the whole lot. Now they are sized the same as the rest of the text. Additionally there was a whole bunch of background image gore with how the UI elements were rendered, this has been cleaned up with icons to indicate better what can be clicked on and what cannot be.
  1711. Added various different data classes now receive what mod they are being loaded from as part of their initialization, allowing them to remember what mod they are from for later display.
  1712. Made ProcessJobs wait for executing lod object jobs as soon as ExecuteAll is called. This may be less performant but does fix error spam and a few strange issues where the dirty indices array would not be emptied after all jobs were finished leading to some lods not being able to be dirtied again. More improvements to come on this.
  1713. Added calculating normals from voxel data to achieve smooth normals
  1714. Added ability to have voxel type in octree. Not fully implemented yet or used for anything but the option is there and can be used for multiple things
  1715. Added "spherising" to new terrain shader
  1716. Fixed thread profiler not working with terrain threads. use profiler enable command to profile terrain threads.
  1717. Changed LodObjects that have requesters to have a 10x load value.
  1718. Removed duplicate IThreadedWorker class.
  1719. Added difficulty setting for Achievements. Modders can set or use this with any modded difficulty settings. All difficulty settings work for achievements except for the "creative" difficulty setting, which by default is "disabled".
  1720. Added difficulty setting for calm weather period multiplier. This will, if set, multiply the initial calm weather grace period at the start of a game.
  1721. Reverted change to terrain job processing to ensure we wait to finish jobs before the next frame.
  1722. Changed LOD settings to increase render distance of new terrain from (4,4,4,4,4) to (8,8,8,8,16). This pushes rendered terrain out past the far clip plain distance.
  1723. Removed Old terrain lod when new terrain flag is active.
  1724. Fixed use of Allocating Physics commands that have been replaced with non allocating version. Note: this will limit explosions to interacting with a maximum of 1000 colliders. This is quite a lot. Previously explosions were causing a lot of memory garbage to be cleaned up. Now it will not cause this, but there is a hard cap of 1000 things being interacted with. This might need some refining further.
  1725. Added three more hidden achievements.
  1726. Removed steam check before awarding achievements. This check was redundant. It also generated a lot of memory garbage, as it was looking through all steam achievements each time. Additionally more minor cleanup to achievement code, including auto generating more of the backing dictionaries. This makes it much easier to add new achievements.
  1727. Fixed bug (beta only) with the "Stack Overflow" achievement that prevented it from being awarded.
  1728. Added a hidden achievement.
  1729. Added "Khajiit has wares if you have coin" achievement for over ten thousand revenue from trading.
  1730. Optimized the Update100MS and Update1000MS method caching as well as made their assessment automatic, meaning that those using the methods in future won't have to also remember to update the "Is" method.
  1731. Added an Achievements command for debugging achievements.
  1732. Added "Syolnet Green is... Plants!" Achievement for harvesting 1000 times from plants.
  1733. Added "Why Is It Still Mark Watney?" Achievement for surviving for 30 days eating only potatoes or baked potatoes.
  1734. Added "Soot Happens" Achievement for surviving an Ash Storm on Vulcan when not in creative.
  1735. Added "Stack Overflow" Achievement for writing to the internal stack of another device using an integrated circuit.
  1736. Added "Some Assembly Required" Achievement for writing a script to an integrated circuit.
  1737. Added support for stat based achievements
  1738. Added "And Yet It Moves" Achievement for tracking celestial bodies using a ground telescope at full alignment for ten minutes cumulative.
  1739. Added "The Spice Must Flow" Achievement for mining 10,000 Colbalt Ore.
  1740. Cleaned up some of the achievement code a little, with some minor optimizations.
  1741. Fixed DEFINE instruction would produce NaN as it was configured to not check Enums or other defines.
  1742. Fixed Harvester contained coroutines. Moved to Unitask reducing potential for memory churn when TryPlantSeed or TryHarvestPlant was called via any IC scripts, which could be often.
  1743. Added Fifth pass on MediumSatelliteDish internal stack. Filters are now applied only on the next write command, so you can group together filters and then apply them with the next write. This allows the stack to be filled with lots of custom data. Gas filter commands are also available as well now. Reordered the instructions (if you were using beta, you should clear any internal stacks that have internal data saved). Internal stack is now fully functional.
  1744. Added Hash Display Circuitboard now has Mode, that is used with the new HashType enum, with both HashType.Prefab (default) and HashType.GasLiquid. Consoles now accept setting their circuitboard mode via the logic slot set/load instructions (ss or ls). This allows you to set a console circuitboards mode from IC.
  1745. Added Fuel Mix and Air Mix GasType enums, as these are just a flag combination. They now have recognized sprite images as well. This means that the Hash Display circuitboard will recognize Air (Oxygen and Nitrogen) and Fuel (Volatiles and Oxygen) and display an image for that. Useful with traders.
