- Stop damage decals showing up on cockpit surfaces
- VFX optimisations to missiles - there was no need to have individual detonation, impact and self destruct explosions
- Night sky graphics tweaks
- Changed navigation panel icons to always be legible
- Fixed fire groups numbering issue
- Update shield effects
- Lowered mass of weapons
- Tweaked engine power used for boosting
- Added resending of mission accept requests until we receive a response from the webserver
- Asteroid rendering optimisations
- Prevent belated state transitions from two activities that could trigger one frame into the next state - fixes some very timing-specific game exit bugs
- Allowed client to recover from the available mission list never being delivered
- Fix firegroups not being big enough for the Anaconda
- Disabled depth testing for the landing pad schematic material as its billboard is now partially occluded by the cockpit after the Oculus depth
- Fixed incorrect dependencies for gimbal and turret weapons
- Removed vignette from cockpit services panel
- Changed the appearance of the firegroups panel to make it easier to read
- Max upload rate now capped to 250k bytes / sec by default, to help prevent isp traffic shaping
- Updates to the schematic sobel shader to make them closer to the concept art
- Gamma correction option added
- Rebalance of hyperspace effects
- Removed default option to deploy weapons on trigger press. Now Key_U or a specific joystick button will deploy by default
- Updated market categories for beryllium and gallium to be metal
- Hydrogen Fuel now listed as HYDROGEN FUEL, not HYDROGEN FUELS
- Planet shader now uses gamma corrected surface which reduces over brightening. Also updated earthlike and metal rich worlds
- B type stars slightly less cyan
- Colours of Sudarsky classed giants biased more to their respective ranges
- Adding mission selection about mission giver minor faction types and states
- Replaced the stand-in ships in the showroom with low-poly baked-texture versions
- Reduced the effect of motion lines in super cruise
- Automatically add suitable paintjobs and wear to ships created through the auto-ship-creation-system
- Made cargo hatch a size 1 class 1 module and changed the cargo hatch slot to be of the same size to make the module list cleaner
- When there's an authority conflict happening, do not disable flag on any subsidiary objects that have already been created
- Increase the timeout for EnterLocation's CreatePlayerShip sub-activity from 45 to 90 seconds
- Change the way the camera plane normal is calculated to avoid squaring large numbers multiple times
- Gauges, navigation panel and navigation markers now check with the exploration database which details (if any) are know about a particular astral body
- Make sure we cant equip an item to a slot if that item will violate our main engine's mass constraint
- When disabling Oculus stereo mode, if using Direct Access, make sure the swap buffer gets recreated
- Fix problem in resurrect player where we could remove vital modules like the fuel tank from the ship, all the client does now is tell the server which modules it would like to rebuy, and then the server makes all of the decisions about what to put on each slot. For each module slot that we choose not to rebuy, the server will now fill with the item that comes with the free ship of that type
- Updating planets with improved textures
- In a warzone, set our pilot name to be the initials of our faction, e.g. C.O.Z for Corporation of Zanax, ignoring numbers in the faction name and always capitalising
- Set pirate archetypes to be a criminal minor faction, set police to be the minor faction of the body, set everything else to be a random non-criminal minor faction
- Add chatter text for police reinforcements/investigators arriving
- Improve AI ability to use projectile weapons
- Orbis stations had a bit of a blind-spot with defences along the front third of the station, allowing a player to hide there and attack other player without repercussion. Added in an extra turret to help cover this area
- Adjusted the nav beacon ambient traffic to use the new automated system. Also some adjustments to numbers and spawn times
- Performance fix for planet lighting
- Relighting rich station inner dock interior
- In a warzone, auto-name ships even if the archetype field hasn't been set, if no other name has been given
- Made turrets a little bit better at tracking but extended the time it takes for them to change from focused to confused
- Updated RandomSoloPirate/Trader/Smuggler scenarios to use the new automated system
- Updated NPC chatter
- Move Clear Save over to Options, and give it proper UI
- Adding new assassination scenarios and scenario/tag/player event fixes
- Tweaked the alpha clip value on the GUI to reduce the size of the AA stencil mask, this helps the case where schematics are rendered on top of GUI and loose AA on some edges
- Added a render radius to the trade routes
- Improve the rather severe rubberbanding seen in supercruise, when changing reference body this wasn't being handled correctly on proxies
- Fix over-spawning of type 9s when spawning random ambient AI traffic
- Reduce mission related network traffic
- Don't allow AI ships to hyperspace away when under 2% hull
- Shield status for previous target occasionally overlays new target hologram on central HUD fixed
- Wrapping menu focus was borked due to the VerticleScrollingList remembering the last focus - fixed
- Start point moved to outpost
- Add more miners and reduce pirate numbers in asteroid scenarios
- Fix: Disable FAOff when resurrecting or changing ship
- Mix of changes to help the various spawning-docked softlocks (ED-21617 and others):
- Docking requests in the Transfer state will now time out and cancel after 30 seconds, releasing the authority-side allocation.
