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- Change Log 0.2.6085.26682
- Due to Steams character limit, we cannot include the patch logs for this update.
- [*] Swapped changed mars to beginner and moon to intermediate and swapped their order in the world list to help better guide new players to a better experience
- [*] Fixed tooltip not respecting the value for tooltip opacity in the settings and removed the empty tooltip that occasionally appeared.
- [*] Changed how outdoor storm effects are toggled. Was previously using player position to determine if we are 'inside' or not. Will now use camera position. There are still some edge cases where the camera is very close to a storm card but this removes the sudden flicker where the storm appears inside whenever you cross a threshold. This also fixes the issue where if the third person camera is 'outside' the outside storm effect would not play.
- [*] Added Comprehensive Japanese translation proved by community member @JouNin.
- [*] A Big Thankyou to all the community members involved in helping localize Stationeers!
- [*] Updated French, Russian and Simplified Chinese translations to latest from Community Github. Thanks @CedricDx, @AlexusYT & @MRythm.
- [*] Fixed an issue where players or items could spawn in before the terrain had generated. (this could cause the lander and crates to get destroyed by lava on spawning into the game)
- [*] Refactored Start locations to be serialized on a per player basis from being being a worldSetting.
- [*] Added Brutal per player start conditions. Each player that joins will spawn with their own brutal supplies.
- [*] Added Random option to Start location. When selected each player that joins will be spawned at a random start location from the list of authored start locations.
- [*] Fixed Dedicated server error on starting new world.
- [*] Fixed When no start location was selected on dedi it could default to all players spawning randomly.
- [*] Reinstated saving when last player leaves on dedicated server. Changed logic slightly to fire when player leaves rather than polling in the network update.
- [*] Fixed It was possible to prevent the game form loading by having a MaxConcurrentWorkers setting of 0 or less. This has been lower limited to 4.
- [*] Fixed storm cards not showing up for clients. Atmosphere face flags are now being synced and ProcessAtmospheresClient will trigger the storm card regenerate if rooms have changed.
- [*] Fixed storm card depth mesh not being cleared when leaving a game.
- [*] Added static sprites for all the planets so rocket launch mounts look like they are on the planet surface and the rocket can move upwards to the low orbit node.
- [*] Changed all 'low orbit' nodes to be a more appropriate icon and fixed their positioning so their connections line up with their neighbours.
- [*] Added ability to add static sprites onto the spacemap.
- [*] Fixed Camera shake not applying when you start a game in the lander capsule due to the lander not being registered in the UpdatesEachFrame densepool. This was because the registration was being skipped due to the lander having an incorrect tag.
- [*] Fixed mined ores did not go into mining backpack when wearing harm suit
- [*] Fixed spacemap recenter and center on rocket buttons were not centering the view correctly. Will now take map scale into account when setting transform position.
- [*] Fixed kick command parsing client id as int rather than ulong making it impossible to kick some players (thanks Spacebuilder2020!).
- [*] Fixed decay time remaining for some items being incorrect. Have removed use of max decay constant (which was 100) and instead using maxdamage property from the damage state (thanks Spacebuilder2020!).
- [*] Changed the names of the Ids of the random start locations to match the naming conventions of the existing start locations. They are now: LunarSpawnRandom MarsSpawnRandom EuropaSpawnRandom VulcanSpawnRandom VenusSpawnRandom MimasSpawnRandom
- [*] Fixed game wouldn't start when random start location selected with default spawn settings.
- [*] Fixed Backpack slot does not open when numeric4 button is pressed When wearing HARM suit.
- [*] Fixed missing Null check for SuitBackSlotDisplay logic.
- [*] Fixed Blueprints for StructureLiquidTankBig and StructureLiquidTankBigInsulated so that they no longer show the destroyed version as well as the built version.
- [*] Fixed a small typo in the description of the harm suit. Changed "results in am overall reduction" to "results in an overall reduction"
- [*] Changed naming convention for Random start location to "Round Robin" as this better expresses the logic. Id's have been updated to: MarsSpawnRoundRobin, LunarSpawnRoundRobin, EuropaSpawnRoundRobin, MimasSpawnRoundRobin, VulcanSpawnRoundRobin, VenusSpawnRoundRobin.
- [*] Added Default Community Starts. Each player will spawn with a lander. Ids: DefaultStartCommunity, EuropaDefaultCommunity, VulcanDefaultCommunity, MimasDefaultCommunity, VenusDefaultCommunity.
- [*] Fixed NRE when pressing 4 when using normal backpack.
- [*] Added a few more null checks around checking back slot display occupant which could sometimes produce a null ref exception.
- [*] Added logic to support play in 'orbit' above the map. Player movement should now work correctly in zero-g and global atmos will be a vaccuum. Note, creating atmospheres on the boundary line between vaccuum and not can create a cascade of atmosphere creation. This is to be addressed in a later fix.
- [*] Fixed duplicate start location entry for Mars.
- [*] Fixed players would spawn in a drop pod after dying if their dead body had decayed.
- [*] Added any Clients that joins during a game has its start location saved, so that when they die/decay they will still respawn at the correct place with the correct kit.
- [*] Added 'file forceallowsave' command which can be used as a last resort to stop the 'already saving' error which can cause loss of progress if saving gets stuck for any reason. This could be removed once the underlying cause of the IsSaving flag being stuck as true is found.
- [*] Fixed clients did not get see effect when under lava.
- [*] Fixed Fires not rendering correctly.
