New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )
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Version 0.8.950 Update |
[h2]Changes[/h2]
- Added audio fade to dynamic audio when camera enters / exits water
- Added audio fade to in game menu to reduce chances of audio popping when abruptly stopping audio
- Fixed a bug where weapons fired underwater would drain fuel without firing
- Fixed an audio popping issue with explosions when moving camera underwater
- Fixed possible audio popping when pausing game during an explosion
- Fixed possible audio popping when stopping boat engines abruptly
- Fixed possible audio popping when abruptly stopping aircraft engines
- Fixed a bug with audio climbing ladders underwater
- Fixed a bug with missile lock aimer when switching views
- Fixed aim flicker when switching views with missile lock
- Fixed a bug with multiple parts placed on moving parts
- Fixed a background error when cleaning up a vessel with containers secured
- Fixed a bug that allowed getting stuck on ladders very rarely due to timing
- Fixed a multiplayer animation issue with climbing on ladders at the top or bottom
- Fixed a timing issue with world particles
- Patched ocean shader for incorrect tile culling
- Changed push rate for shipping containers
- Changed the way world particles are configured for loading
- Missile lock on no longer works underwater
- Missile lock will no longer hide aimer when locked on and turning away with fixed missiles
- Updated buoyancy proxy for racing hull to better approximate foam in the front
- Audio refactoring
- Giant turtle movement is now a little smoother when turning
- Shark movement is now a little smoother when turning
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[ 2024-05-05 21:47:24 CET ] [ Original post ] |
Version 0.8.930 Update |
[h2]Testing videos[/h2]
[previewyoutube=sG0L80L6uuI;full][/previewyoutube]
[previewyoutube=KZ96cL_9JXA;full][/previewyoutube]
[previewyoutube=FVhvr7WcQic;full][/previewyoutube]
[h2]Changes[/h2]
- Added new Nautikin "Mr. Barnacles"
- Added DeckMissileLauncher part
- Added FixedMissileLauncher part
- Added FlareCountermeasures part
- Added keybinding for missile lock on
- Added keybinding for countermeasures
- Added new feature that lets you unlock certain parts in campaign with shells
- Added more nonsense messages
- Fixed a bug with bow thruster force
- Fixed a collider issue with Submarine Hull
- Fixed a collider issue with Submarine Upper
- Fixed a bug with crane cable colliders
- Fixed a bug with unintentional rope tension on crate hooks
- Fixed a bug where on rare occasions sharks would attack Nautikins in submarines in a horrifying manner
- Fixed a lighting issue where getting in a deck cannon deep underwater would cause darkness when exiting
- Fixed a lighting issue where the camera may flicker when changing cameras underwater
- Fixed a background error with empty structure initialization
- Fixed a problem with harpoon launcher material groups
- Fixed a bug with client collisions
- Fixed gaps in smoke trails
- Fixed bug that prevented fuel from updating when instantly out of fuel with multiple fuel tanks
- Fixed a bug that prevented dragging expensive items in the buy shack inventory
- Fixed a bug with Silva buy shack in campaign
- Fixed a bug with Nautikin buy shack worker skin
- Nautikins getting out of seats underwater will now float next to the seat instead of snapping to the deck
- Material groups for various weapons no longer paint over minor details
- Changed collision detection on Vessels and Nautikins to allow for smoother physics movement
- Performance improvements to open world
- Some explosive projectiles will now sync client impacts
- Flare launcher item flares are now also countermeasures
[h2]Notes[/h2]
On rare occasions the shark may have been able to see Nautikins in seats when underwater. This would result in an attack and destruction of the seat. Sharks will still be able to attack when you are actively running from them into a seat, but they will no longer be aware of your presence and only your previous location before you entered the seat. If the shark attacks your seat and finds you in the seat the Nautikin will be killed, however if you are fleeing and the shark does not find you and instead crashes into the vessel or something else the shark will lose interest.
If the current fuel tank is suddenly empty, the fuel system will now immediately try to use any leftover required fuel from the next non empty fuel tank. Previously large sudden fuel usage would result in a single fuel tank instantly being emptied regardless of how much fuel was used (infinite free fuel!). This allowed things like small aircraft with many fuel tanks to fire many weapons they should not be able to fire multiple times relying on each fuel tank instead of instantly draining all fuel tanks as desired.
Countermeasures do not currently have a keybinding for controllers.
Countermeasures are considered fixed weapons by build mode so that they will trigger the same warnings even though they are not technically weapons.
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[ 2024-04-30 23:45:22 CET ] [ Original post ] |
Version 0.8.900 Update |
[h2]Changes[/h2]
- Added giant turtle sea monster
- Added giant turtle meat item
- Added new Monster Hunt activities
- Added success banner for Treasure hunt activities
- Added additional multiplayer sync for players joining while sharks are attacking
- Added title case formatting to various UI elements
- Added indicator to activity UI in campaign to indicate the need for trade routes
- Added timestamp to chat messages
- Added refresh button to server join view
- Added some build warning dialogs to certain designs when launching vessels
- Added setting to disable build warnings
- Added HUD toggle for taking screenshots
- Added cable colliders to crane cables for movement restrictions
- Added some code to detect and log potential stack overflow bugs that would otherwise crash the engine without information
- Added material groups to submarine engine part
- Added toggle fuel mass to build mode
- Added turn on/off interaction to fuel tanks
- Added turn on/off interaction to ballast tanks
- Added turn on/off interaction to oxygen tanks
- Added UI indicator to on/off interaction
- Added more nonsense messages
- Added water crashing sound when vessels enter the water
- Added more water sounds as vessels move through the water
- Added material groups to various landing gear wheels
- Added material group to jet engine
- Added support for parts with multiple details
- Added new feature in build mode to reset materials to default with the "F" key
- Added settings for build mode to change rotation and position snap
- Added setting to disable shell spending alerts in campaign
- Added warnings for too many engines
- Added logging when vessels launch for debugging purposes
- Fixed a problem with shark inventory
- Fixed a problem with loading saved steel cables dropped items
- Fixed a bug where dynamic audio could play further away than it should
- Fixed bug with enemy AI where it could get stuck if that target was far away quickly
- Fixed a bug with steel cables
- Fixed a bug where map cranes where considered boats by some sections of the code
- Fixed a bug with foam shader
- Fixed a bug related to UVs initializing from save files
- Fixed a performance problem with part UVs
- Fixed a bug where ragdolls tend to spaz out when moving fast
- Fixed a bug where Nautikins could be removed from ladders by water forces
- Fixed a bug with Server view where some buttons were disabled when performing actions
- Fixed a bug that breaks the Server view when attempting to cleanup a build area that has nothing deployed
- Fixed a bug where dead Nautikins rotated with vessels in the air
- Fixed a bug that triggered a background error when undoing a material group and then activating the tooltip
- Fixed a UI bug when clicking on parts of the materials windows that don't do anything
- Fixed a bug where completing an activity can disable the mouse if you attempt to open the map before closing the success dialog
- Fixed a bug where activity success dialog does not prevent island interactions
- Fixed a bug with AI wandering when flying in jets
- Fixed a bug where deck weapons can be controlled when success dialog is open
- Fixed a bug that allowed moving crane when certain UIs were open
- Fixed a bug where Nautikins ignore steel cables when entering the water
- Fixed a problem with vessel platforms where they could periodically ignore steel cables
- Fixed a problem with walking on vessels when steel cables are attached
- Fixed a problem with pushing other Nautikins when steel cables are attached
- Fixed an animation issue where Nautikins arms will remain up when the object they are pushing has moved away
- Fixed a bug where repairs do not progress correctly when taking damage while repairs are in progress
- Fixed a bug with vessel platform timing on join in multiplayer
- Fixed a multiplayer timing issue where two players could attempt to control the same vessel
- Fixed a logic error with vessel platforms and landing gear
- Fixed a bug with chat when joining
- Fixed a bug where obstruction dialog disabled chat
- Fixed a bug where waypoints occasionally flicker when flying around in a jet
- Fixed a multiplayer sync problem that causes position snapping when exiting deck weapons
- Fixed a multiplayer disconnect error that can occur if a player gets in a seat at the exact moment another joins
- Fixed a movement problem with Nautikins on certain vessels
- Fixed a bug that allowed un-initialized servers from appearing as empty servers in Join view
- Fixed a camera issue when launching vessels
- Fixed a bug where repairing a vessel with missing parts showed 99% when the vessel shows 100% when seated
- Fixed a bug where clients could crash into the water at high speeds an not register damage
- Fixed a multiplayer collision bug that allowed clients to collider with objects only present on the server
- Fixed a small vessel damage desync issue
- Fixed a bug where Nautikin fall animation does not sync when jumping out of a vessel quickly
- Fixed some issues with audio in multiplayer when clients spawn vessels with crew
- Fixed a logic error with platforms
- Fixed a bug where the crane could be bent
- Fixed a bug where saves won't load with only structures
- Fixed a bug where a save won't load if a crane is holding a container
- Fixed a PhysX bug with crane lifts
- Fixed a bug where renaming a game always saves in lower case
- Fixed a bug with hot swapping structures that have crew
- Fixed a bug where angled ladders can cause an obstruction instead of climbing
- Fixed a bug where ladders will allow you to climb further if angled above a vessel
- Fixed some fast movement jitter with map
- Fixed some audio popping with deck weapon movement
- Fixed an audio bug where Nautikins feet make sounds when spawning into a vessel
- Fixed a mesh problem with env suit feet
- Fixed a bug that can cause a disconnect in multiplayer if you join while someone is firing a weapon
- Fixed a config issue with Oxygen tank optimization
- Fixed a bug in build mode where center of mass does not update when placing root part
- Fixed some shader artifacts on the wetness for the pilot helmet
- Fixed a bug with recovery buoy that could destroy it instantly if close to sea floor
- Fixed a UI resolution issue with waypoints / objective indicators
- Fixed a bug where chat would not enable if you immediately open the in game menu
- Fixed a physic bug with occasional janky jet movement related to triggers
- Fixed a bug in build mode that caused child parts to move incorrectly when resizing parent
