- Don't award combat skill points when committing a murder
- Changed the Station Type for manually added outposts so that they show with the correct icon
- Insurance screen selection tweaks
- Remove a authored asteroid scenario in dahan that is now out of the ring
- Fix for QNAN cursor position when outside the letterbox area
- Award combat skill points to killer on player death
- Fix bug where bounties were still being converted to fines
- Added credit balance to galaxy map
- Make the gui behave appropriately for asteroid clusters and exploration
- Reduce the call spew when authority is transferred
- AI - stop group members from jumping away when their leadship dies if they are in a minor faction that is at war
- Changed deferred shading depth stencil state to use greater-equal instead of greater. May prevent lights from failing when precision starts to run out
- Fix mission cargo not being unlinked on mission end
- Fix memory corruption when changing graphics configuration
- Removed some Galaxy map data (wanted status, security) that we can't support at this level
- Added very short star descriptions for the target info panel
- Reordered the system popup data gathering code so it requests the server data after the short delay of spooling up the system. Therefore, should reduce the load on the server when player is moving the selection through a number of systems before coming to rest
- Hauler door animations updated
- Disabling RepairsPanelItemRenderer when corresponding item is 100% health
- Outfitting fix for info panel updates
- Tweak A class stars to appear more bright
- Dropship art tweaks
- If we do not want to update m_nearbyMouseCursorSystem then do not clear it either, this stops the gui flicking on and off when you hover over the pop up menu
- Add details of planetary rings to planet info pane in system map
- Trade route data is time stamped and expires after 24 hours
- Retry user login on failure, just in case it was a one-off
- Add controlling minor factions and allegiance to pop-up in system map for stations
- Implement gating missions based on universal commander ranks
- Add mission gating by commander rank
- Made sure rings only have the correct material type in them, i.e. no 1000K ice rings
- When we are no longer considering what items to equip to a slot, we should display the ship info for the current ship, not accounting for module changes
- Fixing the render order of the cockpit struts on the Asp
- Fix for some broken pirate Asp loadouts, and adjusted one of the miner ones
- Some rework in icy planets
- A fix for planet texture generation with SLI/Crossfire
- When comparing items and pushing ship info to the UI, we should consider the hyperdrive's max fuel consumption. We should also consider the effect of increasing/decreasing module mass on jump distance
- Viper - Bring the left & right rail panels forward to avoid clipping with the cockpit struts. Rescaled in the prototype to shrink the perceived size back down to offset the change in position
- Fixed bug where shadow near clamping was being incorrectly applied when running with inverted depth. Fixes shadow glitches seen inside space stations and on capital ships
- When leaving supercruise safely at a station, ring or asteroid cluster (notably, not interdiction), use an 8km arrival zoom
- When Leaving supercruise into a ring scenario, no longer snap us to the scenario transform, instead appear at the edge of the ring pointing at the scenario
- Prevent camera shake going mental if you're several times faster than normal max speed
- Correct the direction shove when dropping inside s body so that we no longer appear facing away from clusters
- Increase containment radius of clusters so we don't get very odd effects flying more than a few kilometers from them
- Increase the containment height of rings to a megametre so you can actually manoeuvre close to them without the reference-shift screwing with things
- Fixed the misaligned "Charging" text
- Vary player's ship's conspicuousness based on their reputation with the faction which the scanning ship is from
- Stop AIDefenceComponent from continually unsetting deploy-hardpoints, and continually set it while scanning
- Additional backer NPC names added
- Fix for spinning ship on loading screen disappearing while wearing the Oculus Rift
- Groups UI fixes
- Allow for player dying while saving
- When a ship explodes before the local instance has gone live, dispose of the local instance instead of leaving a dead carcase lying around
- Fix to prevent pow of 0.f in the fresnel shader for ring fog
- Reduce frequency of USS scenarios
- Correction to depth link for restore nodes to stop the softlock when in low settings
- Added missing camera shake parameters to Imperial Clipper and toned them down a bit
- Toning down the harshness of the external cockpit materials to help improve the look of the glass canopies