- [*] Changed execution order of Clean up of out of bounds items to be the final step on load.
- [*] Fixed several potential cases where exceptions could be thrown in the InitialiseLodsOnLoad() function.
- [*] Fixed AsPooledSpan() was not locking when being called on a concurrent DensePool.
- [*] Fixed issue where putting a belt in the player's belt slot while not wearing a suit would cause the belt to be invisible on the character.
- [*] Fixed suit storage variants so that they now all show the bases of the on-off switches.
- [*] Removed Naughty Attributes package from project.
- [*] Clean up of spawn point code.
- [*] Added ClientInfo is now synced to all clients.
- [*] Added When looking at a respawn point, the text "Spawn Point Set" will show if that respawn point has been set as the target.
- [*] Added template crew module to test going into orbit (in debug kit).
- [*] Added first pass on logic to add orbital launch pads to spacemap. They will now show up on the LowOrbitHub node's dynamic panel if one is present in the rocketlocation.xml.
- [*] Added Atmospheric scattering fades out as altitude increases.
- [*] Fixed Orbit height being lower than Vulcan mountains.
- [*] Increased render range of distant terrain Lods.
- [*] Fixed incorrect values on Flame material.
- [*] Fixed atmospheres spreading uncontrollably on the space boundary. Atmospheres will now ignore any neighbours that are in a different zone to them and there will be no mixing across the space boundary.
- [*] Fixed Toolbelt move to slot not using unity lifetime check.
- [*] Fixed one other instance where toolbelt move to slot was not using unity lifetime check.
- [*] Fixed getting random minable vein could throw errors when loading game.
- [*] Changed Rocket Orbit Anim height to 1000m
- [*] Changed rocket park location to be in the edge of the map.
- [*] Changed launch/land rocket animation height to be relative to launch-mount height.
- [*] Fixed debug crew module not showing in debug kit.
- [*] Adjusted start altitude of orbital station landing burn to align with the reduced deltaV requirement.
- [*] Changed Launch and land deltaV required for orbital station to 100m/s.
- [*] Added first pass on restricting the playable area when in low orbit. Character will now be pushed back into the playable bounds when they try to leave it.
- [*] Added 'loworbitstation spawnmount x y z' command to help with creating an orbital mount for quick testing.
- [*] Moved low orbit playable bounds definition to rocket class.
- [*] Made GasTank data port power consumption consistent with the LiquidTanks. They now all draw 10 watts each.
- [*] Added low orbit hub nodes to all spacemaps. Orbital launch mount nodes on the spacemap will connect to these hub nodes.
- [*] Added additional checks to ensure players don't respawn inside geometry.
- [*] Added additional checks to prevent landers/capsule spawning on top of each other.
- [*] Added another start location for Vulcan.
- [*] Fixed Error spam that could happen when a rocket data uplink was connected to a rocket downlink and powered on but didn't have a data cable connection.
- [*] Added first pass on crew umbilical for entering rocket crew module. Assets are placeholder. Added crew umbilical to the debug kit.
- [*] Fixed an issue where the screen fade out wouldn't happen if the player's lungs happened to be destroyed before stun from lack breathable atmosphere or if the player died from starvation or thirst. This was because the effect was tied to the amount of stun the player had. Dying in game now causes stun damage to be set to the maximum value.
- [*] Increased Max simultaneous tweens in LeenTween Library class from 400 to 1024. Bases with large numbers of chute flip-flop splitters and other animated chute components were failing to load.
- [*] Increased the Volume of liquid canisters from 12.1L to 12.4L and Smart Liquid Canisters from 18.1L to 18.4L.
- [*] Fixed incorrect material on 1st person HARMSuit helmet visor.
- [*] Fixed Vulcan storms were causing the air to get cold during the day. This bug was introduced in the solar storm update.
- [*] Changed AllAtmospheres DensePool to use removeWhere() for when stale or invalid atmospheres are cleaned up.
- [*] Added RemoveWhere function to DensePool. This allows the dense pool to iterate backwards over a collection of items and remove objects that match the predicate. This should be used in any dense pool iteration that could cause an item to be removed from the dense pool.
- [*] Fixed An error that could happen sometimes when Deregistering an atmosphere.
- [*] Reduced Volume of HarmSuit and HarmSuitHelmet.
- [*] Fixed HARMSuit was heating up too fast during the hottest part of the Vulcan year. The HARM suit will now perform better in Super hot environments. (previously coolant was heating up by 10degrees a day, now will be more like 1 degree per day).
- [*] Added clientinfo command to list and remove clients from the SerializedClientInfo list. Removing a client from this list will allow them to rejoin the server as though it is the first time. To use, run clientinfo list to get a numbered list, then clientinfo remove <index> to safely remove the desired client from the list.
- [*] Fixed non hosts from attempting to run the SerializedClientInfoCommands
- [*] Fixed DeepMiners, AutoMiners and Ogres were deforming the terrain in a very inefficient manner. This could could large cpu spikes when multiple deepminers were running.
- [*] Fixed Minable render refresh will now only trigger if the change event is within visual range of the local player.
- [*] Reduced the radius that other clients generate minables from 200m to 60m.
- [*] Fixed DeepMiners, Autominer and Ogre did not generate minables. This was not normally an issue as the player placing it would generate them, but could cause dsync issues if the dug very deep or were very far away from the player when modifying the terrain.
- [*] Added first pass on landing pad tank connector piece. Model is placeholder and is not included in landing pad atmos kit yet.