- Fixed a bug with tracking undo states for grandchild parts
- Fixed a bug where placing engines underground causes issues with vessel launch
- Fixed a bug where putting a sail on an aircraft causes errors
- Fixed a bug where sharks secretly kill Nautikins multiple times per second
- Fixed a timing issue with Nautikin death ragdoll
- Fixed a UI bug with shell display in campaign
- Fixed a bug with saved harpoon load order
- Fixed a bug where harpoons are not cleaned up when recalling a vessel
- Fixed a bug where server cleanup does not cleanup harpoons
- Fixed a bug with multiple harpoon launchers
- Fixed a bug with fuel cable save order
- Fixed a bug with platform collisions and harpoon launchers
- Fixed a bug were client may not exit a seat correctly the first time they join
- Fixed a problem where certain Nautikin actions were not prevented while inventory was open
- Fixed some minor mesh issues with shipping container
- Fixed a bug where success banner does not appear if you unsecure containers while in the delivery area
- Fixed a desync issue in multiplayer where other players appear to wobble on rocking vessels
- Fixed a bug where Nautikins necks snap upward when zooming out really far
- Fixed some missing load states from in progress rescue activities
- Fixed a bug with island camera where a previous interaction was not cleared and could cause bad states later
- Fixed a UI problem with chat location when in vessel mode
- Fixed an audio priority issue when player spams jet engines
- Fixed a timing issue with fuel usage
- Fixed a explosion issue when changing drivers with ropes attached in multiplayer
- Fixed a bug with structure deploy position
- Fixed a cleanup issue with ocean waves
- Fixed an issue where landing gear spams skidding sound sometimes
- Fixed a bug that can cause problems if you jump out of a jet at the exact moment it explodes into the water
- Fixed some problems related to server cleaning up vessels while clients launching
- Fixed a bug where you can launch a vessel and then change the build and return the wrong vessel later
- Fixed a background error when switching build areas with a mirror part selected
- Fixed a bug where pressing escape with chat open can lock up controls
- Fixed an issue with planar reflections on ocean
- Fixed a bug with crane collisions
- Fixed a bug in campaign related to material costs
- Fixed a bug with crane angle checks
- Fixed a bug with map crane reset when a different lift is selected
- Fixed a bug where clients can be disconnected when securing crates at the same time as server
- Sharks vision will now be blocked by other sea creatures
- Camera is now occluded by enemies
- Camera occlusion is now more consistent between vessels and Nautikins
- Other vessels no longer occlude the camera when in a vessel
- Minor improvements to steel cables
- Tweaked activity probabilities to accommodate new activity
- Improvements to animations sync in multiplayer
- Performance improvements to jet engines when turned off
- Can no longer equip / unequip hand items while on ladders
- Weapons can no longer be fired immediately after spawn
- Reduced the complexity of large anchor colliders
- Vessels no longer include null values in save files to reduce size
- Vessels no longer include default values in save files to reduce size
- Servers with different game versions will no longer allow mismatched clients to join
- Join errors will now contain the response from the server
- Updated transparency on Nautikin health bar UI
- Treasure Hunt activities are no longer available in campaign until you unlock your first trade route
- Retracted landing gear is now saved
- Ocean will no longer attempt to update when paused
- Build mode now has a loading modal for when complex ships are loading
- Changed the way weapons handle firing point blank
- Changed the way that projectiles sync collisions to better sync
- Changed smoke emitter surface align
- Nautikins can no longer die before being placed in a spawning vessel
- When a harpoon hits a shark it will now attempt to snap to the mesh. It will not move with the animations.
- When a harpoon hits a Nautikin it will now attempt to snap to the mesh. It will not move with the animations.
- You can now dispose of sharks corpses with interaction mode
- Increased shark cleanup timer
- Tracers are no longer visible in build areas
- Some weapon parts can now be toggled
- Beach ball will no longer be kicked when Nautikin is standing still
- Ship rudder / engine rotations are now saved
- Steering and throttle locks are now saved
- Steering and throttle positions are now saved
- Physics velocities are now saved with vessels
- Aircraft trim is now saved
- Helicopter rotor trim can now be applied when the engine is off
- Crane lifts can now be secured with steel cables
- Cranes can no longer move cables when the lift is colliding with an object
- Improvements to the restrictions of cranes and getting things stuck
- Crane cameras are not longer obstructed by vessels
- Updated UVs on Submarine engine part
- Updated UVs on BowThrusters part
- Updated UVs on StandardBoatHull part
- Clients no longer display buttons that are for the server in activities UI
- Nautikin first person camera will no longer bob underwater when swimming fast.
- Stair part now casts two sided shadows
- Server will no longer allow clients to join while loading
- Center of mass is now affected by fuel in build mode
- Updated map center on controlled and jump to behavior to follow the target until you move the map
- Updated Join view cancel button position
- Nautikins will make noise when hired from buildings to express their eagerness to work
- Improved network sync for fuel pump animation
- Recovery buoy will now prevent usage when there is nothing to recover
- Slight improvement to waypoint visibility over extreme colors / brightness
- Change the way the map scales with different monitor resolutions to make things more visible
- Map refactor / improvements
- Various UIs now scale differently for different resolutions
- Change some capabilities of boundary enforces
- Dropped items now register as mass on vessels
- Weapon parts can no longer operate when they have taken minor damage
- Changed the way that adjusting grandparent parts affects children when scaling to better handle mirror parts
- Updated aircraft wing surface align configs for various parts
- Changed the way that mirror parts align to surfaces
- Adjusted shipping container stack positions
- Adjusted shipping container collider accuracy
- Updated "darkness" shader which is meant to absorb light, to better hide light on parts with holes
- Updated shell icon in campaign spend notification
- Updated vessel upload wizard logging to prevent spamming Steam upload progress in logs
- Fixed harpoon launcher parts are now saved
- Improved camera occlusion
- Vessel debris will no longer obstruct the camera
- Notifications are now in the bottom left because there are less buttons there
- Harpoon ropes are now hidden when inside build area
- Resetting vessel camera zoom will now default to original vessel size / zoom
- Nautikins will no longer fall while vessel is spawning
- Updated Seat part surface align
- Containers no longer obstruct cameras
- Secure / unsecure interactions now display the state next to the name of the container
- Delivery spawns will now detect obstructions in pickup area
- Chat window will no longer display over activities UI when activated from vessel -> map
- Exiting seats will now limit the available detection area to the height of the Nautikin
- Adjusted rate at which subvessels use fuel to match new fuel timing
- Adjusted damage from impacts with water
- Adjusted landing gear damage absorption
- Standard sea plane landing gear now absorbs impacts on land
- Can no longer open the map while vessel is loading
- Removed lag check tolerance for welder damage because it is inconstant with other damage methods and causes problems
- Patches to ocean shader
- Chat will now become inactive when pressing escape
- Improved crane cable movements on clients
- Updated in game logo for higher resolutions
- Portus buy shacks now sell welders
- Increased cost of welders
[h2]Optimizations[/h2]
- Adjusted Crane LOD
- Adjusted Staff building LOD
- Adjusted container LODs
- Adjusted crate LODs
- Adjusted control tower LOD
- Improved vessel optimization
- Destruction optimization for vessels with lots of parts
- Optimization for vessels with many stacked Network parts
- Optimized water simulation when launching vessels
- Reduced collider polygons on deck cannon
- Reduced collider polygons on deck harpoon
- Reduced collider polygons on fixed harpoon
- Improved performance for Nautikin collisions on vessels
- Improved performance for pushing other Nautikins
- Improved performance when Nautikins are Swimming
- Improved performance when Nautikins exit Seats
- Collision optimizations
- Improved repair performance
[h2]Notes[/h2]
There is no reason to prevent seeing inside a vessel, it is actually quite useful when you have constructed something that has small rooms or internal parts. This was previously only for the ship you were in but it seems inconsistent that way.
The monster hunt activity really only has the one monster type it spawns right now (the giant turtle), more monsters are planned for later.
This build contains some of the other fixes I may have mentioned in threads as "in the next build".
General performance improvements for various Nautikin movements accounts for 3% down to 1% CPU usage
I am sorta against putting restrictions on what can be built, so whenever possible build mode allows you to do whatever you want. I have been over time adding dialogs that appear to tell you about certain things that are happening or hard limitations with the game engine. Now I am going to start adding specific warnings for things that are known to cause performance problems that are not yet or cannot be optimized further. It will still allow you to launch, and you can disable the warning if your computer can handle it fine, but multiplayer is also a consideration.
Fuel tank serialization has changed so any saved fuel tanks will load as full until saved otherwise.
Weapon parts will no longer fire or be able to move when they are smoking or on fire. Prior to taking minor damage (smoke) they will be able to take some damage and deform, depending on what material you build the weapon out of it might look a little weird, but the idea is that you need to repair it when it takes damage now.
Material groups now supports renderers with multiple materials, however only one material can be applied.
Rope / Harpoon serialization has been changed so any saved ropes / harpoons may need to be resaved or initially look weird
Fuel cable serialization has been changed so any saved fuel cables may need to be resaved
Depending on what was in your save file, you may need to toggle parts on that were previously saved prior to toggling parts on/off before it will save on
Delivery containers will no longer obstruct the camera because there was some inconsistant behavior when on land vs on vessels. It cannot obstruct the camera while moving on the boat because it can create jarring camera snaps while the boat moves that cannot be corrected currently. So you can see inside containers at any time now, they may have interiors later anyway. The occlusion behavior in general is moving more towards only obstructing your POV for the map / map objects vs objects that you have created and are controlling, which can be in an infinite configuration and otherwise unpredicatable to the camera.
Guides will be updated soon.
