Hello and welcome to StarMade,
this update has some major fixes and updates:
Enemies without borders
AI is now capable to aggro and pursue its enemies over the borders of sectors. Until a coming update that will specialize pirate spawning, please don't do trains to much
Projectiles without borders
Laser projectiles can now be shot across borders to other sectors. Please not that it doesn't yet work with missiles, since I'm planning to redesign them for performance.
Turret AI fix
turrets should now be responsive against enemies. They also use advanced aiming and are pretty capable to hit stuff.
Bulk connection
you can now connect/disconnect a cluster of blocks to a controller/computer at once by holding right-shift when pressing v to connect.
More changes, fixes, and optimizations
- increased raycast performance (e.g. salvage) by using fast acos
- improved salvage performance by handling bounding box updates in a batch instead of doing it for each removed block individually
- fixed server crash if missile is in an already unloaded sector (sectors are not kept alive for missiles (yet)). Another one of the old but hard-to-fix bugs finally fetched and fixed;
- turret projectiles no longer hit turrts of the same mothership or the mothership itself
- fixed projectile output position on AI ships
- turret program "any" should be a lot more responsive now
- AI now attacks across borders, and has a bigger aggro range
- fixed memory leak (hopefully) where collision algorithms were kept in memory due to loop reference
- projectiles can now be shot across sector borders
- fixed targeting mechanism of AI turrets
- bulk connection implemented
- fixed bug that would cause salvage beams not to be used
- further improved beam handling performance by removing redundant calls for threadLocal variables and JBullet stack operations
thanks for playing StarMade,
- schema
this update has some major fixes and updates:
Enemies without borders
AI is now capable to aggro and pursue its enemies over the borders of sectors. Until a coming update that will specialize pirate spawning, please don't do trains to much
Projectiles without borders
Laser projectiles can now be shot across borders to other sectors. Please not that it doesn't yet work with missiles, since I'm planning to redesign them for performance.
Turret AI fix
turrets should now be responsive against enemies. They also use advanced aiming and are pretty capable to hit stuff.
Bulk connection
you can now connect/disconnect a cluster of blocks to a controller/computer at once by holding right-shift when pressing v to connect.
More changes, fixes, and optimizations
- increased raycast performance (e.g. salvage) by using fast acos
- improved salvage performance by handling bounding box updates in a batch instead of doing it for each removed block individually
- fixed server crash if missile is in an already unloaded sector (sectors are not kept alive for missiles (yet)). Another one of the old but hard-to-fix bugs finally fetched and fixed;
- turret projectiles no longer hit turrts of the same mothership or the mothership itself
- fixed projectile output position on AI ships
- turret program "any" should be a lot more responsive now
- AI now attacks across borders, and has a bigger aggro range
- fixed memory leak (hopefully) where collision algorithms were kept in memory due to loop reference
- projectiles can now be shot across sector borders
- fixed targeting mechanism of AI turrets
- bulk connection implemented
- fixed bug that would cause salvage beams not to be used
- further improved beam handling performance by removing redundant calls for threadLocal variables and JBullet stack operations
thanks for playing StarMade,
- schema