- Matching the position of the schematic export to that of the actual ship, so that the GUI schematic sits where it's supposed to for the Hauler
- In normal space, non-authority, non-interdictors won't scan ships (NPCs or players) with a rank 5 or more levels below theirs
- If a drone control module game object vanishes some how without destroying it's drones, prevent the drone from trying to use a non existent controller
- Fixed nebula seams. Now when capturing the galaxy background, the nebulas are sorted once and they are all consistent in the different faces of the cube
- Removed UV symmetry that was giving an obvious seam down the centre of the Asp's canopy
- Slight tweak to front-end menu meshes - now in-line with other fullscreen UI's
- Set up kerning tables for TextMesh fonts - this should vastly improve the look and spacing of our text on spacestations etc
- Dropship now does have a ship preview on the contacts panel
- Refinery shown as unpowered in Cargo panel fixed
- Distinguish between stolen contraband and owned contraband in the market interaction
- Fix a bug where replacing modules on a proxy ship would result in the module not being registered with ModuleProvider
- Replicate MiningChunks correctly. They should be spawned in the same session as the ship that spawns them. Their positions should be replicated at least every 2 seconds
- Disabled depth test when downsampling and blurring the nebulas
- Auto-naming for military ships based on faction
- Eagle art tweaks
- Added game pad PIDs and VIDs to hopefully catch every possible controller out there that resembles an xbox 360 pad
- Player reputation with police ship faction will affect the chance of interdiction
- Fuel and Damage Regions weren't save/loading properly
- Fix for unable to turn on fullscreen mode when Oculus is set to Direct mode (even if not rendering to it).
- Police and bounty hunters never interdict "clean" players
- GPU optimisations and simplification of the beam renderer
- Added combat bonds icon to the station menu
- Repair Wear and Tear looks clickable and not red at 0% fixed
- Newsfeed only shows first line of report fixed
- Updated the cluster icon on the target panel
- White dwarves should now appear brighter and bluer
- Fix range checks for groups of ships deciding to attack
- Centered some schematics and changed the scale for the Dropship in the ship buying menu
- We should be able to eject cargo and allow other players to pick it up without it being flagged as stolen "Jettison (Abandoned)"
- Improved the appearance of the front cockpit wanted graphic
- Improved handling of multiple errors in stations
- More subtle colour on hyperspace wake
- Check group member has a faction before checking the faction state, it can be validly null
- Re-skinned the station dialog box to match UI style in the station menus
- The distance that jump routes are displayed/calculated to for the galaxy map is now linked to the "focus range"; i.e. the view distance for stars in the galaxy map
- AI composition affected by system state
- Tweaks to the reputation pag of the status panel
- Highlighting of bounty, rep and wanted status
- Changed the alpha blending equation of the nebulas
- Can spawn debris in USSs
- Adjust the magnetism of the galaxy map camera so that you can actually escape the currently targeted star at default zoom level
- Bring back the 15s In Danger timer
- Fixed Nav beacons removed, these are now done automatically in populated systems based on controlling minor factions major faction
- Updated massive star list
- Outpost icon/ident added to stations services UI
- Cobra cockpit art updates
- When requesting docking, have a station respond with a greeting based on the faction's standing with the player
- Block all new object letters when we start our close-down sequence
- Medium pad and lift lowers an extra metre
- Fixed mouse scrolling on system map
- Greatly reduced the execution time for the texture generations in all planet types
- Repair and refuel costs should vary depending on the player's reputation with the station's faction
- Small tweaks to the new outpost ident animation - should look cleaner at lower resolutions
- Show the damage of a module on the item compare screen. New modules all come with full health, but old ones may be damaged
- Status screen now shows reputation deltas
- Made missions remain on side panel when failed
- Fix for engine trails inheriting very large velocities when zoom-arriving in from super cruise, and generally looking a bit weird when it overtakes you
- Galaxy Map changes.
- Can now buy exploration data within the map.
- Changed when the trade data purchase option shows up (same range as the exploration data).
- Changed how you set a system as your destination and displaying pertinent permit data.
- Removed old static route lines (they are superseded by the dynamic ones).