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[ 2024-04-10 00:05:07 CET ] [ Original post ] |
Experimental Version 0.8.466 Update |
This is a special build because there are a lot of improvements being made and there is still more work to be done on the main build. Normally I do not make patch notes or announce the experimental builds because they have until now been used primarily for testing purposes and short lived prior to the update of the main build. However, I have lots more to do for the current build so this experimental build will stay out there separate from the main build for at least several more weeks while I continue preparing the next update. It is unlikely I will update this experimental build again prior to the next update being ready. I have not written guides for some of the new stuff yet. The plan is to continue work on the main build and then do some multiplayer testing.
Since this work in progress / experimental build is stable enough to play I will put it out there for anyone interested in the latest and greatest of updates. The main build may be more stable so I would recommend playing that unless you have a specific interest in testing out the build before it is done. If you do play on the experimental branch, make sure you use a separate save file just in case!
[h2]Changes[/h2]
- Added more nonsense messages
- Added new multiplayer feature "Platform Areas" to better sync Nautikins moving nearby vessels
- Added launch obstruction detection to build areas
- Added new item steel cables
- Disabled default unity player logging again
- Improvements to platform movement
- Improvements to platform collisions
- Fixed bug with engine UI related to multiplayer
- Fixed some culling problems with Ocean when in the air
- Fixed a bug that could potentially cause an infinite loop and engine crash if the shark gets stuck in a weird spot somehow
- Fixed a bug with jump animation
- Fixed a bug with jumping between different vessels
- Fixed a bug with jump timing
- Fixed a bug with rotation on static platforms
- Fixed a bug with revive timing
- Fixed a potential problem with crates detecting vessels
- Fixed a physics bug where crates could fly away when unsecured from a moving vessel rather than maintaining relative velocity
- Fixed a potential problem with runway light rendering far away
- Fixed a bug with swim animation when entering water with parachute after jumping
- Fixed some multiplayer timing issues related to securing crates
- Fixed a timing issue when spawning network parts related to subvessels
- Fixed a bug with crane container pickup angle checks
- Fixed a bug with crane container pickup where container can be ignored
- Fixed a client sync issue with securing containers that prevented vessels from moving
- Fixed a bug with ladder animations when loading related to multiplayer
- Fixed a bug with first person camera while on ladders on turning boats
- Fixed a bug related to saving Nautikin exit positions for seats when a vessel has just launched
- Fixed a bug with crane colliding with vessels when unobserved
- Fixed a bug with repair animation in multiplayer
- Fixed a bug with parachute drag
- Fixed a bug with character ability sync
- Fixed a bug with redundant buoyancy on server for multiplayer
- Fixed some sync issues with aircrafts physics
- Fixed a potential sync issue with 3 or more players
- Fixed a bug with climb animation underwater
- Fixed some timing issues with animations
- Fixed a bug that allowed grabbing ladders and getting stuck inside them
- Fixed 2 bugs that prevented reliable jumping off ladders
- Fixed bug with ladder movement
- Fixed some audio issues when loading multiplayer
- Fixed a bug with throttling down aircraft
- Fixed a bug related to placing other parts on ladders
- Fixed a bug that allowed getting on ladders by interacting with child parts
- Fixed a bug where eyes can disappear when incapacitating another Nautikin in first person
- Fixed some problems with touching items dropped on platforms
- Fixed a bug with fire detection when using welder
- Fixed a configuration issue with DinghyHull part
- Fixed a bug with Nautikin colliders
- Fixed some item highlight issues with ropes
- Changed the way ocean updates with camera
- Changed the way that Crates and Shipping containers sync
- Changed the way vessels sync in multiplayer
- Changed the way climbing ladders syncs in multiplayer
- Changed the way seats sync in multiplayer
- Changed Seat part seated animation
- Changed how exiting a seat handles multiple vessels nearby
- Tweaked debug display
- Shark will now decrease wander area if confined
- Shark can now wander away from where he spawned
- Shark can now be killed with physical impacts and has a higher tolerance for pain
- Nautikin mass is now linked to vessel when on platforms instead of a physical force
- Unsecured containers now rotated better with moving parts
- Overhauled platform movement
- Improvements to getting stuck on tiny parts of boat
- Improved Nautikin collision detection with static map objects (i.e. docks, rocks, trees, etc.)
- Interactions now ignore audio area triggers
- Vessel cameras will no longer be occluded by crates or Nautikins on the vessel
- Nautikin impact damage now has additional checks for cranes
- Code cleanup
- Deliveries are no longer destroyed when vessel is physically destroyed
- Vessels are now more stable when resting on other vessels in multiplayer (Helicopters on boats)
- Seats are now considered platforms, similar to ladders.
- Slight improvement to foot animation when on ladders
- Nautikins now angle better to climb ladders with feet
- Improvements to platform collisions
- Improvements to character movement
- Improved collision detection for terrain
- Improved rope / cable rendering at high speeds
- Ledge detection now respects characters current speed and angle limitations
- Nautikins will now moved when pushed by cranes or other Nautikins
- Cranes now save the orientation of the lift, not just the rotation of the controls
- Improved performance of getting in / out of vessels
- Nautikins can now push each other
- Minor improvements to push mechanic
- Nautikins can now push other Nautikins underwater
- Improved underwater pushing animation
- Improved collisions for vessels
- Performance improvements for multiplayer physics
- Structures no longer attempt to sync position information in multiplayer
- Climbing ladders will now detect obstructing parts
- Tweaked beach ball behavior on platforms
- Drydock and Runway will now make some attempt to prevent spawning vessels inside each other (if you forget to remove a plane from the runway for example)
- Fire extinguisher is now sold at runway too
[h2]Notes[/h2]
Steel cables work similar to ropes but instead create a fixed connection allowing for greater stability between secured objects. The primary purpose of this is to secure helicopters to boat helipads when moving fast, or vessels to other vessels in general when they are resting on top of one another.
Steel cables can only be used to secure controllable objects to platforms or the map.
Things that work include Nautikins on boats, helicopters on boats, Nautikins on jets, jets on boats, boats to map, Nautikins to map, etc.
Things that do not work primarly due to the limitations of the engine and multiplayer in general are, securing 2 boats together that could be controlled by different players or securing 2 Nautikins together. Crates do not work because they can already be secured. If either of these objects is not the current platform of the other, the connection will be disabled because it won't synchronize in multiplayer properly and spaghettification will likely occur. This may work in the future if control can be delegated to a single location when steel cables are attached, but the fixed connection and multiplayer synchronization have contradictory goals atm. Having control of your vessel delayed to the server for steel cables is likely undesirable. This behavior could be enabled for single player but is disabled currently to maintain consistancy between singleplayer and multiplayer.
Steel cables cannot be attached to cranes or subvessels.
The build area obstruction detection on launch is particularly useful for placing vessels on top of other vessel at launch (this is more of a side effect, but it is neat for putting jets on boats).
This build is a little bit larger and took a while longer than normal due to some complex changes to multiplayer that would have otherwise made the game unstable without a longer testing period. There was also a lot of refactoring ahead of new content that otherwise did not warrant it's own build.
Testing various fixes for obscure problems with the ocean shader, it's not immediately apparent that these will be successful so they may reoccur in changes from build to build.
Been chasing a silent crash. Player logging was enabled in an earlier build to see if Unity logged anything to the default Player.log or this somehow prevented the crash (it did not so its off again). Its possible this crash was caused by bad shark behavior but only time will tell.
Because the format of crane rotation has changed, loaded cranes will default to not rotated until saved again. This prevents bad collisions during initialization.
Pushing Nautikins controlled by other players is a little janky movement wise due to the requirements of network position syncing.
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[ 2024-02-03 13:54:57 CET ] [ Original post ] |
Version 0.8.354 Update |
[h2]Changes[/h2]
- Added slow move input to build mode
- Added FastMove / SlowMove to keybindings
- Added build move speed to control settings
- Added speed input to build ghost camera
- Added build mode setting for adjusting placement when scaling
- Added "Remove all waypoints" to server tab
- Added "Stop all activities" to server tab
- Added unwrap mode for materials
- Added part destruction indicator to hull integrity
- Added reset zoom keyboard options
- Added fuel cable visualization during placement
- Added transfer warning dialog to inform the player if the runway or drydock already has a vessel when attempting to transfer
- Added "Long fuel connector"
- Added "BoatTunnel" part
- Activities can now be accessed from the map
- Transfering vessels now removes the original
- In progress vessels that have no been saved will no longer be deleted when exiting the build area
- Made part filter button tooltips faster
- Fixed some sync issues with crates
- Fixed bug where picking up crates from the bottom of a stack would not cause the stack to fall
- Fixed a PhysX bug with ropes and mirrored parts
- Fixed bug with amount dialog
- Fixed bug where waypoints on the map can display over UI / buttons
- Fixed a warning in main menu
- Fixed a multiplayer bug where Nautikins revived on vessels could float slightly until they move
- Fixed timing issues with complex boats with many seats that could cause problems with Nautikins
- Fixed multiplayer bug that caused control to be released when destroying someone elses seat
- Fixed a bug with aircraft audio when joining sessions
- Fixed multiplayer bug related to rejoining / respawning client vessels after disconnecting during spawn
- Fixed a spawn order problem related to sub vessels
- Fixed some problems with immortal async threads
- Fixed some map bugs where icons would move around on clients while being launched / recovered
- Fixed a bug with store inventory calculations and amount dialog
- Fixed a bug with fuel transfer rate when engine is running and both tanks are full
- Fixed some timing issues with dropping items and players joining in multiplayer
- Fixed a bug with collision event tracking related to items
- Fixed Ramp part config
- Fixed some problems with material groups related to lights
- Fixed some weird behavior with undoing mirror parts
- Fixed a bug with Unity logging
- Fixed a bug with ballast tanks being controlled in aircraft mode
- Fixed a bug with fog lights
- Fixed a bug with platforms related to spontaneous levitation
- Fixed a bug that prevented using crew disembark button as observer
- Fixed a bug with platform movement and rotated parts
- Fixed a bug with platform movement in first person
- Fixed a multiplayer bug with Server cleanup all options
- Fixed a bug that allowed exiting the build area while a vessel was still being loaded
- Fixed a bug that allowed loading in build area while a vessel was still being loaded
- Fixed a bug where server tab could become enabled on client
- Fixed a bug with cleaning up items
- Blind fix for some spatial audio issues
- Center of mass will now reset to default position when re-entering an empty build area
- Center of mass will now reset when creating a new vessel prior to placing the first part
- Improved jet engine placement for normal align
- Nautikins now adjust for sea level changes in multiplayer
- Anchor chains will now change max length with sea level changes to prevent pulling small boats underwater
- Changed the way physics works when attaching boats to docks with ropes to better match harpoons
- Changed behavior for adjustments for parts with placement triggers
- Changed default chat enable state in multiplayer for server
- Improved physics behavior when Nautikins are tied to objects
- Improved position sync when launching vessels as clients
- Can no longer attach ropes to climbing Nautikins
- Activities will now populate while the UI is open when new activities are available
- Activities will now update in multiplayer on clients when the server changes activities while the UI is open
- "Paint mode" now displays as "Paint" to save space
- Updated configs for fixed weapon normal align
- Updated welder LODs
- Stores no longer attempt to calculate cost in sandbox mode
- Airport buy shack now sells fuel cables
- Improved buy shacks ability to refill multiple stacks
- Improved dropping items at feet when obstructed
- Store inventories are now cleared when full of sold items
- Store inventory UI will now refresh if you happen to have it open when it refills
- Buy shacks now have more slots
- Fuel cable setup will now cancel when you change Nautikins and other obvious cases
- No longer prevented from using ropes while on ladders
- Fuel connection will now cancel if connector is destroyed
- Fuel cables will no longer be destroyed when they lose line of sight
- Fuel cables will now be destroyed when they impact something with significant force
- Fuel connection setup can now be canceled with right click the same as ropes
- Fuel cables can now be destroyed by projectiles
- Fuel cable setup is now started with right click to accommodate other options
- Items dropped on parts that have been destroyed will now be destroyed
- Dropped items will now move with moving parts
- Updates to debug info
- Steam client send buffer failure will now trigger an auto disconnect
- Build mode undo stack is now more robust
- Mirror mode is now tracked by undo stack
- Logging now prints game version
- Audio sources are no longer pooled
- Flares can no longer damage vessels
- Current activity details are now cleared when ending activity on server
- Mod manager now checks to see if mod is already loaded when attempting to load a mod after rejoining a session
- Improved vessel angle synchronization in multiplayer
[h2]Notes[/h2]
This build mostly contains things that were pushed out of the last build for one reason or another, including some user requests.
