- Target sight should be different if your target is behind a planet
- Increased module health across the board
- Fix for super cruise lines in the system map
- Galaxy Map menu get overlaid when switching tabs fast fixed
- Display system description on system map when no object is selected
- Display 'terraformed' text in the planet info on the system map when appropriate
- Improvement for rubber banding when network is overloaded: extend time before snag authority when network load increases
- Fix for resetting list focus on the group comms panel
- Rich hangers now have the station's name displayed
- Swap descriptions for Metal Rich and High Metal Content planets
- Sensor system visual changes aimed at giving better awareness mostly in supercruise. (Note, does not actaully affect sensor range, only the display):
- Change how we clamp logarithmic scales so that we always enforce a minimum separation rather than collapsing nearby objects onto yourself.
- Use logarithmic scale in supercruise
- Use detailed icons rather than generics for all planets/stars.
- Remove the fixed planet/system scale and instead show a dynamic range based on a two minute time horizon at your current speed.
- If you target a ship, we zoom the range to put your target in a "sweet spot".
- Stellar bodies will show at the edge of the radar when detected but out of render-range in the same way as ships.
- Use the same logic as locationTargetting to not show bodies obscured by their parent.
- Scale the iconified versions of star/planets/moons to differenct sizes to give a clearer indication of what you're seeing (but only when they're far enough away that the real size isn't relevant to you).
- Added option to cancel a docking request
- Warning messages when players hit 100% heat, and when they start taking damage from heat
- Added missing explore module flag for internal compartments for all ships but the sidewinder
- Rejig of galaxy mass, so that the arms are more populated, and more systems are generated in the thick disc
- The gaps between arms now have some sparse stars
- Anaconda wear and tear art fixes
- Improvements to hyperspace and supercruise effects
- Fix for 'blue hyperspace' bug
- Fix Procyon B classification
- Moved Horsehead nebula
- Moved Pleiadies nebula
- Stop reducing displayed strings of control binding names to narrow-character strings
- Stations and Outposts should now display a suitable icon in the hangers
- Added damage decals to quality options
- Scale number of supercruising AIs based on system population
- When picking targets for travelling supercruise AIs, ensure their destination is not where they've spawned
- Oculus Rift/Galaxy Map: Billboards are now closer to the camera than they were, and have also a larger scale, and the billboard reference technique breaks for them
- Updates to star generation through height from galactic plane
- Generated system meta data updated
- All lasers now have lens flares on their firing points
- Warzone rewards upped from 350 to 1000
- Icy asteroid belts don't get mining scenarios
- Network update to Send the objects which need to be sent (sometimes some were not getting sent)
- Oculus Rift/Loading Screen: Push the ship models forward to prevent clipping artifacts if the camera gets too close to them
- Fix AI collecting cargo
- Pre-flight check UI updated to use fancier rendering style
- Increase web request timeout
- Some hitcheck improvements to the Habitat Ring
- Fixing incursion mission completion, tune difficulty down a bit
- Fix for not pulling the base value of a ship in order to perform the calculation on insurance
- Get AI to swap tactics more readily instead of waiting until the current tactic times out
- Fix bug causing unrelated fines to be deleted
- Tweaks to the exploration body pricing calculations multiply by 10
- Exploration:
- Allow multiple bodies to be scanned at once
- Allow multiple scan types to happen simultaneously
- Changed when the 'X bodies discovered' info is displaced, to when we actually hear back from the server
- Added info when an 'advanced' scan is complete
- Protected against a player not having a valid commander ID in a tutorial
- Don't scan to the 'Penetrating surface' scan level
- If a subsidiary is deleted before it's ready to go live, but after the rest of the object is ready to go live, then the parent object will now go live instead of getting stuck in its life-cycle
- If a live object is registered as a subsidiary before the parent object has gone live then the parent will now not get stuck in its life cycle
- System map camera controls are now much less sensitive
- Flight model tweaks
- Change default transverse/reverse speed caps to 80/60% rather than 60/40.