- [*] Fixed Incorrect AutoIgnition temperature on HardSuit backpack. It now has the same values as hard Suit jetpack
- [*] Fixed Exception thrown when removing waste tank from HARM suit when the suit was turned on
- [*] Added Vulcan will now experience solar storms as well as ash storms.
- [*] Added second pass on landing pad tank connector. Added new model and material changers to buttons.
- [*] Updated thumbnails and blueprint for landing pad tank connector.
- [*] Fixed landing pad tank connector thumbnail was incorrect for buildstate 0.
- [*] Added landing pad tank connector liquid variant.
- [*] Changed Trader Landing Pad Centre and Landing Pad Tanks to be fully insulated (previously were mostly insulated)
- [*] Added When authoring a trader you can now specify which slot Types it spawns in. If none are specified it will default to all.
- [*] Changed Food Trader, Hardware Trader, Consumables Trader & Appliance Trader will now only spawn in the tier1 slot.
- [*] Changed Tier3 Hydroponics trader will now always have Dargaferns in stock.
- [*] Fixed BulkMultiplier was not being applied to traders. Tier 3 traders will now have more bulk goods & tier1 traders will now have less bulk goods.
- [*] Fixed When multiple players landed at the same point they could spawn inside structures.
- [*] Updated model and blueprint for landing pad liquid tank connector.
- [*] Updated thumbnails for landing pad liquid tank connector and fixed incorrectly setup buildstate.
- [*] Fixed incorrectly set up build state for landing pad gas tank connector.
- [*] Updated model for landing pad liquid tank connector.
- [*] Fixed battery percentages not updating in ui slots for clients.
- [*] Fixed some cases were a respawn could put you in lava, or a respawn could put you under the terrain. Now when respawning the character will have physics disabled till the terrain has fully generated in the new position.
- [*] Changed all wearable items to be renamable.
- [*] Improved the GetSafePoint function to better prevent spawned items landing on or inside structures in round-robin starts.
- [*] Fixed a client position desync issue that could happen when a client respawned. You would see dropped items appear at the point at which you respawned, as the clients position update message was not being processed by the server.
- [*] Added first pass on 1x3 variants of the in-line tanks.
- [*] Added 1x3 in-line tank variants to relevant pipe utility kits.
- [*] Updated thumbnails for 1x3 in-line tank variants.
- [*] Fixed debug map would error when showing start locations.
- [*] Added 2 new start locations to Vulcan.
- [*] Changed increased sound distance of rocket engines.
- [*] Updated tooltips on landing pad tank connector device buttons.
- [*] Fixed Vertical Sleeper info panel and light changer was not set correctly, so the vertical sleeper did not have an info panel.
- [*] Added tentative fix for objects teleporting to world zero and taking damage when splitting stacks.
- [*] Added first pass on super-heavy cable coil. Added new assets and created prefabs.
- [*] Added PressureFedGasEngineHeavy and PressureFedLiquidEngineHeavy. These Heavy variants produce around 50% more thrust in exchange for a small mass increase and small ISP loss.
- [*] Added all super-heavy cable prefabs to worldmanager.
- [*] Added recipe for super-heavy cable coil to electronics printer.
- [*] Updated super-heavy cables 'cabletype' to stop them merging with regular heavy cables.
- [*] Updated super-heavy cable build requirements for 3x, 5x and 10x straight variants.
- [*] Fixed super-heavy cables returing heavy cable coil on deconstruct.
- [*] Fixed Networking error in RocketEngineBase BuildUpdate(), that could cause multiplayer desync.
- [*] Added 5 new starting locations to Vulcan
- [*] Added named regions as points of interest on Vulcan
- [*] Added Repair recipes for Large structure tanks.
- [*] Added temporary change to remove dead player decay as it was much too fast. Player death and decay is to be revisited.
- [*] Added 'straight asymmetric' connection type to smart rotate code. This can be used with long pipe and cable variants to remove unneeded equivalent rotations.
- [*] Changed long straight super-heavy cable variants to use new 'straight asymmetric' smart rotation type.
- [*] Added blueprints for super-heavy cables and super-heavy cable coil.
- [*] Added thumbnails for super-heavy cables and super-heavy cable coil.
- [*] Changed long straight pipe variants to use new 'straight asymmetric' smart rotate type.
- [*] Fixed missing descriptions for all the new poi locations on vulcan
- [*] Replaced Cardboard Box mesh with new optimized and improved one and made it paintable.
- [*] Changed super heavy cable recipe to tier two
- [*] Updated some cable coil colliders were not set to isTrigger.
- [*] Fixed super-heavy cable straight 5 was returning the wrong cable type on deconstruct.
- [*] Changed the price of some tradable items.
- [*] Removed Environment condition chance from large trader, it is now only used for traders that spawn in the exotics slot.
- [*] Added Exotics slot. It will contain two new traders: Genetics Trader, which sells DargaFerns, genetically modified plants and thermogenic plants and fertilised eggs. Rare Items Trader, which sells non-craftable items, including new heavy rocket engines, cosmetic rocket fuselage pieces and Catalytic filters. Traders in the exotics slot will require a pressurised hanger but will be of the 3x3 form factor.
- [*] Added Utility Slot. It will contain the "flavour" traders: Food Trader, Hardware Trader, Consumables Trader, Appliance Trader.
- [*] Added Two new trader slots: Utility slot and Exotics slot.
- [*] Fixed When loading game host player was not setting their physics state on load.