Vessels that have not been saved or vessels with unsaved changes will no longer disappear when clicking the "Exit" button in the drydock. Instead the in progress vessel will sit there until the next time you activate that build area. This is useful when exiting the drydock to check on other things rather than launching. Additionally launching a vessel does not remove the in progress vessel from memory so the behavior of "Exit" and "Launch" will now be consistent. The only way to clear it out now will be a deliberate action such as creating a new vessel or loading a different one.
The goal of the rope changes is to make boats more maneuverable while tied to docks and prevent boats being pulled underwater with tide changes. It is still possible to get pulled under with ropes if you do not tie them off above the water.
Slow move is activated with the space bar. Slow move can be used in combination with Fast move to produce a sort of medium movement speed relative to the normal movement.
The unwrap mode is similar to the paint mode for materials in that it changes the appearance of the material, mainly to make smaller shapes look better / less tiled when scaled larger. Tiling is the default mode. Some meshes work well with unwrap, mostly uncomplicated parts like cubes and simple shapes, other things like complex hulls need to be reworked maybe in the future to better support unwrapping. Not everything will look good unwrapped.
The part destruction indicator will become active if a part is destroyed meaning the boat is beyond repair and that the hull integrity may not represent the status of the entire boat being fully repaired but rather that every remaining part has been repaired.
You can use ropes while climbing on ladders but ropes cannot be attached to climbing Nautikins.
Leaving default Player.log enabled until the next build because crashes have not reoccurred. It's possible the engine crashes because Player.log is not enabled. That would be ironic. Then I will probably disable it if and see if crashes return.
Long fuel connectors are sold at Portus.
Fuel cables will still use line of sight to prevent self collision with the vessel, meaning that if the cable starts wrapping around the vessel it will break, but it will no longer break from other objects lightly touching it such as Nautikins.
Saved dropped items will be lost because the save structure has changed to accommodate moving parts.
Guides have been updated.
Uploaded this cool boat used during testing:
https://steamcommunity.com/workshop/filedetails/?id=3117333857
|
[ 2023-12-18 23:19:54 CET ] [ Original post ] |
Version 0.8.268 Update |
[h2]Changes[/h2]
- Added rescue activities
- Added Floaties item
- Added FireMonitor part (Fire hose)
- Added FixedFireMonitor part
- Added proximity check to dropping items to reduce chances of it dropping inside walls
- Added worker hardhat item
- Added worker jumpsuit item
- Added bot worker Nautikins for rescue activities
- Added destruction for cleat part
- Added auto camera clipping to curb culling issues with far view distance
- Fixed a bug that caused spastic behavior when anchors were attached on certain locations on planes
- Fixed a bug that prevents underwater explosions from rendering on clients when observing a vessel
- Fixed adjustments config on harpoon launcher
- Fixed bug with collider management for sub vessels
- Fixed background error with anchor UI on client
- Fixed bug where fuel tanks do not update when uncontrolled
- Fixed a bug where deck weapons would not sync angles properly
- Fixed a background error with weather
- Fixed some problems with anchor indicator
- Fixed bug with initial fire state for clients in multiplayer
- Fixed bug with initial vessel water state for clients in multiplayer
- Fixed a bug with inertia when launching aircraft from drydock
- Fixed inertia bug for vessels with multiple modes
- Fixed a bug with platforms in multiplayer
- Fixed bug where closing inventory with other menus open could lock input
- Fixed a bug with activity UI where accepting a mission before reading did not activate its detail
- Fixed a bug that allowed repairing parts that were on fire when repairing main hull
- Fixed bug where fire smoke did not count as extinguished when repaired
- Fixed a bug with delivery locations being disabled when used by multiple activities
- Fixed various issues in multiplayer related to when clients have auth
- Fixed bug with Nautikin observer indicator when disabling when controlling player returns to base
- Fixed a bug where activity detail is not cleared when the current activity is completed
- Fixed highlighting with some Nautikin LODs
- Fixed bug where subvessel cameras could activate erroneously when switching between subvessels
- Fixed bug where inventory can get stuck open if the Nautikin is eaten while accessing Inventory
- Fixed a bug that prevented removing waypoints
- Fixed bug where part filters are not reapplied when returning to build mode
- Fixed bug where camera view distance is not applied properly when changing while in a vessel
- Fixed bug where camera fov is not applied properly when changing while in a vessel
- Fixed bug with underwater culling in deep waters
- Refactored the way Anchors work to avoid PhysX jank when launching
- Anchors no longer process cable math or render when stowed
- Changed the way surface tension works with Nautikin swimming behavior
- Changed mass of build area kit
- Changed mass of env suit
- Changed the way that deck weapon angles are stored for better multiplayer sync
- Changed the way that damage vfx cycle
- Improved buy shack LOD
- Inventories now display mass
- Removed redundant network collider code
- Deck weapons will no longer fire when UI is active
- Decreased triangles on deck gun collider
- Decreased triangles on deck cannon collider
- Sub vessels will now auto populate colliders
- Usernames will now be scrubbed from logs to make contributing feedback easier
- Inventory menu will now automatically close when attempting to open in game menu
- Updated dropped hardhat LOD
- Updated weapon configs to be ignored by collision grid activation/deactivation
- Deleted unused damage area
- Activity UI refactoring
- Reduced ocean LOD
- Code cleanup
- Nautikins will now move with surface tension as sea level changes when swimming near the surface of the water
- Nautikin inventory mass now includes mass of Nautikin in UI display
- Subvessel cameras will no longer attempt to adjust camera distance on init
- Any open inventory that is destroyed will now automatically close the UI
- Updated names for grid chunk modes to match other modes
- Re-enabling Player.log to troubleshoot issues with Unity.
- Minor performance improvements vegetation grid
- Performance improvements to open world
- Changed the way music is applied for underwater vs build mode
[h2]Notes[/h2]
Floaties increase buoyancy in the water and aid in the prevention of uncontrolled Nautikin drownings, they are currently sold at the Portus buy shack.
Store inventories do not display mass.
Usersnames are now scrubbed from logs for a couple reasons, its not useful information for debugging purposes and some may not want their usernames exposed in order to report bugs. Reporting bugs should be encouraged and I have no need or desire for PC usernames, this is something that Unity generates automatically when referencing path names for saving / loading game files like settings and vessels. Additionally, any unknown log statements that may contain usernames in the form ".../Users/[Username]/AppData..." will simply display "[Username]" instead of the actual PC username.
Worker hardhat and jumpsuit can only be obtained by rescuing Worker Nautikins
Some user requests got pushed out of this build into the next build due to various required fixes of existing features and the amount of time that rescue activities consumed.
Seems like outdated drivers may be causing a hard crash occasionally (unclear what the issue is), re-enabling the default logging to see if a crash dump shows up there, I sort of doubt it, make sure GPU drivers are up to date. Will probably disable again with next build.