- Improved the appearance of the missions panel pop up
- Updated internal panel pop up style
- Disabled depth testing for all the objects rendered in the galaxy map
- Display star catalogue information in galaxy map info panel
- Fix checks for illegal cargo when AI are ejecting cargo and want to only eject legal items
- Fix for using the incorrect height of the ring for testing point in volume
- "Wanted" status is now shown on minor faction controlled objects on SystemMap when the bounty has been emitted by the parent major faction
- Clear down all wake sessions when quitting to main menu, or shutting down game
- Display all banned and restricted cargoes for a market, not just the top 3
- Renamed stellar rings to be called belts
- Add pip management for AIs
- Adjusted the Empire trader's headlights
- Made colour of charge bar less bright
- Changed how the server calculates the value of a body. This prevents terraformable bodies having an extremely large value
- Modules with ammo now display the quantity of ammo they have along side their name in the module management panel
- Show imports and exports from trade route data on commodities screen
- Support automatically picking loadouts based on archetype, prototype *and faction* for military archetypes
- Updates to commuter behaviour. Added new prototypes, added chance of having cargo (before ships that might have cargo always had to have at least some cargo), changed jump away and scan detection options, and added piracy response
- Fix for an uninitialised value sometimes being set for the supercruise radar range
- Minor factions now have a government type assigned to them
- Update the the name generation to take into account the government type
- Some tweaks the generation of the minor faction initial state
- Allow modules to be targettable using the targeting system
- Missions can now influence the USS table by overriding the weights for named player events at each stage
- If we get no response from MtuDiscovery, try again without the DF flag set; if that fails, fall back to a very small MTU=576
- Added ship graveyard scenario where pirates could show up
- Semi major axis for stations are now expressed in km, ring masses in megatonnes & belt masses in Moon masses
- Graphics optimisations to trails for the 4 different graphics options
- New 'internal' tab in outfitting
- Alt-Enter (fullscreen toggle) no longer works on the Oculus Rift
- Failing to update a mission when we can recover from it will no longer disconnect the player
- Criminal Outposts can now accept medium sized ships
- Update to galaxy map visualisation colours
- Implement PowerUse Deployed/Retracted in OutfittingShipInfo
- Improved criminal outpost signage and lighting
- Tweaks to the commodities market layout
- Removed some greebles which interfere with longer station nameson the Coriolis
- When reporting a checksum error, distinguish between the case where we think the machine is connected, and disconnected
- Galaxymap billboards rotating when using Oculus Rift fixed
- Persist state of cockpit and cargo hatch
- Prioritise machines in forward order relative to each other (instead of reverse order). Sorts out connectivity and rubber banding issues when the network is at capacity - a machine with a high urgency letter will get it sent
- Fix rounding errors on ammo prices
- Changed the way the high res nebula in the background is chosen. Now its based on screen size
- More pirates in anarchy supercruise
- If the player interdicts a pirate, keep them in their Ambush Pirate behaviour, rather than switching back to the generic Pirate (which will cause them to only attack if you have cargo)
- Upped the number of AI ships in super cruise, especially in lower pop systems
- Upped the chance of pirates choosing to interdict the player
- Slight adjustment to the BH's chance to interdict wanted ships
- In anarchy systems only, supercruising bounty hunters use global bounty to decide which percentage interdiction chance to use
- Non-police patrolling ships ignore targets with an elite ranking *6* or more below theirs, not 5
- Bring back separate Hyperspace/Supercruise keys; the context-sensitive key is still there too
- Increased the size of InfoPanel in outfitting (bottom right panel) to accomodate masses of up to 9,999.9 T
- When an AI is interdicted by the player, make it send a chatter line to the player when they both arrive in normal space
- Balance stars in sky rendering to make constellations a little more apparent
- We should be able to sell drones back to the store
- Supercruising AIs, if no suitable destinations of the desired sort can be found, pick a planet to go to instead. Was a particular issue for pirates, who aren't allowed to go to stations or outposts, and if they were spawned close to the star might have nowhere else to go
- Slow boating to distant starports fixed
- Fix ShieldCellBank's hopper ammo resetting
