Starbase Progress Notes: Week 45
Here are the Starbase progress reports from the week 45.
4.11.-8.11.
Design
Features
Code
Gameplay
Art
Stations
Gallery of the week
Click here for full-sized images:
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 Starbase progress reports from the week 45.
4.11.-8.11.
Design
Features
- Player damage when colliding with ships tweaked: players receive damage when colliding with objects at high speeds
- New values adjusted for player taking damage when being hit by objects
- New mockup of main CV profile page worked on
- Bank statement positive and negative colours to be more colourblind friendly
- Destructible station tested in the developer test universe
- Missing battery cable slot fixed
- Sell terminals set to ask best selling prices available on station
- Economy configs updated to match new features
- Economy design: Ship prices and insurance related math worked on
- In-house documentation updated for the Universal Tool
- Mining job instancing tested
- Company control for ship access design worked on
- Torpedo configs worked on: Basic thruster and YOLOL chip support functionality tested
- In-game chat font sizes updated
- Spaceship Creator multiplayer and recent updates tested
- Collision check system for Mega Station Creator reworked
- Valiant worked on
- Swarmer versions of Spatha and Knight made for destructible station
Code
Gameplay
- Ship lod pose sync code is now extrapolation-based
- "No space to leave seat"- text appears both in the middle of the screen and in system chat message as well
- Issues fixed with fracture-only damage objects not converting voxel damage to fracture damage properly
- Entity pose syncing fixed
- Area scale tool tool not working when target object was rotated fixed
- V-snap support added for Decal Entities
- Animations fixed to work properly when unarmed
- Player collision damage updated to be more consistent with other collision consequences
- Issue fixed where sub items wouldn't move from station inventories
- Modular armor equipping fixed to work properly with station inventories
- Syncing thruster information of newly appearing remote ship fixed
- Behaviour fixed of thrusters not connected to a Main Flight Computer
- Some aspects of cargo collisions fixed
- Transformation "ghost objects" preventing intersecting snapped poses in SSC fixed
- First version of the assembly player job added to the game
- Bolt tool now uses ammunition properly when fired. The magazines can be acquired from shops and dropped to world if needed
- Shop transactions no longer affected negatively during price changes
- Interaction tool has been updated and bugs fixed
- 'Settings' have been changed and gamma has been changed to brightness
- Magazines now change their slot index when they are moved inside weapon and out
- Swapping items on equipment inventory prevented when the swapped item cannot be set to slot where the other item came from
- Closing of the context menu added when clicking outside the menu or when 'esc' is pressed
- Multiplayer bugs have been fixed
- Blueprint developer terminal visuals have been improved
- Issue fixed in the undoable auto-bolting action that occurred with some of the large ships
- Object snapping has been improved
- Volumetric fog updates
- Motion vector "no-offset" case fixes when camera is in motion
Art
Stations
- Submodules updated
- Command center final polishes underway: light and UI checks
- Voxel collision errors with level art and metro stop grids fixed
- All mega stations' voxel collisions with level art and metro stop grids fixed
- The rest of the mega station beam LODs fixed
- Texture and paint-job updates for LODs
- Bolter textures updated. The plastic pattern was removed completely to make the weapon more industrial looking
- Weapon effects updated to not display gravity or air dynamics in them
- Bolter paint-jobs updated with more visually optimized shapes for better combinations
- Plasma Rifle textures updated. The plastic pattern was reduced to have more contrast between shiny and patterned areas
- Plasma Rifle paint-jobs updated with more visually optimized shapes for better combinations
- New Reaper cannon 3rd person reload animation made
- 1st and 3rd person reload polishes made for Flamer
- Rocket Launcher: UV's updated and the scope model to function like the other scoped weapons in game. Small mismatches between the high and low poly models fixed
- Swarmer Launcher: Collisions errors between Swarmer Launcher, fixed mounts and launcher support fixed
- Turret arms: Stray voxels' collision issues fixed
- New 3rd person Rocket Launcher and Flamer carry idle animations made
- New 3rd person idle animations made for Rifle/Rocket Launcher/Flamer/Pistol/Universal Tool
- Pipe tool high poly finished
- Rock placement tests on asteroids underway
- Turn animation threshold increased to 90 degrees: new 90 degree aim poses implemented
- Cable Tool now has 1st person reload animation
Gallery of the week
Click here for full-sized images:
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!
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