- speed bleed does not occur in FAOff unless you're above your 4-pip speed, but occurs uniformly above that.
- Turn rotation damping off in FAOff if you're above current-pip speed.
- Fixed one-sided holograms on Criminal station
- Don't create the hyperspace intra tunnel if we're actualyl going into (or out of) supercruise
- Added an extra bit of generation so that some rings will create a smaller ring interior to them which is richer in resources
- Fix strange AI behaviour when undocking, was caused by large ships not doing the initial simple lift from pad because they thought they were already far enough away
- AIs were waiting for permission to join the shared path 600m back from the door, which was sometimes further than the distance back to the pad, so were just waiting over the pad. Now wait 600m from the door or 100m less than the the path distance, whichever is smaller
- Stop the pad from rotating back to its docking configuration until the AI has left the station
- Get the AI to actually release their permission on the pad once they've finished launching and left the shared path
- Exploration - Sort out when the discovery scanner can be used
- Stop AI's getting in each others way when docking
- Fixed hard edge to hyperspace outro tunnel
- Exploration: Fix for not being able to scan a body again with an advanced scanner
- Minor controlling faction name is finally shown properly in the station menu
- Disconnect the player if hyperspace request fails
- If we cannot put a module onto a slot because it does not fit for some reason, we should not even try to make the new module object
- We should consider only hull mass when deciding if we can fit a shield generator onto our ship
- Reset the multi-GPU task tracker when the ring instance is destroyed, so that the ring texture can be regenerated the next time the simulation ring becomes visible
- Optimisations to improve the performance of Greeble rendering
- Extended heat sink launch interval to prevent audio issues
- Prevent people from manually dropping out of supercruise while in an interdiction
- Prevent a person currently interdicting someone from being interdicted themselves
- Slots were misnamed on the Insurance Screen
- Station menu pages for Authority/Jurisdiction/Local Security Page Bounty Store/Pilot's Federation/Reputation Combat Bonds
- FSD wakes in supercruise now have a virtual mass lock field the same way as the USS locations
- Class 2 pulse weapons now gimbal again
- Stop Repairer doing its thing while docked so we don't get server sync issues
- Avoid sending incorrect legality values to the game client
- Deal with the nasty load-game case in which we're not in the system the webserver says we should be in, by choosing a new location somewhere arbitrary near that system's largest star
- Unable to select "search" while adding friends using an xbox 360 pad fixed
- Fix targeting low energy wakes in supercruise
- When AI facing away from a target, make sure we pick roughly the same direction we're heading
- Remove the 'sell all map data' button
- Implement Authority page on station services UI.
- Implement pilots federation page
- Kill Warrant Scanner now has correct icon in outfitting menu
- Ensure no police AI in supercruise in anarchy systems. (Keep the very small chance of police at 10% when in systems with zero security.)
- Implement the partial refuel option on the Station Services screen
- Exploration: - Request & cache the systems that can be bought so that stellar forge has the systems ready for us to look up
- Enable use of Mines by AI
- Sensor rendering - limit icons for large objects to 15% of the sensor area. Note that their Ground-plane silhouette and proximity sphere can still be enormous, but this is required to correctly give the impact plane
- Set a max speed for AI when launching and on the outer path of the station, most of them were already respecting this, but some were not
- Tweaks to X52 bindings
- New pre-allocation of landing pads when starting from docked
- Station services are now part of the regular cockpit ui flow, so the player is no longer locked into them when active
- Can access side panels when in station services menu
- Fix for fullscreen->windowed transition problem
- Added partitioning of missions by ones that you can accept vs ones that are blocked for some reason (e.g. you don't have enough cargo space to collect it)
- Fixed an issue with the galaxy octree, for some reason it was doubling the size of the nebulas AABB in the octree which meant too many intersected with the frustum
- Tighten use of ids to prevent objects mis-replicating
- Remove the "Report Detected Crimes" entry in functions panel
- AI launching, when the AI is on the outside shared path, if they somehow get ahead of the position they should be at, don't make things worse by forcing them to go back to that position
- Fix for spinning rocks at start-up
- Updated look of station menu, shipyard and preflight checks Updated material of shipyard and preflight checks
- Added pilots federation logo to station menu
- Prevent physics world from adding objects during shutdown
- Fixed display label for starting location in death insurance screen
- Don't limit the fuel tank to full refills only, as it's misleading when you will actually run out of fuel
- Disable the 'distress beacon'
- Bring the new and improved effects for supercruise interdiction in to the supercruise intro as well
- Reduced blue mist in hyperspace
- Enable use of Shield Cells by AI
- If a docked AI loses its docking request due to auth transfer, it will leave immediately
- If a docking AI similarly loses its docking request, and its landing pad is allocated to somebody else, then jump away if outside the station; if it's inside the station, we can't really abandon the docking attempt, but we'll leave as soon as we've docked
- Hitcheck optimisations and fixes for the standard Inner Dock
- Missions whose criteria you don't meet now highlight in red the specific criteria not met.