- [*] Changed doubled trader render distance.
- [*] Fixed Several Recipes that used nickel.
- [*] Further increased the sound radius of rocket engines.
- [*] Changed HardSuit Backpack to have 20 slots.
- [*] Updated landing pad tank connector button text in the hover tooltip.
- [*] Fixed StormCardMeshController was updating gpu data for lighting the weather effect when no storm was active.
- [*] Added Large Alloy trader now sells solid fuel.
- [*] Renamed rocket deep scanner to surface scanner in english.xml and added short description.
- [*] Updated trigger function on device import slots to pass in the machinetrigger that the event came from. This is a preliminary commit in preparation for allowing multiple import slots on devices.
- [*] Added first pass on new structure 'Packer' for filling cardboard boxes. Added to stacker kit for now. Few more tweaks incomming.
- [*] Fixed 1x3 inline tank variants converting to the wrong size when upgraded with insulation.
- [*] Updated long straight chute variants to use new 'straight asymmetric' rotation type.
- [*] Fixed super-heavy long straight cable variants merging incorrectly. Now long straight variants will be unable to merge. This will match how long straight pipes are treated.
- [*] Fixed localisation error for hard suit backpack in Stationpedia.
- [*] Changed Astroloy Sheets recipe from 3 Astroloy to 1 Astroloy 2 Steel.
- [*] Fixed missing tooltips for coolant status icon
- [*] Removed Unity Animator from Centrifuge and replaced with anim components
- [*] Fixed HarmSuit could heat coolant tank past max coolant temperature.
- [*] Removed import/export sounds from centrifuge these are now handled by the anim components.
- [*] Changed crafting cost of French fries from 1 Potato 5 Oil to 3 potato 5 Oil.
- [*] Added Min Moles to Move param to AtmosphereHelper.MoveVolume(). This allows an opt in approach for any devices that use the function to decide at what threshold to move a fixed amount of pressure per tick.
- [*] Changed LandingPad Gas and Liquid pumps now move the last bit of gas/liquid MUCH faster.
- [*] Changed Landingpad Gas and liquid input and output pieces now ONLY move their target type. (i.e Liquid pump only pumps liquid, Gas pump only pumps gas). This is to help with making gas/liquid trades more straightforward.
- [*] Fixed Atmos Analyser Cartridge does not show Temperature value of liquids when no gasses present in the atmosphere.
- [*] Fixed Ladders would get destroyed by fire.
- [*] Changed Silos will no longer be destroyed by fire, this is in line with other chute devices.
- [*] Changed BatteryChanger Recipe from 10Iron 5Gold 5Copper to 10Steel 5Electrum 5 Copper. Changed print time from 1 second to 10 seconds.
- [*] Added Large Carboard Box, which is similar to the Cardboard Box, but larger and with more slots. Is also paintable.
- [*] Added TotalMoles logic variable to gas sensor, that returns the total molar quantity for the grid square the sensor is in, to bring this in line with other sensor devices.
- [*] Added light to big fridge when door is opened.
- [*] Added stationpedia linking between seeds and plants. This shows what is grown via a seed on the seeds stationpedia page. On the plant page, links to seeds that grow it will also show
- [*] Fixed Wind turbines could keep playing sounds after being destroyed.
- [*] Fixed some lights were playing sounds when occluded.
- [*] Added power capacity value to show in Stationpedia for all IChargable items and devices. This means batteries, both devices and items, will show their total charge they can store in Stationpedia.
- [*] Added partial power generation value support to stationpedia. Power generation is very variable, now devices that can provide an indication of their base maximum power output will report that base value in stationpedia. Currently only Solar panels and wind generators have a value they can use, although this will vary a lot depending on atmosphere.
- [*] Changed AreaPowerControl to use pool for humming sounds.
- [*] Removed unity Animator from grow light. This removes the fade in animation, but gives a nice performance improvement for bases with large numbers of growlights.
- [*] Changed EggCarton to use AnimComponent for animation and use AudioPool for sounds.
- [*] Fixed Storm does not fade out on client.
- [*] Fixed Item H.A.R.M suit light UVs
- [*] Added cladding build state option for Steel Frames. This makes no functional change to the frame, but provides a flat finish for aesthetics if needed. To complete the cladding state, use screwdrivers with plastic sheets.
- [*] Added special infoboxes to Stationpedia for Cryotube and devices that will suspend metabolism.
- [*] Added first pass of Janus to spacemap for Vulcan. Contains various gas cloud nodes.
- [*] Changed name of Packer to Loader in english.xml.
- [*] Updated Packer will now eject passed in items if there is no available slot found for them.
- [*] Updated Packer to accept any dynamic thing rather than just boxes.
- [*] Fixed loader not being able to insert things into slots with no slot type.
- [*] Removed mode from loader for now.
- [*] Removed some unused fields in new ImportExport base class.
- [*] Updated tooltip text on Loader for import slots.
- [*] Added thumbnails for Loader.
- [*] Added new interactable type 'Import2'.
- [*] Updated Loader to use new Import2 interactable type rather than Button1 for its second import slot.
- [*] Fixed Mined ore not going into a player's equipped mining belt if they were also wearing a mining backpack with no available ore slots. This was happening because the looping over the player slots was being exited early if a player slot contained a MiningBelt.
- [*] Fixed Egg Carton slot names not displaying properly when hovering the mouse over it.
- [*] Updated landing pad tank connector pieces to use basic button prefab with sounds built in.