With new dynamic clipping, even when the view distance is set to max, it will be clamped unless at very high altitudes that require the ocean to be rendered very far away.
|
[ 2023-12-03 22:24:38 CET ] [ Original post ] |
Version 0.8.203 Update |
[h2]Changes[/h2]
- Added more nonsense messages
- Added additional performance settings for vegetation grid
- Added switch build area button for moving vessels between drydock and runway
- Added part filter buttons
- Added "No match found" label when filters yield no part matches
- Added LODs to island unlockables
- Rope placements will now cancel when accessing the UI
- Tweaked some ocean settings
- Lights for other vessels will now disable while in build area
- Changed the way ship propeller collisions work
- Changed the way aero works for propellers
- Changed the way wakes generate for massive ships
- Changed wake behavior at slow speeds
- Changed part UI order
- Updated part filter behavior
- Updated part UI
- Fixed some configs for explosions
- Fixed bug with dropped pilot helmet save / load
- Fixed bug with buy shack amount dialog
- Fixed normal align for SeaPlaneEngine
- Fixed normal align for StandardHelicopterRearRotor
- Fixed an undo error with cloned parts
- Fixed bug where quit dialog could get stuck animating when closing menu too fast
- Increased max foam time
- LightFixture part no longer casts shadows (looks better)
[h2]Performance improvements[/h2]
- Interactions with UI elements when in map
- Build areas
- Structures
- Damage effects
- Projectile explosions
- Fire extinguisher foam
- Nautikins being on fire
- Various parts that reference water
- Buoyancy math
- Waves pushing vessels
- Vessel water sounds
- Fuel usage
- Propellers
- Weather
- Moving through open world fast
- Many engines / propellers
- Inventory
- UI tabs
- Vegetation grid
[h2]Notes[/h2]
The primary reason for adding build area switch button is to test out sea planes in the water, but can really be used for anything.
|
[ 2023-11-14 20:08:12 CET ] [ Original post ] |
Version 0.8.168 Update |
[h2]Changes[/h2]
- Added ShippingHull part
- Added ShippingEngine part
- Added LargeAnchor part
- Added StandardCleat part
- Added CylindricalFuelTank part
- Added StandardKeel part
- Added MaterialGroups to Anchor part
- Added server toggle option for Sandbox start inventories
- Added anchor down indicator to ship UI
- Added anchor SFX
- Added anchor splashes
- Fixed bug in build mode where snap rotation would not work when the parent part was not at a fixed rotation
- Fixed a bug that prevented repairs when a part was damaged from impact but thought it was on fire
- Fixed erroneous log statement related to firing projectiles
- Fixed an animation issue with arms when Nautikins spawn / are hired
- Fixed some problems with vessels colliding during initialization
- Fixed a bug where structures were saved out of order relative to their original creation
- Fixed a bug with weapon fuel usage for aircrafts
- Fixed some bugs with launching boats as aircraft on runway
- Fixed a config issue with FixedGun part related to mirroring
- Fixed an animator issue related to Nautikins
- Fixed a config issue that prevented deployed anchor chains from being hidden while in drydock area
- Fixed a bug related to vessel modes
- Fixed edge case with exit casting
- Fixed a bug with uncontrolled Nautikins ragdoll behavior while on vessels in multiplayer
- Tweaked aircraft fuel usage (slightly less efficient)
- Weapons can no longer impact objects behind the muzzle when predicting movement
- Repair status UI will now round down when 99.x repaired to prevent rounding up to 100
- Reduced polygons for DinghyHull colliders
- Reduced polygons for JetFuelTank colliders
- Client vessels will now disable during destroy procedure to prevent poorly timed messages during cleanup
- Vessels will no longer attempt to regard collisions with vessel destruction debris for multiplayer
- Nautikins will no longer collide with spawning vessel during network delay
- Nautikins can no longer take damage while spawning
- Can no longer attached ropes to seated Nautikins using a 3rd party
- Certain boundary enforcers will now react to being attacked
- Performance improvements to projectiles
- Nautikins inside airtight seats will no longer take frost or fire damage
- Adjusted ship launching slightly so that ships are slightly in the water
- Submarine propellers can now damage Nautikins
- Changed anchor materials
- Anchor chains are now more visible
- Anchor chains now have a slack cap
- Anchor chains slack is now enforced in a less elastic manner
- Anchor chain will now scale with part
- Changed various anchor physics behaviors
- Updated ocean shader
[h2]Notes[/h2]
Attaching ropes to objects that were loaded in the wrong order may require removing/reattaching said rope and resaving the game because the save / load order of structures has changed.
Weapons on aircraft will now have better dimensioning returns with regard to the number of weapons and fuel usage. Adding many weapons will use lots of fuel and having a very small aircraft with lots of guns and little fuel will no longer be viable.
Going full throttle against an anchor will no longer produce an elastic pull back for smaller ships. Because large ships can be massive and heavy, the chains will now become physically tight (perhaps more realistically) to prevent overpowering physics from extremely large ships.
The StandardKeel part is a buoyant part, technically any buoyant part can be used as a keel in the correct shape.
|
[ 2023-11-04 16:31:38 CET ] [ Original post ] |
Version 0.7.969 Update |
[h2]Changes[/h2]
- Added Build area kit item
- Added new feature to build structures on islands and on water
- Added new material "Concrete"
- Added FuelPump part for structures
- Added Pillar part for structures
- Added Platform part
- Added more nonsense messages
- Added more cleanup options to Server tab
- Added workshop configurations for Structures
- Added current shells to build mode info
- Added current shells to buy shack UI
- Added AirshipBalloon part
- Updated shell currency icon
- Updated shadows for harpoon launcher
- Updated default exit position for harpoon launcher
- Updated default exit position for cranes
- Improved load times for build areas (drydock, runway)
- Build mode refactoring
- Fixed bug related to Nautikin velocity when seated in subvessels
- Fixed multiplayer bug related to standing on boats
- Fixed bug with server cleanup options
- Fixed bug that could prevent player from joining if the server was paused / in menu in developer mode
- Fixed bug that can freeze clients when menu is opened in developer mode
- Fixed bug where harpoons do not consume fuel on client
- Fixed physics desync issue with harpoons in multiplayer
- Fixed sync issue with harpoons in multiplayer
- Fixed bug where client harpoon projectile is not destroyed immediately
- Fixed bug with Server cleanup and fuel connections
- Fixed bug with Boundary enforcer
- Fixed bug where Nautikins do not exit seats correctly on clients when dead
- Fixed issue where Nautikins fall when standing on top of items that have colliders
- Fixed a UI bug where expand/collapse button was difficult to expand
- Fixed missing name for Recovery buoy item info
- Fixed bug with empty fuel tank detection
- Fixed some optimization issues with network parts that caused missing textures in some cases
- Fixed some problems with material groups for SeaPlaneLandingGear
- Fixed bug with ocean sync
- Fixed bug with initial crate sync
- Fixed some collider updating problems
- Fixed bug with custom waypoints
- Optimized some colliders
- Nautikin movement will now be smoother when standing on animated objects
- Fuel connectors no longer require direct attachment to fuel tanks in order to transfer fuel
- Server cleanup now attempts to refund vessels when able
- Server cleanup will no longer cleanup observers unless "Cleanup controlled" is enabled
- Patched streaking issue with ocean shader
- Cranes on boats no longer work without fuel
- Interacting with vessels on the map is no longer available when dialogs are open
- Remaining fuel can now be checked by right-clicking a fuel tank in interaction mode
- Adjusted aero dynamics for JetFuelTank
- Recovered vessels now take vessel damage into consideration when determining refund
- Crew UI now displays health and oxygen
- Nautikins can now stand on the heads of other Nautikins
- Buy shack items now show cost when you hover over the item
- Changed the way that vessel physics load to prevent things from moving while save file is loading
- The cost of a part now has a minimum based on thickness, anything below 0.1mm will no longer be cheaper
- Improved performance of walking on platforms
- Improved crate sync for deliveries when unsecured
- Changed the way that platform movement syncs in multiplayer
- Nautikins will no longer throw arms up in the air when falling very short distances
- Cleaned up some log statements
- Container velocities are now managed by net code
- Nautikins will better handle "dying" on platforms
[h2]Notes[/h2]
Previously fuel transfers required that a connector be directly attached to a fuel tank, in order to reduce the need to many tiny pipes (which are not required for things like Engines and other fuel consumers) connectors will draw fuel from the attached fuel tank if possible and the least full tank if not attached directly.
|
[ 2023-08-29 20:01:59 CET ] [ Original post ] |
Version 0.7.780 Update |
[h2]Changes[/h2]
- Added new BoatCabin part
- Added max active activities
- Added Unlock counter display for Islands in campaign
- Added Light on/off toggle for light parts
- Added underwater light VFX
- Added Lights toggle to controls
- Fixed problems when detecting collisions for characters on map objects
- Fixed some log spam related to collisions
- Fixed an audio issue related to treasure
- Fixed some problems with loading vessel damage
- Fixed bug where pilot nautikins can spawn at the drydock
- Fixed bug where buy shack shells can be negative
- Fixed a bug where grid settings where not loaded initially
- Fixed camera snapping when walking behind trees
- Fixed bug where vessels in the abyss are moved when the map moves
- Fixed flickering issue with many lights on vessels
- Blind fix for unwanted log message related to shark movement
- Removed runtime error log for inputing invalid values into material thickness in build mode
- Reduced the number of triangles on colliders for fuel connectors
- Death eyes will now be hidden in first person
- Map collider loading refactoring
- Reduced max collider distance
- Improved performance for grid collider loading
- Improved performance of idle Nautikins
- Updated vessel UI
- Updated UVs for racing engine
- Updated mod tools
- Lowered abyss height so that sinking vessels can visually disappear into depths
- Lights will now scale with the size of the light part
[h2]Notes[/h2]
LightFixtures are now network parts
Using many lights will eventually cause performance problems and or light flickering, there are limitations to how many the engine can render, but there are currently no restrictions in build mode regarding lights. It is recommended that they be evenly spaced and not placed unless an area is not already lit.