- Fixed a few more situations where the new 'UI head look' binding on gamepad 'B' was being allowed when it shouldn't.
- Simplified how we position 'there more news to read' ellipsis symbol, so it isn't just entirely random.
- GUI transition to enter starport services has a big square flicker fixed
- Display icons for stored ships and missions on the system map
- Fix Arcturus system description
- Cargo scoop message overhaul
- Add a warning message when the player exceeded the power requirements for their active modules
- Automatically add drones to AI ships that have a drone control module. Between two and four, based on available cargo space, added after cargo
- Addressed some conflicts between the mouse headlook controls and mouse cursor
- Insurance screen: show respawn location for each option, add fines & bounties lines to the bill, replace allowance with forced loan
- Restrict the life support module's advance to authority only
- On resurrect, locally clear fines & bounties for respawn jurisdiction
- Set systems with a population of over 1 million to be explored
- A lot of the hanger cameras which were near the floor were clipping slightly when viewed on the Occulus Rift. Have moved the affected cameras upwards slightly which should improve the issue
- Big update to trader loadouts, to include more modules (mostly defensive for them traders)
- Added in empire trader and federal dropship NPC loadouts
- Reduced the max distance for deploying mines to 2km
- Enable use of ECM by AI
- Enable use of Heat Sink by AI
- Fixed selecting a preset control scheme not activating until you either exit the menu or lose and regain focus on the window
- Rubber-banding improvement: when not yet live ensure proxy address stays in step with container address
- Add and use a non streaming meta file for hanger docks to avoid lack of a dock while loading
- Fixed ship name formatting in news feeds
- Defer removing record for a big Id to the next Advance to avoid re-entrant deadlocks when a machine disconnects
- Stop scrolling off selected fire groups showing old data
- Added mission / stored ship icons to the galaxy map
- Added scrolling to galaxy map info tab
- After firing the last of your hatch breakers, the ammo count reads "0/4294967295" fixed
- Update description and system name for Tau Sagittarii
- Fixes for missions descriptions
- In the Transaction Panel, index fines by their relevant system (for minor factions) or major factions
- Greeble and hitcheck optimisation for the Rich Inner Dock variant
- Increase reputation points awarded for all actions
- Significantly improved the appearance of specular highlights on rings when both the light direction and view direction are very shallow
- Made collection missions not select commodities that might be available at the station the mission is given at
- Mission text update
- AI only spawn either legal cargo, which is chosen from the exports from the main market in the current system, or illegal cargo, which is cargo that is banned in the current system
- Flag fines as dormant on commander death
- Fix commodity market to cope with security level being 0
- Cache the cockpit damage so that is remains broken when entering supercruise
- Turn off flare billboard for stars in system map
- When establishing a connection to the server(s), wait for the primary server to complete connection before connecting to the rescue server so that when we connect to the secondary server we give it a consistent ID for who we are. Avoids occasional connection difficulties
- Fix collisions with asteroids
- High bandwidth consumption caused by friends list reduced
- Change mission spawn time to 5 minutes per 2 missions
- Screen cuts off end of station name Paul-Friedrichs Experdition Base Camp fixed
- Set value of cargo to 0 in cargo/collect when it is stolen
- Set up default templates for all the planet classifications. So if doesn't matches the rules for volcanic activity, temperature, liquid coverage, etc; it still has some visualization assigned
- Wait to connect to rescue server until we're ready
- Noise file for L type dwarves now doesn't have yellow in it
- Adjustments to L, T, Y dwarf light colour and multiplier values so they they are not pink and reflect real colours a little better
- Do not give out sold modules on resurrect
- Don't allow firing drones at stations
- Don't let subsidiary and parent 'does machine X know about me' flags get out of sync
- Fixed the problem when clicking on an empty part of the map would zoom into the current selection
- Fixed problem where id in the fines model wasn't being set, preventing the pay method from working
- Bobbleheads removed
- Fix PVP bounty-hunting
- Audio Tweak - Exploration D-Scanner sound has been upgraded.