  1746. Added Fourth pass of internal stack for MediumSatelliteDish. Now have Buy and Sell Child prefab data loaded into the stack. Additionally Gas data is loaded into the stack as well. Filters are applied to child items as well. Now fully functional at interrogating trader inventory. Next change will ensure the filtering is local to that "block" of write instructions, allowing the internal stack to be segmented for multiple requests.
  1747. Removed unused test lod requester class.
  1748. Added overlay text option for ImGuiDebugHelper.
  1749. Added Gas Type trading to the MediumSatelliteDish Internal Stack. Now basic gas trades both buy and sell will be added to the internal stack. Their gas types will be condensed into a single bitflag that can be interrogated for gas types.
  1750. Prevented DynamicThings from taking damage while inside a parent slot that hides them. They still take damage if not hidden.
  1751. Experimental fix for multiple concurrent clients joining causing multiplayer desync issues.
  1752. Removed unused Obi Solver plugin as it was causing builds to fail.
  1753. Added ability to pre-populate lod pools.
  1754. Removed apply queue for terrain mesh jobs as it is not needed.
  1755. Fixed Rocket didn't move on the map between launch-mount and orbit (beta only)
  1756. Added Third pass of internal stack for MediumSatelliteDish. WriteTraderData will write three meta data memory to stack. WriteTraderBuyData will populate the stack at a index to a max count with buy data, WriteTraderSellData will do sales. This will populate the stack with their respective packed memory. Only working for trades that are items, currently, but this will change. Currently you can use filtering, but the filters are applied to everything. Intention is to change this to only use that since the last Write command, but that will come in third pass. Non valid (i.e. old) WriteTraderBuyData or WriteTraderSellData will be cleared when next tick is processed.
  1757. Fixed a text alignment issue with map panel layout. (beta)
  1758. RockPanel tabwell state set inversely (was disabled when rocket was valid) (beta).
  1759. Fixed two dynamic location panels created for starting node when loading game with existing launch mounts.
  1760. Fixed several issues where lod objects were being queued up for generation multiple times.
  1761. Moved some helper functions into a dedicated LodHelper class.
  1762. Changed layout launch mount nodes with relation to home planet nodes on the space-map. Launch mount symbol now appears laid over the plant and rockets travel "up" into orbit.
  1763. Fixed RocketMotherboard required a connected rocket in order to open the map. The panel will now open with no valid rockets connected, but certain rocket specific fields will be blank/un-interactable
  1764. Made lod requesters remove themselves from lods correctly when destroyed.
  1765. Removed temporary property from DynamicGasCanister left over from previous commit.
  1766. Added second pass on internal stack memory for MediumSatelliteDish. Working implemenetation for TraderInstruction.WriteTraderData. This is written with the index to start writing at. Three instructions will then attempt to be written to memory, being the traders Id hash (its type), some trader meta data, and then some signal data. Third pass will feature implementations for filtering actual trade buy and sell data into the stack, not just meta data.
  1767. Added TraderInstruction enum parsing to logic system.
  1768. Stopped DynamicGasCanisters returning the relevant kit when being deconstructed after they have been broken. Created a new property inside the DynamicGasCanister script for getting the _hasBlown state.
  1769. Fixed Default value for ambient light not being set on planets with no atmospheric scattering. This resulted in it retaining the default unity value of 800% an the terrain being very over exposed.
  1770. Changed reduced the default ambient light max intensity value from 0.36 to 0.3
  1771. Changed Ambient Lighting settings during eclipse. Eclipse on Europa will still be dark, but terrain, mine-ables and structures will still be faintly visible.
  1772. Changed skybox settings during eclipse. Europa skybox will now experience a dawn moment, the sky will lighten, although some stars will still be faintly visible.
  1773. Changed added easing to transition in and out of eclipse so the change is less sudden.
  1774. Changed Ambient light mode from trilight to skybox when in game (it will remain as trilight mode in main menu scene and new world scene).
  1775. Added first pass on pooling system for lod meshes.
  1776. Fixed AllTick being run every millisecond
  1777. Added an AllTick that runs alongside ServerTick or ClientTick
  1778. Added an event that will run when the current player moves a about a chunks worth of distance
  1779. Added checking for mineable occlusion to the player moves event so that we are only updating the mineables when required while the player is moving around
  1780. Updated the new mineables code to not use dictionaries as this was costing a lot to look up.
  1781. Added a cached vector3 position to chunk objects alongside the Vector3Int to reduce the large cost of casting these every time we submit the mineables to the renderer
  1782. Fixed Ice will now melt when put into DynamicGasCanister slot when the canister is empty.
  1783. Separated occlusion testing and rendering for mineables for new terrain system and made it allocation free. Occlusion testing is now done once per second but this is a first pass and will be made much smarter
  1784. Optimised collider setup on large Wind turbines. Colliders on the rotating blades was causing the physics tree recalculations every fixed up-date. Fixed update is now 1ms faster on large Europa playtest base.