Lights can be toggled with "L"
|
[ 2023-07-21 16:50:13 CET ] [ Original post ] |
Version 0.7.754 Update |
[h2]Changes[/h2]
- Added treasure hunt activities
- Added auto feather support to aircraft engines
- Added auto feather indicator to aircraft UI
- Added landing gear indicator to aircraft UI
- Added steering to ship UI status
- Added button to server tab to control whether or not to cleanup controlled objects
- Added landing gear impact / skid SFX
- Added airflow VFX
- Added airflow SFX
- Added heat blur to jet engines
- Added desert heat to Desertum
- Added buoyancy proxy to racing hull
- Adjusted settings for sea plane engine to reduce extreme g-forces with multiple engines
- Reduced power of sea plane engines
- Island camera will re-enable mouse if forced to cleanup controlled player
- Cleaned up some log statements from airfoil changes
- Repair mechanics are now progress / time based instead of just time
- Fixed harmless error in logs when exiting to menu in some cases
- Fixed some problems with standing on helicopters while moving
- Fixed issues with getting on ladders at high speeds
- Fixed multiplayer error where a vessel takes damaged before the client has initialized
- Fixed a typo in UI
- JumpTo dropdown will now close when exiting the map
- Updated dropdown behavior
- Removed landing gear brakes when wheels are not grounded
- Landing gear will now stop spinning when underwater
- Propellers now create physical drag to better emulate diminishing returns when adding multiple propellers
- Aircraft trim is now clamped to max angles
- Tooltips in the main menu will now hide when loading starts
- Build mode camera can now also be rotated with Middle mouse button
- Updated controls UI
- Helicopter rotors can no longer control axis while resting in the water
- Changed the way that anchors initialize to prevent rotation problems with vessels that have multiple anchors
- G-force damage can no longer be applied to clients during initialization
- G-force damage can no longer be applied immediately after a physical impact
- G-force damage can no longer be applied when crashing into the water
- Anchors no longer create underwater drag when above water
- Anchors now create aero drag when in the air
- Increased ocean LOD
- Activities refactoring
- Changed how objectives render on the map
- Head gear is now hidden in first person
- Eyes are now hidden in first person
- Saved activities will no longer activate all HUD indicators at once when loading a save
[h2]Notes[/h2]
Previous improvements to buoyancy (accuracy) may require reconfiguring larger vessels that have lots of surface area as they will be more buoyant.
Any vessels saved with old damage may appear undamaged until damaged again.
Auto feathering will trigger in any scenario where the engine detects it is no longer contributing to thrust and creating drag. This is most likely to happen in a couple of ways:
1) A jet engine is attached to a plane with propellers that are overpowered and now creating drag.
2) There are multiple propellers attached to a plane that is moving beyond the effective maximum power of the engine type
3) In a nose dive with multiple propeller engines
Normal configurations of single propeller aircrafts are unlikely to trigger auto feathering.
Nominal airflow will not trigger FX. G-force's + high speeds will.
Planning on updating the guides soon.
|
[ 2023-07-12 18:40:12 CET ] [ Original post ] |
Version 0.7.679 Update |
[h2]Changes[/h2]
- Added server tab to operate cleanup actions
- Added flooding UI element that displays the current amount of hull flooding
- Added support for hydrofoils using plane parts
- Added new internal buoyancy proxy mechanic to allow for parts to delegate water simulation
- Added buoyancy proxy to SeaPlaneLandingGear
- Added buoyancy proxy to SeaPlaneBody
- Added buoyancy proxy to StandardPlaneBody
- Added buoyancy proxy to JetBody
- Added buoyancy proxy to StandardHelicopterBody
- Added buoyancy proxy support to mod loader
- Added a control mode switch for vessels that allows switching between Ship and Aircraft functionality such as Jets vs Rudders
- Added throttle display for ship UI
- Updated splash screen logo
- Updated aircraft status panel UI slightly
- Updated compass gimbal textures
- Parts are no longer restricted to aircraft vs ship and can be used for either
- Ship steering wheels will now animate as aircraft steering when in aircraft mode
- Aircraft steering wheels will now animate as boat steering when in ship mode
- Fixed typo in keybinding label for "Right Stick Button", RSB
- Fixed layout / alignment issue with controls view scrollbar
- Fixed some bugs with buoyancy resulting in abnormally large forces when underwater
- Fixed a config for standard plane wing that was causing inverted adjustments in some cases
- Fixed aggressive deformation when impacting vessel in some cases
- Fixed an erroneous warning message in the log related to mirroring plane propellers
- Fixed bug where you could interact with seats with inventory open
- Fixed bug where tooltip can get stuck on screen when disembarking if the new mouse position happens to be on a new interaction
- Fixed minor UI display issue with return to drydock button when launching an empty vessel
- Fixed bug with airfoil generation related to part scale
- Fixed multiplayer sync issue with hull integrity display and observers
- Saving now schedules task for the end of frame to avoid potential screenshot rendering issues.
- JetIntake part can now be scaled
- Doubled the lifespan of flares in the air
- Improved character collisions when bumping into solid objects
- Improved character collisions when swimming underwater
- Improved ease of getting on ladders underwater by increasing interaction distance
- Improved aiming collisions when against solid objects
- Improved camera occlusion when looking straight up in 3rd person
- Removed automatic camera distance adjustment
- Decreased min zoom
- Nautikins that were seated when saved will now default to the exit position of the seat instead of the seat itself
- Nautikin cameras will no longer be occluded by vessel geometry or other players (ultimately less camera snapping)
- Lowered clipping threshold when in first person mode
- Mirrored engines will no longer mirror propellers
- Vessel load dialog will now search for multiple word matches
- Part search now supports multiple word matches
- Load game search now supports multiple word matches
- Selecting or adjusting a part will now deactivate the tooltip in build mode
- The rotation of piston engines such as rotors or propellers for aircraft will now save / load
- Vessel mode states are now saved
- Vessel mode engine states are now saved separately
- Water buoyancy physics will no longer start until vessel has completely initialized
- Vessel placement on launch will attempt to make the vessel kiss the water before dropping instead of initial partial submerging
- FuelTanks will now register fuel mass in design mode
- Helicopter rotors now calculate angular drag independently to allow yaw control in the water
- Helicopter rotors no longer create angular drag when the engines are not running
- Vessels with hull damage / general damage can no longer operate engines
- Updated vessel water crash / impact behavior
- Warehouse containers will now play impact sounds
- Aircraft wheels will no longer spin when airborne
- Heavy updates to airfoils and physics behaviors for aircraft to making handling smoother
- Aircraft will now respect the density of air at higher altitudes
- Lowered inertia tolerance relative to max speed to help prevent spontaneous warp speeds
- G-forces over 20 will now cripple an aircraft
[h2]Notes[/h2]
In campaign, aircraft parts cannot be used in the drydock until you have purchased the runway, once purchased they may be used in either build area.
Vessels impacted with extreme deformation that had been saved previously may need to be cleaned up and redeployed. It is possible to repair the extreme deformation in some cases but it may take an unreasonable amount of time.
The goal with the camera changes is to make the camera movement more smooth and consistent. Vessel cameras already pass through the hull so it makes little difference to allow the Nautikins to do so as well and it prevents the majority of jarring camera position snapping due to the constant movements of the boat and infinite potential configurations of geometry. There may also be functional reasons for being able to noclip the camera inside a vessel such as examining a center of mass issue or accessing interactable parts inside the structure. Occlusion will generally only be applied for map objects now.
Buoyancy proxies allow for more approximated water forces to be applied to concave shapes that would otherwise have difficulty floating or would not realistically float but need to float anyway. Parts can now have proxy meshes which represent the target the water simulation will evaluate in order to either simplify the math or otherwise alter the outcome. Examples of this would be any buoyant mesh that has concave surfaces inside of it such as an open doored aircraft hull or an animated part that curves inwards in order to support animation, but would in reality be water tight. The mod loader will search for a new keyword "BuoyancyProxy" similar to "ColliderMain" when parsing the mod parts. In cases where a buoyancy proxy is needed but not supplied behavior may occur where vessels with said part can get stuck underwater due to anti-buoyant forces being applied to the concave interior surfaces either counteracting or overpowering exterior convex forces.
Aircrafts which take hull damage will no longer be able to use engines to alter the state of the vessel. This will later be replaced by damage to individual parts such as Rotors, Propellers, engines, etc. But current damage is handled as a whole until more vessel destruction mechanics are completed. This avoids problems with things like bent rotors applying thrust.
Aircraft aerodynamics have been updated so that may mean that some designs may require tweaking. Part of the reason for these changes were to correct some unwanted handling problems and reduce the risk of extreme maneuvers causing aircrafts to reach speeds they shouldn't really be able to reach. Some of the math may break down at higher speeds due to the indestructability of the aircraft from airspeed and G-forces. In the future such extreme force may simply cause the aircraft to tear apart in some way or otherwise no longer be able to increase in speed. Because of the new atmosphere changes propeller aircraft will have a harder time getting to high altitudes, you will likely start to see diminishing returns around 2000 meters.
|
[ 2023-07-03 21:37:00 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.593 Update |
[h2]Highlights[/h2]
https://www.youtube.com/watch?v=wJsuPE826rU
[h2]Changes[/h2]
- Added material groups to sail rudders
- Added material groups to sea plane rudder
- Added material groups to standard plane engine
- Added new "PilotSeat" part for external control of aircraft
- Added new very large and far away island "Desertum"
- Added new item PilotSuit
- Added new Item PilotHelmet
- Added flare launcher item
- Added SeaPlaneBody part
- Added SeaPlaneDorsalStabilizer part
- Added SeaPlaneEngine part
- Added SeaPlaneHorizontalStruct part
- Added SeaPlaneIntake part
- Added SeaPlaneLandingGear part
- Added SeaPlaneLandingGearRudder part
- Added SeaPlaneNose part
- Added SeaPlaneRudder part
- Added SeaPlaneTail part
- Added SeaPlaneVent part
- Added SeaPlaneVerticalStruct part
- Added SeaPlaneWing part
- Added SeaPlaneWingRear part
- Settings view in main menu can now be closed with escape key
- Fixed initial empty animation with tooltip
- Fixed initial empty animation with context menu
- Fixed IK bug related to aiming / interaction mode
- Fixed bug where child parts of interactable parts trigger interaction on the parent.
