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- Jan 1, 2013
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Dave can do many things and apparently one of them is understanding Lua.
Schema has begun teaching our intrepid astronaut and his crew to follow Lua commands. He has also been hard at work bug fixings, tweaking, preparing, optimizing and generally improving the game. Here is a short list of some of the recent activity in the dev patch.
**This list is for the dev patch, and is not yet in the public version**
- docking beam origin is now currently used cockpit
- fixed 6 sided gravity (from orientable gravity blocks)
- implemented the Fabricator to harvest blocks instead of being able to remove at once
- added scaling to bone implementation (this is related to attaching things to Dave's model, like the new Fabricator)
- added rest of the new blocks to the config (all the remaining tetra hull shapes in the various colors and orientations)
- fixed bug that would cause brightness on blocks when a ship is exited when using shadows
- integrated LUAj libraries for full LUA support
- implemented LUA interface
- implemented new Conversation System
- implemented system to create conversations with lua
- implemented networked conversation
- fixed block modding tool not to crash when reflection reports non accessible field
- improved shadows to not "shine through" far away objects when close up to something else that normally should be shadowed from
that far away object
- fixed some shader issues for mac-graphics card drivers
- added failsafe for path calculation to stop after a threshold is reached
- implemented normal maps (this refers to texture maps... not world maps)
- fixed source of bugs: on unloading entities were triggered to save twice; one time for the sector unload, and one time on unload of the object itself. This was a source of various random bugs like Objects completely vanishing
- fixed characters controlled by players falling off moving objects when in gravity (or in sector change)
- implemented skin files
- implemented transmission for full skins
- removed lag from flying through open doors
- further improved physics performance with advanced lookup tables
- removed unnecessary non-scaling transformation from physics cube-cube collision process
- improved performance of single block updates by a lot (building, salvaging, opening doors)
- reduced lag from loads of missiles in one place, by a lot
- improved AStar path finding to avoid turning if possible
- implemented basic (NPC) path smoothing
- implemented settings sliders
- integrated sliders for advanced build mode
- advanced build mode size now saved by ship entered
- integrated sliders for weapon settings
Oh so many nice things in that list!
Remember, check in the Comments section for more information, answers to questions and for any other clarifications.
Schema has begun teaching our intrepid astronaut and his crew to follow Lua commands. He has also been hard at work bug fixings, tweaking, preparing, optimizing and generally improving the game. Here is a short list of some of the recent activity in the dev patch.
**This list is for the dev patch, and is not yet in the public version**
- docking beam origin is now currently used cockpit
- fixed 6 sided gravity (from orientable gravity blocks)
- implemented the Fabricator to harvest blocks instead of being able to remove at once
- added scaling to bone implementation (this is related to attaching things to Dave's model, like the new Fabricator)
- added rest of the new blocks to the config (all the remaining tetra hull shapes in the various colors and orientations)
- fixed bug that would cause brightness on blocks when a ship is exited when using shadows
- integrated LUAj libraries for full LUA support
- implemented LUA interface
- implemented new Conversation System
- implemented system to create conversations with lua
- implemented networked conversation
- fixed block modding tool not to crash when reflection reports non accessible field
- improved shadows to not "shine through" far away objects when close up to something else that normally should be shadowed from
that far away object
- fixed some shader issues for mac-graphics card drivers
- added failsafe for path calculation to stop after a threshold is reached
- implemented normal maps (this refers to texture maps... not world maps)
- fixed source of bugs: on unloading entities were triggered to save twice; one time for the sector unload, and one time on unload of the object itself. This was a source of various random bugs like Objects completely vanishing
- fixed characters controlled by players falling off moving objects when in gravity (or in sector change)
- implemented skin files
- implemented transmission for full skins
- removed lag from flying through open doors
- further improved physics performance with advanced lookup tables
- removed unnecessary non-scaling transformation from physics cube-cube collision process
- improved performance of single block updates by a lot (building, salvaging, opening doors)
- reduced lag from loads of missiles in one place, by a lot
- improved AStar path finding to avoid turning if possible
- implemented basic (NPC) path smoothing
- implemented settings sliders
- integrated sliders for advanced build mode
- advanced build mode size now saved by ship entered
- integrated sliders for weapon settings
Oh so many nice things in that list!
Remember, check in the Comments section for more information, answers to questions and for any other clarifications.