  1785. Added first pass of stack on MediumSatelliteDish. Added a small stack to the dish along with template for some instructions. These will allow the dish to read and write extended data associated with the current communicated trader. This will be able to be used to more easily automate trader contacting using the internal stack system on the dish itself.
  1786. Changed all power tools to consume a standardized amount of power (1000 joules) on use. A property was added (BasePowerUsage) that can be overridden on subclasses as necessary.
  1787. removed smooth normals for new terrain
  1788. Enabled smooth normals for angles under 30 degrees on new terrain
  1789. Fixed editor script being included in the build causing it to fail
  1790. Added a min and max terrain height to trim out unnecessary lod objects far above and below the terrain bounds.
  1791. Improved performance of checking loaded/unload lod areas.
  1792. Changed lod lookup to be an array of lookups, one for each lod level. This allows lod objects of different levels to exist at the same point which fixes a bunch of problems when multiple dynamic things are requesting lods of different sizes.
  1793. Made mining work with lod meshes for new terrain.
  1794. Removed old chunk object and replaced it with a non monobehaviour chunk.
  1795. Fixed medium shelf blocking grid extending too far out from the front of the shelf
  1796. Fixed Some atmosphere grids get stuck with high winds on clients.
  1797. Changed lod prefab so only lod0 meshes will have a mesh collider. This should speed up generation for distant lod meshes.
  1798. Made mining work again on new lod meshes.
  1799. Fixed can't close manual hatch when on a ladder
  1800. Disallowed mining below bedrock level on new terrain.
  1801. First pass on improved lod system for new terrain.
  1802. Fixed incorrect build-state tools on composite window shutter connector
  1803. Fixed APC reversed blueprint
  1804. Fixed apc still works when destroyed
  1805. Updated Build a basic power setup helper hint to match Europa power supplies start conditions.
  1806. Fixed string Format error spam that could occur when looking at a pipe atmosphere or any other atmospherics device when the pressure inside was greater than 1GPa.
  1807. Fixed "Setting linear velocity of a kinematic body is not supported" spamming in dedicated server console.
  1808. Changed Gas Generator Audio Reverb setting.
  1809. Fixed Meson Scanner throw exception trying to render an invalid batch.
  1810. Changed reduced reverb on loud distant objects.
  1811. Fixed Fragment Handler exception when de-serialising atmospheric data on joining a server with a very large base.
  1812. Updated wrong texture file for Sugarcane plant.
  1813. Potential fix for T-Ray scanner throwing exceptions
  1814. Fixed mining new terrain doing unnecessary work subdividing nodes when sampling density.
  1815. Made various improvements to chunk dirtying logic to remove allocations and unnecessary lookups.
  1816. Fixed nodes not collapsing correctly when mining on new terrain.
  1817. Fixed mining performance issue on large terrain sizes
  1818. Fixed some terrain chunks leaving small bits of unmineable terrain.
  1819. Fixed mining was doing unnecessary work on zero density chunks.
  1820. Fixed Incorrect entry tools on Rocket structure build-states: batteries, Avionics, downlink. (Beta)
  1821. Removed Duplicate ItemKitRocketBattery prefab.
  1822. Fixed storms blowing items in the inverse direction on dedicated (beta only)
  1823. Changed the display name of Insulated Liquid Tank Big to Liquid Tank Big (insulated) and Insulated Liquid Tank Small to Liquid Tank Small (Insulated) to bring the naming convention more in line with the Insulated Tanks.
  1824. Added first pass on lod for distant terrain chunks.
  1825. Made mineables generate correctly around player as chunks are created.
  1826. Added first pass on terrain chunks loading near dynamic things.
  1827. Added new 4x4km grand canyon map for internal testing the new terrain system. It is currently not accessible in the game and will be enabled at a later time.
  1828. Added automatically changing name from Recruit to the players steam name if it is found when loading the player cookie
  1829. Added beds suspending life functions for humans. The ILifeSuspender interface now requires the class to implement IsSuspendingLife, instead of IsPowered, and leaves it to the implementing to decide what the requirements for this are.
  1830. Added the ability to close the large fridge from the inside of the door. The trigger collider used on the outside now extends through to the inside.