- [*] Added basic button device part prefab with material changer and audio.
- [*] Added audio to landingpad tank connector pieces for when device is running.
- [*] Switched Volume pumps and TurboVolumePumps over to using the audio pooling system. This reduces the per frame overhead of the sounds played by this device.
- [*] Fixed landing pad tank connector fans not rotating when running.
- [*] Updated manufacturing prefabs with auto-added HasImport2State field.
- [*] Optimised Minable generation to use stack alloc instead of generating a tempory list.
- [*] Added the unitask asset plugin and removed it as a unity git package to remove the use of git to retrieve unitask (which is now failing for an unknown reason)
- [*] Optimised Dedicated Server terrain mesh generation. Dedicated server only needs the mesh to generate the physics mesh collider, thus it does not need to calculate all the additional data that is stored on the lod-object that is used to draw the terrain in the terrain shader. This should help with server lag when other clients or deep-miners are mining the terrain.
- [*] Fixed issue with RoadFlare where lighting one would cause it to spawn inside the player. This could cause damage to the suit and potentially end up killing the player.
- [*] Added first pass on moving player equipment to a box on decay rather than having them burst out in all directions.
- [*] Added occupancy sensor now has an internal stack, that is populated with entity and slot details from the occupants. Only the occupants and their first level of slot data is placed into the stack. This will be able to be used to assess gear of occupants in a room, such as checking if someone is wearing a EVA suit.
- [*] Added first pass on dynamic body bag to transport dead players. Functionality is not yet implemented.
- [*] Added big physics optimisation for Clients. Dynamic items out side of render range now have physics completely disabled on clients. The server will continue to simulate physics on all items, but clients will only apply this information to items that are actually rendered on screen.
- [*] Potential fix for elevator carriage regression from rev26436.
- [*] Added HeatExchangeRate Tooltip to EvaporationChamber and CondensationChamber.
- [*] Fixed bug where an invalid character would be created upon starting a dedicated server.
- [*] Changed Locker variants to use audio pool for sound playback.
- [*] Removed Unity Animators from all locker variants and reauthored animations with anim components.
- [*] Added Support for things with multiple interactables of the same action to use anim components (lockers, doors etc).
- [*] Replaced Animator on Pipe valve with anim Component.
- [*] Fixed incorrect blueprint on large cardboard box.
- [*] Added some construction cones, signs, and barriers.
- [*] Added missing scene change
- [*] Changed Blast Door to use Anim Components and use Audio Pool for sounds.
- [*] Changed Airlock and Airlock Wide to use AnimComponent for animation and audio pool for sounds.
- [*] Changed All hanger door variants to use anim components for animation and audio pool for sound.
- [*] Changed Composite and Glass Doors to use AnimComponents for animation and and audio pool for sounds.
- [*] Fixed Short locker playing open sound twice.
- [*] Added tOffset field to ObjectAnimData. This allows the author to set the tvalue at which this data will start/end.
- [*] Changed Manual Hatch and Manual Floor Hatch to use anim components for Animation and audio pool for sounds.
- [*] Added new HARM suit helmet interior mesh, textures and material
- [*] Changed LiquidCanister to use AnimComponent.
- [*] Removed Animators from drills.
- [*] Fixed UVs and materials for HARM suit light and status light
- [*] Fixed poking out bottom part from wall piece problem of hydroponics tray
- [*] Removed Animator from FlashingLight.
- [*] Removed Animators from Powered Benches
- [*] Fixed Lockers were in an incorrect state when starting Tutorial 1
- [*] Changed channel settings of Locker sound.
- [*] Fixed Cosmetic Rocket Fuselage variants were not visible in Stationpedia.
- [*] Added Rocket Fuselage pieces can now be swapped out with different variants without deconstructing the rocket.
- [*] Changed Default zip compression level for save games from 9 to 5. This should help reduce the amount of time saving as the zip step was taking a long time.
- [*] Potential fix for locker slots sometimes not being interactable when joining a server.
- [*] Added first pass on re-lifing players by putting their body bag into a cryo tube. Using the body bag on an open cryo tube will insert the player body and destroy the body bag (wip).
- [*] Fixed the Landingpad_2x2CenterPiece01 so that it is now hidden in the stationpedia as it is not implemented yet.
- [*] Removed Random direction offset that was applied to SatelliteDish contacts. Two dishes that were pointed in the same direction would report different values distance to contact values. While, the original intent was to make the resolving process more fuzzy we feel like this extra level of data obfuscation does not fit in well with the rest of the games approach to readable logic values (i.e in every other system, the values you read are exact and reliable).
- [*] Fixed players re-lifed in cryo were not sending their positions correctly to the server.
- [*] Fixed players re-lifed in cryo did not have their name set correctly.
- [*] Reverted rev.26481 and rev.26476 for now due to a few bugs with player cosmetics.
- [*] Fixed Lod flares getting occluded by cursor voxel collider. (they would only show when you were jetpacking or when you jumped.
- [*] Added Large Wind Turbines now rotate to point into the wind.
- [*] Fixed WeatherStation wind turbine now only spins on planets with atmosphere.
- [*] Fixed Wind turbines had increased output during solar storm.
- [*] Fixed Weather station turbine spins in solar storm.
- [*] Fixed CondensationChamber & EvaporationChamber tooltip to use correct formattingh.
- [*] Changed Heal pill no longer fully heals player. The CryoTube must be used to heal back to full health.