- When requesting a bay from EDserver, include any bays we already think are allocated to that ship in the request, so it can re-use a bay if possible.
- When receiving a docking request, if there is already an outstanding request from that source then merge the two so we don't generate a ton of spurious requests from the same ship.
- Extend default timeout from 10s to 15s as we are seeing cases where due to server and network load it can take up to 12 seconds for a response
- Removed the unused economies from the galaxy map filter, and tidied up the whole thing while I was at it
- Oxygen depleted text now added to the info panel, this should now be present on all ships
- You can now get much closer to planets
- Sort completed mission to the top of the list
- Fix the numbers in the bottom right hand panel in outfitting, so that we can see clearly our jump range
- Fix for combat bonds having nowhere to redeem. Now every station has a 'Combat bond store' where you can redeem combat bonds for any minor faction in the local system
- Voice Comms: Conversations with Friends now persist through frameshift jumps and game menus
- Outposts: Soundscapes for all scientific outpost modules
- Outposts: Soundscapes for all industrial outpost modules
- Outposts: Soundscapes for all commercial outpost modules
- Outposts: Soundscapes for all civilian outpost modules
- Outposts: Soundscapes for all criminal outpost modules
- Outposts: Soundscapes for all military outpost modules
- Outposts: Outside reverb around outposts modules
- Stations: Soundscape for Bernal Sphere modules
- Travel: Tidied up audio on frameshift transitions
- Travel: Adjusted supercruise engine behaviour
- Travel: Added elements to supercruise to convey subtle movement of acceleration/deceleration
- Ships: Internal sounds for the ASP ship
- Ships: External sounds for the ASP ship
- Ships: New audio flybys, distant, and close engines sounds rolled out across all “non-self” ships
- Ships: Self Ship engines audio now responds to engine power up and power down (when disabled, damaged, or fuel low)
- Ships: Ship thrusters on self are now audible (subtle), and volume is boosted slightly when flight assist is off
- Ships: Ship thrusters on “non-self” ships is also audible (if close enough).
- Ships: Engine audio behaviour correct, when flight assist is disabled, on all playable ships
- Ships: Frameshift charge up audible on “non-self” ships just before they jump into supercruise/hyperspace
- Ships: Cockpit breach sounds fixed
- Ships: Boost rattles enabled on all ships
- Ships: Audio for the Shield Boosting
- GUI: Sounds added to the Radar, when it’s in focus
- GUI: Updated GUI audio for new Cockpit and Station menus
- GUI: Sounds and ambience for the pre-flight checklist (can turn it off in the right side panel).
- Physics: Boom! (explosions updated).
- Physics: Added a distanced based pause to secondary explosions for delayed aural pleasure.
- Physics: Ice impacts added.
- Weapons: Audio for slugshot added
- Weapons: Audio for Huge Cannon
- Weapons: Updated deploy and stow audio for all hardpoints and weapons
- Weapons: Tweaks and fixes to audio of Pulse laser, beam laser, multicannon, duplicated missile locks etc
- Exploration: Ambient soundscapes added to various types of stellar bodies. (Stars, planets, Stations, outposts, galactic core)
- Exploration: First iteration of exploration audio (more planned!)
- System Map: System map now has interactive stellar ambiences for each stellar body type.
- Music: Added supercruise Music
- Music: Added exploration music
- Music: Improved combat music behaviour
- Mix: Improvements to how bass frequencies are managed (eg, rumble when entering stations, and numerous other places)
- Mix: Distance based sound filtering improvements.
- Mix: General mix improvements