  1831. Added SpaceMapDistanceMultiplier value to DifficultySetting. This Setting does not apply to the Distance to orbit.
  1832. Changed Stationeer Difficulty now has a 1.5x distance Multiplier between spaceMap locations.
  1833. Fixed thumbnails for composite wall 1 and iron wall 1 being incorrect in Stationpedia
  1834. Fixed thumbnails for pickaxe and emergency pickaxe
  1835. Fixed small typo in english.xml
  1836. Added Confirmation panel step to delete node button on spacemap.
  1837. Fixed Inworld liquid could be hidden under floors & liquid visualiser would sometimes clip through ceilings.
  1838. Fixed Rocket umbilicals revert to closed state on load.
  1839. Added Every 4 mine actions undertaken at an asteroid deposit will add 1 scan point to the location.
  1840. Fixed storms not moving items on dedicated server.
  1841. Fixed Rocket Uplink buildState used cable coil heavy instead of standard cable coil.
  1842. Changed OreScanner, MesonScanner & Celestial Scanner recipes to: 5 silicon, 5 Electrum, 5 Waspaloy.
  1843. Deprecated old heat-exchanger devices.
  1844. Changed some rocket manufactory recipes to used steel instead of iron
  1845. Fixed Meson Scanner not showing burnt cables and burst pipes
  1846. Added chutes to meson scanner rendering
  1847. Fixed Pressure Regulator and volume Regulator setting tooltip not showing input setting for back regulators.
  1848. Added work in progress chunk pool class and wrapper class. The intention of this pool is to be a normal object pool except allowing for if a chunk at a specific position is requested, and one already exists that has been used for that location and level of detail, it will be returned instead so that it does not need to be recalculated
  1849. Fixed issue with filter degradation in the FilterMask when not being worn
  1850. Tweaked priority of rocket engine sounds.
  1851. Changed Rocket Avionics, Rocket downlink and rocket batteries to be single build-state devices. Build-states on these single grid devices was inconsistent with other devices in the game.
  1852. Changed Some ambience audio clips to load into memory compressed instead of streaming from disk as the streaming thread was getting overwhelmed in larger bases.
  1853. Lowered large transformer reverb send.
  1854. Changed audio voices back to 64.
  1855. Fixed can't place rocket battery (beta only) introduced rev24159.
  1856. Fixed the broken build state of the Area Power controller being visible in the blueprint when placing it.
  1857. Fixed Glasses would get burnt when helmet slot was closed.
  1858. Fixed SensorLenses would get burned by fire when worn while helmet was closed.
  1859. Changed Reduced audio voice limit as a possible fix for audio stuttering and volume issues noted in larger bases.
  1860. Added more aggressive distance cut off for wind turbine audio.
  1861. Removed a couple of storm sounds that were too tonal.
  1862. Fixed station batteries, small and large, not requiring frame support
  1863. Fixed low quality, pixelated lens-flare for the road flares
  1864. Added Pneumatic Mining Drill to the Mining Supplies Package
  1865. Fixed locker kit having the wrong default option selected. LastSelectedIndex was being serialized into the prefabs so it may have been affecting other kits as well. This field has now been marked as nonserializable so all kits will use their 0th constructable as the default.
  1866. Fixed Incorrect constructible prefabs on ItemKitFuselage (beta only)
  1867. Added the ability to melt ice using the welding torch or arc welder. This will call smelt on the stack of ice once every 0.5 seconds.
  1868. Fixed switchgrass had two mature stages.
  1869. Fixed possible nullref when mining on new terrain.
  1870. Allowed new terrain chunks to be different resolution.
  1871. Added prototype deploy action to Rocket Space Map. This is in preparation for rocket deploy missions.
  1872. Added gameplay scripts and data classes for deploy action.
  1873. Added Models and scripts for future content.
  1874. Fixed nullref when exiting tutorials.
  1875. Changed new terrain flag to be a symbol definition and added it 'Stationeers > Symbol Definition' menu
  1876. Fixed new terrain not saving in backups or autosaves.
  1877. Removed mineable type from octree data. This will be stored elsewhere.
  1878. Fixed some chunks not generating if they are on the very edge of the world resulting in some holes in the terrain.
  1879. Made terrain generate around point function generate in a cube instead of a sphere.
  1880. Tweaked voxel debug position for new terrain.
  1881. Added some more debugging for tracking terrain voxel densities.
  1882. Fixed minables not generating deterministically in new terrain.
  1883. Added very basic saving and loading for new terrain (currently not async).
  1884. Fixed error spam when looking at drinking fountain when it has no pipe connected to it.
  1885. Commented out some terraforming code (temporarily) which was throwing exceptions.
  1886. Fixed clients can't connect after engine upgrade.
  1887. Fixed a few terraforming exceptions on joining a game.
  1888. Fixed a few nullrefs which were stopping the main menu from showing up after failing to join a game.
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