- [*] Changed When Hygiene is over 100% Character has 5% movement speed buff and 10% toolSpeed buff. (status icon to follow shortly)
- [*] Changed Shower can now increase Hygiene to 150%.
- [*] Added Heating/Cooling amount to AC tooltip.
- [*] Added null check on brain in entity state condition (sometimes world objectives could throw null ref exceptions when being evaluated).
- [*] Removed unnecessary recursive caching of all rig transfoms on human awake as the cached list was not being used anywhere.
- [*] Removed some complexity around setting human decay time. Human decay is currently still disabled but when it is reenabled the time will be a simple const value.
- [*] Updated the day counter by your avatar camera to display the number of days your character has lived instead of how many days the server has been up.
- [*] Added respawning now brings you down in a new capsule pod
- [*] Added new respawn conditions: you will now respawn with an emergency suit on Stationeers difficulty
- [*] Added Hygiene Tool speed and Mood movement speed multipliers to the difficulty settings xml file, previously hard coded
- [*] Added respawn stress. Respawn stress will last for about a day after respawning(easy half a day, normal a day, Staitoneer two days) and affect reduce your water and food consumption speeds, tool use speed, as well as give you a penalty on trades with traders(tooltips and more UI coming to make this clear).
- [*] Fixed a number of edge cases where rockets could explode from collision due to an overly aggressive collision detection system that was detecting structures that were actually clear of the rocket.
- [*] Added stack quantity to Rocket IC housing, as this was set to one only which we typically do for fuselages.
- [*] Added HARM Suits will show their coolant tank state when in suit storage.
- [*] Added jetpacks will show their propellant state when in suit storage.
- [*] Added headlamp and battery powered helmets will show its battery state when in suit storage.
- [*] Added Cheese Wedge item to be used in cooking recipes, includes reagent type for cheese.
- [*] Fixed duplicate prefabs in world manager prefab list.
- [*] Fixed game would not start due to new cheese reagent missing in a few places.
- [*] Added ability to repair chutes using welder and steel sheets.
- [*] Added automatically added prefab changes to manufacturing machines due to added cheese reagent.
- [*] Added better tooltip to shower handle. Now will tell you whether or not you can be cleaned, such as letting you know if clothing items prevent hygiene change.
- [*] Fixed Janus Image was obscuring other locations when scanned in spacemap.
- [*] Changed FindLaunchPad function for rocket now only runs when rocketfuselage pieces are placed. Its possible this function was causing some aberrant behavoiur around snapping rockets to launch mounts.
- [*] Fixed Janus Image was obscuring other locations when scanned in spacemap.
- [*] Added Burger high tier food item. Made from cheese, tomato, and other ingredients. Can be eaten slightly faster than cake.
- [*] Fixed CryoTube would drop a mask when it was deconstructed.
- [*] Added fuel ore or ingots in a fuel slot will report the power they will provide.
- [*] Moved GetWorldData() in SaveHelper.cs behind a try catch.
- [*] Fixed Rocket Fuselage merge not working on client.
- [*] Fixed Kit Liquid Regulator not having paintable material set
- [*] Changed made DraggableThings opt out of client side physics optimisation as I believe this is a cause of a recent issue where tanks were unable to be wrenched out of portables connectors.
- [*] Added build tool for editor to automate switching build configurations and building dedi and client. Accessible through Stationeers -> Builds.
- [*] Added better error logging for fatal serialize on join bugs to help debug issues when joining games.
- [*] Fixed null ref on joining a game caused by liquid regulator paintable material was set to the wrong colorblue material.
- [*] Fixed Server was running UI only code unnecessarily for slots.
- [*] Fixed incorrect paintable material would cause exception for joining clients. Now gracefully handled.
- [*] Updated dynamic body bag mesh, blueprint and thumbnails.
- [*] Fixed Credit Cards not merge-able on clients.
- [*] Fixed the smoothing groups for the ruptured insulated pipe variants
- [*] Added tooltips to inventory window buttons so that people know what they do.
- [*] Added a 'sort' button to inventory windows. This button will sort all items, alphabetically primarily and secondarily by quantity. This will also consolidate any stackable items, such as ores. Dedicated slots will be ignored (such as canister, battery, etc...). The only exception to this is ore slots.
- [*] Fixed cardboard boxes could not be interacted with the 'drag all' and 'drag all of type' combos, and would also not work with the new sort button.
- [*] Refined the sort button on inventory windows. It will now sort by class, name, and then quantity.
- [*] Reverted change to find Launch pad function (rev26515). It appears the code was necessary.
- [*] Fixed 1 grid hanger doors could be destroyed by fire.
- [*] Fixed AirConditioner Heating amount tooltip was backwards (said heating when it should have said cooling)
- [*] Fixed Updating the power setting on the SatelliteDish would not reTrigger a refresh of resolve times.
- [*] Added LED Console displays will orient their displays to always be up. This means if you place an LED display inverted, the LED display itself will be oriented updates. This makes it more consistent with how the wider displays are setup.
- [*] Added 500kW Fuse. This is on the existing cable fuse kit. This is useful with the new super heavy cables.
- [*] Added tooltip to fuselage kit. This will let players know that they can replace rocket fuselage pieces while holding an Angle Grinder in their hands.
- [*] Fixed error on client connecting caused by incorrect order of network messages in message factor
- [*] Optimized console meshes to reduce material count and vertex attribute complexity.