- Fixed bug where parent interactions can trigger interaction on child parts
- Fixed visual smoothing issue with boundary enforcers in multiplayer
- Fixed UI error where health would not display as zero on client in some cases
- Fixed multiplayer bug that would cause a disconnect if the client attempted to recall thier vessel during boundary enforcement
- Fixed problems with floating origin and ocean rendering jank
- Fixed issue with wind speed sync in multiplayer
- Fixed material groups ordering for helicopter main rotor
- Fixed animation weights for various Nautikin movements in jumpsuit related to feet
- Fixed repair sync issue with multiplayer
- Fixed damage serialization issue when colliding with ocean related to save / load
- Fixed a bug with character slope detection where the incorrect location would be returned in some cases
- Fixed issue where landing gear steering allowed the gear to be retracted when not centered
- Fixed potential problem with propeller rotation in multiplayer
- Fixed harmless background error related to loading unlockables in sandbox mode which are not used
- Fixed bug where center of mass display would not always update when loading a complex vessel in build mode
- Fixed bug where unlockables may not register in sandbox mode if load times are slow on older machines
- Fixed bug where unlockables serializations could store duplicate ids
- Fixed bug with client unlockable sync in campaign
- Fixed bug related to Steamdeck checks that caused background errors
- Jet engines will now damage nautikin if standing in thrust path
- Jet landing gear parts can now only be scaled uniformly
- When launching an aircraft in sandbox mode, the harpoon launcher is now swapped out for a parachute
- When launching an aircraft in any mode, the standard outfit will be swapped out for a pilot suit
- Seaplane engines can no longer start underwater after being repaired
- Map can no longer drag / move when waypoint options are being selected
- Parts that cannot be physically mirrored now have thier own flag
- Mirroring parts on a part that cannot be physically mirrored with adhear to the orientation of said part
- Parts can no longer be physically mirrored if any parent part cannot be physically mirrored
- HandMotor no longer allows rotation
- SpeedBoatWheel no longer allows rotation
- Racing driver seat no longer allows rotation
- Uniform scaling now updates the UVs on the mirror part
- Undo stack will now apply build layers regardless of mirror mode
- Increased skybox limit
- Increased max view distance
- Increased map bounds from 50km to 100km
- Decreased intensity for ambient occlusion post processing
- Updated wind compass display
- Updated helicopter rear rotor behavior to function better with drag / stalling
- Updated mesh for feet in jumpsuit
- Updated item drop height for harpoon launcher
- Updated Jet part costs for campaign
- Updated Helicopter part costs for campaign
- Center of mass will now update immediately when using the UI in a way that changes the COM
- Return to drydock can no longer be called when vessel is taking longer than expected to initialize
- TrapezoidalSail now ignores cables when calculating surface area
- Clothing items are now replaced with pilot items when launching an aircraft in sandbox
- Shipyard buy shack now sells ship related clothing
- Runway buy shack now sells aircraft related clothing
- Improved multiplayer collision sync accuracy for things like spining or moving objects (rotors)
- Several buy shacks now sell flare guns / launchers
- Nautikins can now be hired from the hanger at the runway
- Improved propeller colliders
- Decreased min throttle for engines to improve idling/landing on runway
- Part icons will now reset to a visible rotation when no longer in use
- Firing a projectile at a wall point blank or straight down will no longer allow the projectile to pass through the surface
- Wind physics are now disabled when seated in helicopter pilot seat
- Input logic for repair / welder now prevents getting stuck on with controllers when activated in the wrong order
- Can no longer embark a vessel while dying
- Improved parachute shader code
- Sail shader now has a speed limiter
- Network clients will now default to localhost if Steam is not available.
- Subscribed mods will no longer attempt to load when Steam is not available (local mods should still work)
- Game should now be playable if Steam is not available
- Version label now appears during load screen
[h2]Notes[/h2]
Some of the visuals for the ocean on the horizon depend on the view distance being set high. If the view distance is too low, flying extremely high may degrade visuals depending on hardware. Post processing can affect very far view distances when looking down or at shadows. You may want to disable Ambient Occlusion when increasing to the extreme.
There are now over 90 parts in the game.
I will upload the vessels from the update video to the workshop.
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[ 2023-06-18 00:54:43 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.485 Update |
[h2]Changes[/h2]
- Added keybindings / binding override support
- Added more nonsense messages
- Added a blind fix for some sort of tooltip race condition that can result in tooltips stuck on screen
- Added new character "Dolphinface"
- Added mod support for jpg and png icons as an option instead of just webms
- Added existing mod examples to mod tools
- Added Painting mod part example that displays images
- Added TV mod part example that plays video files
- Added IgnoreCombine support to mods
- Added material groups to harpoon launcher part
- Fixed bug where items stored when climbing ladders or entering seats are not restored properly
- Fixed multiplayer bug with localized item drop locations
- Fixed bug where dropped items can scale incorrectly
- Fixed bug where dropped items do not move with crane
- Fixed bug where inventory access can be locked if a client disconnects with inventory open
- Fixed issue where you can disembark as an observer without a crew member to control
- Fixed configuration for several parts preventing them from being highlighted with children attached
- Fixed network part spawn order error
- Fixed UI bug where controlling a vessel from the map while observing the vessel fails to re-enable the vessel display
- Fixed bug with mod part loader when loading saved ships that use specific mod parts
- Aircraft engine states are now synced independently to support stalling per engine
- Aircraft propellers / rotors now sync the specific rotation of the engine rather than just the state
- Observer input is no longer enabled for vessels that do not have observers
- Nautikin interactions can no longer be activated by timing the activation with death
- Crane serialization now uses local angles instead of global angles
- Cranes now store local positions for lifts
- Cables will no longer process infinitely when attempting to affect kinematic bodies
- Crane lift positions are now scrubbed when loading from a save file to prevent positions from being far away
- Faux sea floor boundary now ignores subvessels
- G-force display is now less sensitive by 1 decimal place to prevent spastic updates with small changes like a Nautikin standing on a wing
- Increased adjustment max raycasting values to accommodate scaling larger parts to be very large (i.e. cargo hull)
- Unlockable part for helicopter hull now uses a less complicated collider
- Changed the name of settings "Reset" button to "Restore all default settings" to decrease ambiguity between new keybindings reset / clear options
- Switch camera input now uses common settings
- Harpoon launcher input is now destroyed when the harpoon launcher is destroyed.
- Updated tooltip configuration in main menu
- Updated some control schemas to flag specific bindings for keyboard and mouse only since rebinding is now enabled
- Updated engine to fix problem with arrow key display names for keybindings
- Updated mod readme version
- Updated mod tools package
[h2]Notes[/h2]
Because the serialization for cranes has changed, cranes will reset to their original rotations which may look weird until you operate the crane again. The crane related changes where made because if a boat with a crane sank and rolled across the ocean floor the crane was erroneously given the wrong rotation as it tried to enforce the boundaries of the map and older versions of the game allowed for the lifts to drift away from the boat while unobserved so over time this may have created bad save data.
Submarine controls are no longer displayed with new keybindings UI because the submarines are currently disabled until related Sprint 2 work is completed.
Mod examples are not tagged by default so that they will not build when attempting to make custom mods by default.
I added some of the mod examples to the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2981800706
https://steamcommunity.com/sharedfiles/filedetails/?id=2981801635
I will be updating the guides shortly.
|
[ 2023-05-28 15:29:02 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.425 Update |
[h2]Summary[/h2]
This update contains 16 new parts for aircrafts as well as various related improvements to the aero physics. It also includes a new feature called Material Groups which lets you put multiple materials on a single part for things like flaps and other small details. It ended up being packed with more jet stuff than planned so it is getting it's own update! I am working on a build with keybindings next, then back to Sprint 2 work.
[h2]Highlights[/h2]
https://www.youtube.com/watch?v=mPVypeI53g4
[h2]Changes[/h2]
- Added PilotTube part
- Added JetTip part
- Added JetBody part
- Added JetFuselage part
- Added JetTail part
- Added JetEngine part
- Added JetIntake part
- Added JetWing part
- Added JetWingRear part
- Added JetRudder part
- Added JetVentralFin part
- Added JetWingMount part
- Added JetWingMountSide part
- Added JetFuelTank part
- Added JetLandingGearFront part
- Added JetLandingGearRear part
- Added dynamic audio for jet turbines
- Added landing gear controls to UI
- Added dynamic drag for extending / retracting landing gear
- Added landing gear controls
- Added sfx for retractable landing gear
- Added G-force indicator for aircrafts (strictly informational)
- Added unlockables for new parts to campaign
- Added parameters to encapsulated seats to disable clothing physics from wind
- Added support for multiple materials per part (material groups) for certain parts
- Added undo stack support for material groups
- Added material groups to StandardPlaneWing
- Added material groups to StandardPlaneWingRear
- Added material groups to StandardPlaneTailFin
- Added material groups to StandardHelicopterMainRotor
- Added material groups to StandardHelicopterRearRotor
- Added material groups to StandardHelicopterSkidGear
- Fixed floating storage box at airport
- Fixed smoothing issue related to skybox boundary
- Fixed position configuration of SpeedBoatEngine unlockable which had been updated
- Fixed creepy eyeball stare at high speeds
- Fixed bug with canceling waypoints that can lock the map in an open state
- Fixed bug where map can still drag / move when waypoint dialog is open
- Fixed bug where map can still zoom when waypoint dialog is open
- Fixed bug where welder can be activated when dead
- Fixed bug where harpoon can be fired when dead
- Fixed bug where dead Nautikin can aim
- Interaction mode is now disabled when dead
- Ailerators are now auto detected and mirrored
- Aileron mirror detection is now more accurate
- Added UI support for ailerator trim
- Updated default black steel shader
- Cleaned up unused aircraft audio
- New weather will now appear on the map without the need to close / open in multiplayer
- New vessels will now appear on the map without the need to close / open in multiplayer
- Transform hotkeys can no longer be activated when typing in input fields
- Updated helicopter UVs to look better across seams
- Inertia physics for aircraft are now calculated on launch to prevent vibrations at high speeds
- Adjusted helicopter rotor to compensate for inertia changes
- Improved aircraft handling at higher speeds
- Added relative velocity limiter to prevent small planes from going to warp with jet engines
- Inverted helicopter pitch trim controls to match planes
- Increased max trim angle for helicopters
- Landing gear forces now scale with part
- Aerodynamic drag willl now scale properly with parts
- Material is now destroyed when part is destroyed
- Undo stack now respects paint mode flag
- Improved aero physics smoothing at high speeds
- Search / filter will now re-apply when returning to build mode
[h2]Notes[/h2]
A fully loaded and properly built jet with fuel tanks and / or mass around 10,000 kg + is still highly maneuverable, however the more you pack on the more your velocity will change during maneuvers. Letting go of the flight stick (WASD or joystick) too quickly can result in your jet spiraling into the ocean, so go easy on the stick until you know how well your design will perform.