- Fix ECM not appearing in the firegroups panel
- Fixed weapons are immune to Chaff
- Updated galaxy export
- Pirates normally pick a random criminal minor faction; now, if there are no criminal minor factions, or 30% of the time anyway, pick a random minor faction
- Supercruise patrollers will now patrol to between 3 and 6 locations, and will then pick a suitable destination to go to and drop out of supercruise at
- Retain some ship state (firegroups etc.) when rebuying ship on resurrect
- Ensure we don't try to send a letter to a null address
- Missions can list permits as rewards
- Hostile acts on a player now unlock the assailant's wanted level immediately
- Make system map info for space stations display allegiance as major faction associated with controlling minor faction, not as system major faction
- Silent running is irrelevant when you're docked. Generally better to not burn up when you undock later
- Got rid of animation effect for galaxy/system map UI panel
- AI pick loadouts based on their skill
- Optimized breathing mask effect
- Fixed coms chatter issue with missions
- Added guard against not having captured nebulas for the background
- Resized blurred background for outfitting stat panel
- Taken Hauler out of the miner archetype ships, it's not a great mining ship at all
- Fix for loading screen bug when imperial trader can't be found
- If a player interdicts a military ship, make that ship attack the player when they both arrive in normal space
- The Generator (powerplant) is a required module
- Do not allow nebulae to be selected in the galaxy map
- Fix 'lock on' reticules moving over the target ship instead of the target module
- Slower turns for low level AI. Shorter fly away distance
- Fix moving texture seen on stars in system map
- Searching for friends, now users can search with just 1 or 2 characters in search field
- Increased text field for balance width in shipyard
- Improved retries when connecting to server
- Fix bounty messages in conflict zones
- Protection against newsfeeds that have mismatched/missing data
- Outfitting cursor loses focus when swapping modules fixed
- Outfitting - When a paintjob is chosen, the icon on the livery list does not update fixed
- Bumped up the size of the stars in the galaxy map (but not the environment capture) by 50%
- Added chatter lines for NPC super cruise pull out
- QWEASD don't work when zoomed in on docking pad fixed
- Player Status statistics screen does not update after purchasing a ship fixed
- Statistics menu forever shows retrieving data in tutorials fixed
- Optimised atmosphere shader and some improvements to the default curve
- Added a bit of noise to Barnards's-Loop stops it from making sutch a perfect circle around the horse head nebula
- Make the white dwarf surfaces more visible and the light more blue. It gets bluer with increasing temperature
- Galaxy Map: If the systems government is Anarchy, it should use that rather than the Major Faction
- Fixed being unable to navigate menu after buying a new weapon
- More chatter for mission archtypes added
- Fix the way that mining chunks are replicated so that only authorities select what model they will use
- AI - limit supercruise patrol stops to 1-3, rather than 3-6
- If allied (high reputation) with non-police faction, ships from that faction will never interdict you
- Reduced ice asteroids fake SSS settings to improve the look
- Removed some more recognisable elements to make the random nebula more generic
- Non-authored nebulae have random rotation applied
- Fix for asteroid clusters sometimes not creating asteroids
- Added an alert symbol to the mission rows on the transaction panel
- Fix missions not appearing at some stations
- Updates to UI to make it clearer when voice comms fails
- Fix for rare cases of getting a bad mission list when first connecting to the server
- Solar flares improvements with fewer artefacts
- Allow ignoring of certain items in the facilities and prohibited goods lists displayed for space stations in the system map
- Re-skinned the death menu
- Prevent drones trying to initialise with non live targets
- Did not lose wanted status after clearing all of my fines and bounties at Dahn Gateway fixed
- Purchasing notification was hard to see in certain situations fixed
- Galaxy Map - scrolling through the list of trade goods also zooms out of the map fixed
- Break up text on the starports/outposts with banner headings/dividers, and reorganised the infoPanel
- Comms carries over between unrelated sessions fixed
- Updated main menu
- Conflict Zones - now work for civil war state systems
- Replace some potentially offensive station names
- Code fixes for altruism mission checking
- Super upped the number of AI ships in supercruise across the board. Minimum is now 7, max 21
- Correctly assign minor faction influences when a minor faction has a presence in more than one starsystem but only controls one of them