- [*] Added console displays no longer have a data disk slot to set configuration. This has long been confusing, and results in more complex objects, synchronization, and geometry. Now the consoles have a screw like logic devices that, when used with a screwdriver, will toggle between configuration and operating mode.
- [*] Moved Rocket UI update logic off rocket MotherBoard and into RocketCanvas class.
- [*] Changed Rocket UI now updates every frame.
- [*] Changed Several rocket motherboard server messages to reference the target avionics rather than target rocket to match the serverside behaviour.
- [*] Added WIP commit for Rocket payload bay.
- [*] Fixed if Bulk multiplier would cause a trader inventory item to generate as less than 1 it will be clamped to 1.
- [*] Fixed Food and consumables Utility traders could often get created with items out of stock.
- [*] Changed Reduced DeepMinable profile yields to be more inline with the ore yields of the space-map.
- [*] Fixed items can become damaged on lava worlds when split or swapped between slots. This was because of how the server or game creates items, and they can be temporarily at a position that takes damage. There may be other use cases that need to be trapped and fixed.
- [*] Added tooltip to microwave indicating that it can't operate without door closed to help new players.
- [*] Added VolumeOfLiquid logic value to Gas Sensor.
- [*] Fixed Clients trading panel would sometimes not update after a trade was processed.
- [*] Fixed Clients could sometimes get stuck on the processing trade screen.
- [*] Fixed Collider of growlight was not centered, it now lights an equal amount in each axis.
- [*] Updated waste tank critical warning from 100% to 95%
- [*] Fixed VolumePump throws audio error when deconstructed when turned on.
- [*] Fixed composite shutter controller rotation options were not aligned with all the other composite shutter pieces, limiting them to be used only in certain orientations for no good reason.
- [*] Fixed an issue where Deconstructing a Frame or building or deconstructing an elevator could cause a tile of world atmosphere to be spawned.
- [*] Refactored Rocket UI, to make the state closely coupled to the Motherboard state. The function that builds the Rocket references for the motherboard is now server authoritative rather than relying on ab assumed client side deterministic behaviour. Previously a number of abstractions could potentially cause the state shown in the UI to be mismatched to the state of the rocket simulation. This is suspected to be the cause of several anomalous rocket behaviours when controlling two or more rockets from the same computer when playing as a client.
- [*] Fixed wall structures would apply pressure delta for each wall, rather than additive pressure delta. This meant a weak wall with a solid wall, the weak wall would still break regardless of whether the "face" overall was secure. Now the pressure delta is the additive max pressure delta. All structures on a face (so, each wall either side of a face) will count together.
- [*] Added can repair large battery, rebalanced repair of smaller station battery in line with this change as well.
- [*] Fixed Cable Fuse 500kW did not have string name.
- [*] Fixed cryo and sleepers had inconsistent thermodynamic transfer values. Now both are unified, they are very well insulated but not entirely so.
- [*] Fixed gas sensor material was an old obsolete one, that was not performant and did not allow painting. Gas sensors can now be painted.
- [*] Changed several null checks to explicit life time checks as they were the suspected cause of several Audio related Null Reference Exceptions.
- [*] Added decay to body bag. When players die they will now decay after one minute into a body bag object and their belongings will move to a large cardboard box. As long as the player has not respawned you will be able to take the body bag and revive them by placing the body bag into a cryotube. This is a first pass and some follow-up supporting features will be added to round out the feature and provide more information to the player. Body bags can be cleaned up using the angle grinder tool and the tooltip will let you know if someone can be revived.
- [*] Added a mesh, textures and material for burger box
- [*] Fixed When placing an elevator shaft a grid of World atmosphere could get spawned inside the placed shaft.
- [*] Fixed Infinite Wind in elevator grid that could happen when placing an elevator shaft as a client.
- [*] Fixed missing english.xml entry for body bag
- [*] Fixed Dynamic body bag running serialization logic on launch and causing errors that would leave to saves not being able to be loaded.
- [*] Added Super Large variants of all the direct heat exchangers, with optimized meshes. These are intended to be used instead of placing three heat exchangers, to help reduce part count. They all use a common mesh and sub-components, so they will all batch together as will their sub-components.
- [*] Fixed direct heat exchangers were not using standardized tooltips to display energy transfer.
- [*] Added new blueprints to the super-large direct heat exchangers.
- [*] Changed stack trace colour to be grey when printing it to the console.
- [*] Fixed saving broken when a body bag is serialized with bad/null data
- [*] Fixed Error spam that could occur when 1st opening Rocket canvas on location panel.
- [*] Moved some wind turbine calculations into threaded update.
- [*] Fixed WindTurbines were Calculating the wind Direction and strength multiple times per frame for each wind turbine. These are now calculated once per frame globally.
- [*] Added Large Direct Heat exchanger kits can now be stacked, as was needed for the Super-Large variant.
- [*] Updated fries model and texture.
- [*] Added Burger Box item. Allows placing a burger inside it. Now some traders will buy burgers. To be expanded on later when we allow support for trader visitors.
- [*] Adjusted distant rocket location for Janus, as was some misalignment with other distant ore values. Now distant spacemap markets on vulkan will have a slight buff, given their relative distance.
- [*] FixedSetting the Sound Volume on SuitBase could cause fragment handler to throw an exception, halting further reading of the network update. The update volume function has been moved to an async unitask to avoid this.
- [*] Changed Server now flags atmospherics data as ready to send as soon as the atmos tick is done rather than waiting until the start of the next tick.