An experimental branch has been added for larger builds or changes prior to a full update. The use of this branch may be whimsical based on the needs for the next build so use with caution.
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[ 2023-05-19 18:54:42 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.355 Update |
[h2]Highlights[/h2]
https://youtu.be/pHGj_cOlj2Q
[h2]Changes[/h2]
- Added two-sided mesh shadow optimization support for parts
- Added additional mesh deformation support for complex objects
- Added new StandardHelicopterBody part
- Added new StandardHelicopterTail part
- Added RoofVent part
- Added LadderShort part
- Added Pitch trim for helicopter rotors
- Added Roll trim for helicopter rotors
- Fixed null reference in UI display when recalling vessels
- Fixed bug with airfoils for wings of non-standard size
- Fixed timing issue with platform movement and seat exit casting
- Fixed bug with platform casting direction between frames
- Fixed null reference when attempting to repair harpoon launcher (which cannot take damage currently)
- Fixed waypoint offset when traveling across the floating origin
- Fixed bug that would not allow you to create a waypoint containing the letter "M" and instead closed the map
- Fixed sfx timing issues with footsteps on dock ladders
- Fixed janky aircraft interpolation when uncontrolled
- Decreased min RPMs on submarine engine to allow better "Dead slow" throttling
- Can no longer adjust the size of storage container
- Welder repair animation will now sync in multiplayer
- Seat default exit positions will now be used instead of spawn positions for problematic seat shapes
- Removed some debug log statements from Harpoon Launcher development
- Bow thruster now starts facing the correct direction
- Storage containers on vessels will now register item mass with vessel
- Riding on an aircraft as a Nautikin is now much more reliable and safe
- Nautikins will now stop climbing if a ladder disappears for any reason
- Vessels can no longer collider with build layers during launch
- Build cameras will no longer be occluded by deployed vessels or players
|
[ 2023-05-05 17:35:46 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.322 Update |
[h2]Highlights[/h2]
https://youtu.be/hE7EUwfgVJs
[h2]Changes[/h2]
- Added parachute pack item
- Added buyshack to airport which sells parachute packs
- Added more nonsense messages
- Added storage box part
- Added inventory open / close sounds
- Added map storage boxes to docks and airport
- Added repair status UI
- Added map waypoints
- Added "Jump to" dropdown to map
- Added throttle indicators for boats
- Added paint mode to build materials
- Added sample material action (R)
- Added tooltip with part info to parts when hovering over them for several seconds in build mode
- Added transform hot keys 1-5 in build mode for PC
- Added sail SFX
- Fixed bug with Harpoon Launcher where the seat was allowed to be the driver seat
- Fixed spastic behavior of repair animation in some cases
- Fixed problem with Nautikin mesh that allowed clipping seams to become visible for certain outfits when jumping
- Fixed bug that prevented uncontrolled Nautikin from being grounded
- Fixed audio bug related to planes sitting on the runway
- Fixed some flipped Normals on the control tower
- Fixed bug related to the initial underwater state for the environment suit
- Fixed tooltips in main section of build mode
- Speed boat steering wheel is no longer highlighted erroneously by default
- Disembarking a subvessel will no longer damage the player if the parent vessel is moving at high speeds
- Disembarking a vessel will no longer trigger a collision sound at high speeds
- Repair will no longer send events multiple times per frame
- Ignored objects will no longer be included in mesh deform for parent vessel
- Propellers will no longer damage player if engines are off
- Updated objective icon
- Can no longer access map interaction from menu
- Map icons will now update while the map is open, if a player controls them the color will change without re-opening
- Unconscious/Dead Nautikin will now appear red on the map
- Damaged vessels will now appear red on the map
- Tweaked delay on tooltips in build mode
- Return to drydock / build button will now display as non-interactable when action is not available
- Return to drydock / build button will now play an error sound when action is not available
- Color labels in build mode are now inputs
- Vessel json now stores "paint mode" flag
- Adjusted crate LODs
- Improved accuracy of crane hook grab action
- Crane physics will no longer disable immediately after exiting the crane
- Projectiles now arc towards velocity to avoid collision detection failures underwater
- Underwater harpoon projectile bubble trail is no longer destroyed immediately after impact
- Splashing sound will now play in the event a Nautikin falls into the water even if the Nautikin is dead
- Wind rushing sound will now play in the event a Nautikin is falling from the sky even if the Nautikin is dead
- Impact sounds will now play even if the Nautikin is dead
- Ground casting now always points down relative to the world, regardless of character rotation
|
[ 2023-04-29 19:46:58 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.268 Update |
[h2]Highlights[/h2]
https://www.youtube.com/watch?v=PIlrsuHQD9k
[h2]Changes[/h2]
- Added harpoon launcher part
- Added boat engine thrust displacement and propeller fx
- Added sfx for vessels moving through water
- Added collider to helicopter blade in design mode so that parts can be placed on it
- Added more nonsense loading messages
- Added a new Nautikin
- Added aimer for hand held harpoon launcher
- Added crane SFX
- Added container SFX
- Added crate SFX
- Added fueling SFX
- Added dynamic wave audio for wave intensity
- Fixed bug that made repairs take longer in some cases
- Fixed bug that allowed interacting with inventory items when inventory was closed
- Fixed rendering issue with underwater welding
- Fixed bug where load order for network objects was not guaranteed which could affect loading saved ropes attached to cranes
- Fixed multiplayer bug where ropes would not attach to network parts on join
- Fixed rope de-sync issue with positions on moving objects
- Fixed bug where ladder movement is broken when climbing ladders at weird angles (ladders on boats)
- Fixed design issue related to crane ladders
- Fixed issue where loading a Nautikin saved on a ladder was not in the correct state in some cases
- Fixed issue where uncontrolled Nautikins on ladders would slowly rotate
- Fixed bug where camera could not be switched with controllers
- Fixed bug related to interactions and LODs
- Fixed shaky sunlight shadow update behavior
- Refactored some scripts
- Game mode now logs when loading save for dev purposes
- Ship propellers now have auto generated colliders
- Ship propellers will now damage Nautkins
- Character particles now react to underwater current
- Harpoon underwater bubbles now react to current
- Refactored vessel containers to allow for more / better handling of sub vessels (i.e. Cranes, Mounted Harpoon Launchers, etc. )
- Attempting to repair a subvessel that does not support damage will no longer cause a disconnect / crash
- Subvessels are no longer included in deform states for parent vessels
- Repairing will no longer attempt to fixed propellers
- Improved repair flames / shaders
- Subvessels now support exit casting
- Subvessels now consume fuel (i.e. boat crane)
- Subvessels now display the fuel of the parent vessel (i.e. crane -> boat)
- Fuel usage display will now be centered when hull-integrity is not available
- Ropes no longer flicker when initializing
- Ropes are now limited to 250 meters in length
- Updated part configs on moving parts to allow moving parts again
- Nautikins butt will no longer flap rapidly on clients when seated in subvessels
- Nautikins eyes will no longer dart around as if having a seizure when creepily following the camera
- Clear filter button in load for main menu now works
- Adjusted ocean wave looping sound
- Seat exit casting is now based on the local position of the seat instead of the vessel
[h2]Notes[/h2]
Saved ropes will have to be re-deployed due to the introduction of harpoon ropes
|
[ 2023-04-20 16:12:39 CET ] [ Original post ] |
Nautikin Adventures Version 0.7.218 Update |
[h2]Changes[/h2]
- Added harpoon launcher
- Added harpoon launcher to Portus buy shack
- Added aim ability
- Added projectile system
- Added projectile sfx
- Added projectile vfx
- Added more nonsense messages
- Fixed minor error in Shark animations
- Fixed janky shark movement sync on clients
- Fixed minor memory leaks related to creating inventory items
- Fixed index error caused by store inventory refills
- Fixed index error which causes Nautikins to strip all clothing when using medkits
- Fixed index error that causes Nautikins to spawn without certain items appearing in inventory
- Fixed bug where moving an equipped inventory item to another slot caused it to save as unequipped
- Fixed bug where moving equipped item can unequip the item on clients
- Fixed bug that allowed player to fly when exiting water
- Fixed bug that allowed interaction mode while menu was opened
- Fixed client animation sync for swim
- Fixed a layer problem causing a rock to be invisible while in cranes
- Fixed issue where renderer for damaged fuel tanks would not update
- Fixed bug with boundary enforcement positions
- Fixed physics error related to rope tension and mass (this will change things like pulling containers, boats, nautikins etc)
- Fixed tensions de-sync from tug boats in multiplayer
- Modified anchor configuration slightly
- Anchor optimization now ignores cables
- Nautikins will no longer attempt to swim while seated
- Seated and platform based Nautikins can no longer be damaged by other Nautikins bouncing around on the vessel
- Disabled submarine flag on submarine hull temporarily until submarine behavior is complete
- Certain boundary enforcers will no longer respond to the presence of Nautikins
- Boundary enforcement will now repell from skybox instead of preventing movement and potentially getting stuck.
- Can no longer attach ropes to sharks
- Shark can now be killed
- Harpoon launcher now spawns in inventory in sandbox mode
- Welder can now be aimed
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[ 2023-04-07 18:04:12 CET ] [ Original post ] |