Starbase Progress Notes: Week 39
Here are the weekly progress notes from the week 39.
23.9.-27.9.
Design
Features
Code
Technology
Art
Stations
Gallery of the week
Click the thumbnails to open pictures in full size:
Videos
As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!
Here are the weekly progress notes from the week 39.
23.9.-27.9.
Design
Features
- Ingame ship editor multiplayer features planned
- Building Tool color indicators and alpha values tweaked
- Cargo Crate usability tested, Bolt Profile used on the Crate
- New cargo crate added to economy, crafting data and prospector shops
- Mining hall instancing problem in the station_capital_corner_publisher_demo-map fixed
- Generator enhancer and solar panel math added
- Economy config updates, building tool device added to shops
- Station inventory design updated, progress on UI and interaction design
- Updates on Design Blueprints: saving details, moving from console to another and design changed to bind Blueprints to consoles individually
- VIS rebuild continues: 'backside' of the mainhall, exterior walls, ramps, take off docks and storage deck
- Updates to a demo station: visual changes to make the station look better in first-person view
- Empire outpost almost completely redone according to new requirements
- Mega station showrooms remodeled and adjusted
- Stacked lot designs: collisions and walkway fitting fixed
- Updates on multiple ships:
- FUIButtons replaced with hybrid buttons
- shiptransportAreaEntity removed
- Hinge handles added
- New autotest ship maps added, button and movement tests made
- Module ship build finished, blueprint storing system tested
- Old ships split for testing: some ships could be split and those split sections could be made into modules
Code
Technology
- Support added for triangle mesh collision detection
- Server side fixing
- Physics/collision detection improvements
- Scene fixer: layer filtering support added and recolouring jobs support added
- Make joints not wake up their target actors unless really intending to move
- Base cube corners optimized and recasting for missing raycasts added
- Discovery of bottleneck parts in Durability calculations of frameless structures improved
- Building Tool: holograms fixed and support added for missing voxel threshold auto-completion
- Fixed grabbed objects losing internal slot connections upon grabbing
- Fix universal tool causing redundant input for clients.
- Warhead detonation adjusted so that it is not dependent from attachment to missile but what triggers it
- Further improvements on missile collisions: the detonation now bypasses the YOLOL, forward-extrapolating collision predictions in the making
- Lot inventory: another device for storage logic handling added and proper storage area calculations added
- Mag boots: Boots now start their ground detection a little bit higher and ignore entities that have no collision. Zero gravity rotation allowed when boots are on, but not magnetized
- Objects now able to push players from below and vice versa when magboots are not on
- Durability visualizations improved and large-scale accuracy of contacts between voxel entities of high component counts changed
- Check added to prevent cargo lock fields from working when player is inside
- Visualization added for the latch bolt areas and latch config added
- Grabbing rotation quicksnap interaction updates
- Header updated when item is click on grid update
- Feedback tool: dragging related tweaks done
- UI-server integration implementation done for packing up all the required data for server and from it
- Close window buttons, art and functions added
- Show offline members toggle-button added
- Context menu rendering works now and filter dragging
- New buttons for Company Information menu made and bottom line button styles changed
- Blueprint server issues with the storage server fixed
- Server syncing blueprint improvements finished
- Blueprint server subscription system and proper syncing between the blueprint client and server implements underway
- Price server fixes
- Volymetric fog in the making: tests with bad light scattering and the fog
- Processing and implementing of split out texture underway
Art
Stations
- New module lots added along with some colour configurations
- Market station modules recoloured and maintenance modules updated
- Repair hall tweaks and collision checks updated, tintmasks and colormasks updated
- Torpedo assets: assets finished, high poly, low poly, UV's, baking and materials
- Grid slots collision error fixed
- Baking fixes for the rocket launcher asset
- Repeater cannon bake finalization and implementing it into game
- Rocket launcher texture density fixes
- Texture seam and voxel collision issues with the rails fixed and optimized
- Hologram material to temp signs for a demo added
- UI icons: UI icons for the set that includes the gas container, fuel rod and cooling cell assets in the making
- Textures: Repeater pistol textures and paintjobs finished, Falmer textures and paintjobs on the go
- Effects: Archlighter idle effect updated
Gallery of the week
Click the thumbnails to open pictures in full size:
Videos
As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!