- [*] Moved Atmosphere life handling and cleanup onto the gametick thread. It was causing a lag spike every second on the server for worlds with more than 5000 atmospheres.
- [*] Added body bag is now interactable anywhere on it, rather than the handle. this should make using it much easier.
- [*] Added better tooltips to Direct Heat Exchanger to help users assess how they work when encountering them for the first time.
- [*] Added Burger Box will reduce the decay rate of contained burgers.
- [*] Added can eat food out of burger box directly if opened
- [*] Added some additional tooltips for food to indicate better some decay state changes.
- [*] Added some additional tooltips for food to indicate better some decay state changes.
- [*] Reverted body bag changes, it will need a slightly different approach.
- [*] Fixed scoreboard data does not correctly list the days lived for clients or player.
- [*] Added second pass of wall pressure handling to offer more consistent experience of wall pressures when multiple walls present.
- [*] Added NextWeatherHash logic type, and first pass of better tooltip for weather station (not hooked up yet)
- [*] Fixed second pass on clients not having DaysLived, needed to be updated in the context of the new respawn code. Now sync'd on every day change.
- [*] Added FreeSlots and TotalSlots as LogicSlotTypes, to allow better control of objects when in the Loader or Unloader.
- [*] Added Mode state to Loader, to allow finer logic control. Auto is the default, and will automatically pack or dump anything if nothing to pack it in. Logic will require the user to control export state.
- [*] Added Starvation and dehydration warnings to cryotube to better indicate issues with players who are dying while inside the cryotube.
- [*] Fixed organs were not specifically named when showing damage in cryotube, and base damage on entity was not showing either.
- [*] Added more medical information to cryotube information panels for occupant.
- [*] Added third pass on days lived appearing in the multiplayer scoreboard. Now the corrent variable should be tested to collect the entity, rather than RegisteredHuman.
- [*] Fixed Corner Chutes could not be repaired. Other chutes can be, so this was an oversight.
- [*] Added some additional checking to make sure trader object is cleaned up when trader leaves.
- [*] Fixed the paintable material so that the ItemKitInteriorDoors can now be painted and updated the Blueprint so that it now matches the ItemKitInteriorDoors prefab.
- [*] Fixed a random debug line from being printed to the console when starting a single player game
- [*] Changed Refactored StatusIcon to use UITooltipCanvas. Custom tooltips for status icons are now set in StatusUpdates.Initialize() where you can pass in a ToTooltip function as part of the register method for each status update.
- [*] Added new UI for respawn popups. The popups will display after 5 seconds, will give an extra confirm dialog before respawning, and encourage the being saved/revived over simply respawning
- [*] Fixed Upnp errors would generate stacktraces, confusing the user.
- [*] Changed Increased Ore yield from all SpaceOre sites by 25%.
- [*] Added Tooltip for Respawn Stress Status Icon.
- [*] Fixed failing to load game if the host player is in a body bag. Known issues: the camera effects are not being applied correctly for clients or host when loading or joining a game while in a body bag.
- [*] Fixed name of super large direct heat exchangers and added the standard description text from the other direct heat exchangers
- [*] Changed shoulder pad of item HARM suit, so it can be fit on suit storages.
- [*] Changed cryotube to heal starvation damage, as it was confusing to users that it did not.
- [*] Refactored Vending Machine to use UniTask instead of Coroutine, reducing garbage collection.
- [*] Added TargetSlotIndex and TargetPrefabHash logic variables to Vending Machines, to indicate what is selected for logic purposes.
- [*] Fixed an edge case where LodManager could throw an exception when respawning causing the player to fail to have control of their character.
- [*] Changed Organs now refer to their parent Slots Parent when determining ParentHuman, ParentEntity or ParentBodyBag. Previously these were cached independently on the organs.
- [*] Added Camera Update for when Player is in bodybag. This allows us to fade camera to black in this situation.
- [*] Added Detailed tooltip to Oxygen Warning and Critical status update.
- [*] Added new Water Fountain 2x1, deprecating the old one to avoid device bloat. The new one is 2 small grids high, which makes it much better for it to align to the height of characters.
- [*] Added replacement mesh that was more interesting for the Super-large Heat Exchanger.
- [*] Added Detailed Tooltips for Stun, Hydration and Nutrition Status icons.
- [*] Fixed respawn popup displaying after already respawning
- [*] Fixed an exception that could get thrown when an entity state was changed to dead.
- [*] Added Detail tooltips to Refreshed and Mood Status Icons.
- [*] Added new Status Icon for Refreshed status. When hygiene is greater than 100% the player will recieve the refreshed buff which adds a 5% increase to movement speed and 10% increase to tool speed.
- [*] Changed construction kit meshes of DynamicAFrameStripes, DynamicAFrameWIP1, DynamicBarrier, DynamicChannelizer and DynamicWorkCone prefabs
- [*] Fixed failure to load if there is a spawned in body bag
- [*] Added tooltip to fertilized egg containing both incubation state as well as required incubation targets.
- [*] Fixed fertilized egg values in stationpedia were incorrect.
- [*] Changed the body bag to be draggable by the entire thing and moved it closer to the player
- [*] Added a rocket refuel command. This will refuel and recharge batteries for provided rocket. Only works in creative and only on the server in multiplayer. Intended use is to help players who suffer bugs or problems. Later will we adding more 'in game' ways to handle rockets in stuck states.
- [*] Added Player command for setting player stats.
- [*] Fixed Formatting on mood and hygiene tooltips.
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