- Audio Tweak - When Exploration Scanner finds new bodies, a ping is played with a pause depending on the distance of said body to the scanner.
- Audio Tweak - Changed the incoming and outgoing voice comms ringtones.
- Audio Tweak - Added events and support for new station type idents.
- Audio Tweak - Revised shield impact noises and electrical/static noises to match the updated shield visuals.
- Audio Tweak - Docking Computer distortion when going through the force field is less intense.
- Audio Tweak - Changed the distance at which weapon impacts caused by others are audible (closer) for performance and mix improvements.
- Audio Tweak - Collisions between ships are audible from a greater distance.
- Audio Tweak - Beefed up large cannon (which could also be a band name).
- Audio Tweak - Multi Cannon sounds received a bit of love.
- Audio Tweak Landing gear improvements
- Audio Tweak Pulse laser tweaks
- Audio Tweak Improvements to other ship engines
- Audio Tweak More improvements to Frameshift transitions to improve smoothness and sonic robustness
- Audio Mix Supercruise movement sounds have inverse dynamic relationship with supercruise music
- Audio Mix more audible voice comms GUI
- Audio Mix Ship Engines not as strongly affected by landing gear or cargo scoop deployment as before
- Audio Mix Re-jigged audio busses to better support dynamic mixing
- Audio Mix Some cockpit verb used on self ship engines
- Audio Mix ship voice dynamically volume adjustments
- Audio Mix - Weapons behind the pilots seat will be muffled according to distance from the seat to improve the mix and sense of scale of ships.
- Audio Mix Basic Reverb set up for asteroid rings
- Audio Large number of soundbank optimisations, to improve performance and reduce memory footprint
- Audio Bug - Firing Multiple Multi-Cannons should no longer result in clipped or stalled audio.
- Audio Bug - Popup screens now play their own sounds and no longer stop the main holo-screen audio from playing back.
- Audio Bug - Cargo scoop audio no longer stops after 5 seconds.
- Audio Bug - Cargo scoop audio no longer breaks when selecting multiple containers in quick succession.
- Audio Bug - Fixed a bug in impact sounds that would cut off some of those sounds.
- Audio Bug - Fixed a bug that cut out the low-end (bass region) of some weapons.
- Audio Bug - ammo depletion sound on the multi-cannon fixed.
- Audio Bug - Beamlaser hitting a greeble texture would play the impact sound forever.
- Audio Bug - Beamlaser no longer amplifies too much when rolling and pitching wile firing.
- Audio Bug - Stellar Cartography ambience in the Galaxy and system map now fades out when music is set to 0 volume.
- Audio Bug Several small changes to stop other ship engine sounds from continuing after destruction
- Audio Bug Temporary fix for loud clicking on secondary explosions a large distance away.
- Audio Bug Fix for Other Eagle soundbank sometimes not loading
- Display mission and ship locations in the map
- Display star catalogue data on system map
- Hide System Map UI when the dolly distance is small (if the user is using Oculus Rift
- When a proxy for an object arrives across the network, instead of guessing which location to put it in, use its session to work out which location to put it in