Change Log

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For a complete list of all changes in one list, see Complete Change Log.


Update 01.179.0

23.March.2017

Major Update

Summary

Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character's backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.

Red hazard icons for a full inventory, low health and low oxygen will appear to alert the player when these particular stats are in the danger zone and to the right of the main toolbar you will find the new gravity indicator which shows the gravitational plane orientation relative to your character, including a velocity marker that displays when you're moving. When seated on a ship or station, you will see the bars on the right side of the screen light up. These indicate the power usage and hydrogen fuel levels of that grid. It’s worth noting that pressing tab once will hide the keybindings and pressing tab again will hide all of the HUD as before. You can also change the opacity of the HUD background via the game options. Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy!

We would love to know your thoughts, so please leave any feedback on the new heads-up display and user interface in the comments below. In the following weeks, we’ll be improving, tweaking and iterating upon them so it’s now super important for us to gather the community’s feedback.

Features

  • New HUD, fully moddable
  • GUI cleanup with new default font
  • Example Mod: HUD Colors [1]
  • Example Mod: HUD Colors Large Cockpit Only [2]
  • Added slider for intensity of flares

Fixes

  • fixed crash in CubeGridSystems
  • fixed issue with explosions making giant debris appear when hitting voxels
  • fixed issues concerning camera zooming when moving fast
  • fixed issues with camera alignment

References

  1. http://steamcommunity.com/sharedfiles/filedetails/?id=889485290&tscn=1490282446
  2. http://steamcommunity.com/sharedfiles/filedetails/?id=889595992

Update 01.178.3

16.March.2017

Developer Button.png

Summary

Hello, Engineers! Today we are making changes to the release system to be simpler and involve the community more. The main change is that we are removing Develop branch from the game. There will be only one branch and updates will be tagged as Minor or Major. We will still patch the game every week with Minor updates, but Major updates will not be scheduled with strict dates in advance but rather will be released only when everything is completely tested, fixed and approved by a closed testing group to ensure the build is OK. Also we will leave the previous update as a separate rollback branch on steam - so you can always switch one update back.

This week’s update contains more improvements to multiplayer, performance and the overall game as well as a new multiplayer dogfighting scenario. We’ve also implemented turret and thruster parallelization which will significantly improve performance on grids using lots of them. And there’s a new multiplayer scenario being released this week called Dead Drop Arena. Dead Drop Arena is a team deathmatch based scenario designed to make it easier for players to jump into a game with ships already prepared so they can start shooting and having fun straight away. Players spawn into the station, pick teams and then enter the cockpit of their ship, when all players are ready the ships are dropped from the station and there is a ten second delay before engines & weapons activate… so be ready to pull out of that death dive and for the fighting to begin!


Features

  • New Multiplayer Scenario: Dead Drop Arena
  • Marek's Blog Post: Changes to Space Engineers Release System[1]

Fixes

  • fixed crash while showing gravity range
  • fixed crash while placing block into the voxel on dedicated server
  • fixed symbol @ not working in e-mail subscription on some keyboards
  • fixed moving platform does not move, when it is connected with voxel
  • fixed plane and line blocks do not have the correct ownership
  • fixed wheel steering while controlling vehicle from turret
  • reduced too bright whites on some voxel materials
  • corner LCDs renamed to top and bottom
  • suspension wheels renamed to left and right

References

  1. http://blog.marekrosa.org/2017/03/changes-to-space-engineers-release_14.html

Update 01.178

09.March.2017

Developer Button.png

Summary

Hello, Engineers! Today’s update contains numerous multiplayer improvements and LOD optimizations. Firstly, there should no longer be cases of missing planets, asteroids and grids when connected to multiplayer servers. We also added a loading wheel to indicate when anything from the server is being streamed to the client. This will definitely help players by letting them know that the surrounding environment is still loading when selecting a medbay in the respawn screen. Additionally, there were some other minor desync fixes made this week. For example, you should not see any HUD warnings from other connected players from now on.

There were LOD optimizations made to block models which should result in various performance gains with many worlds and builds although the changes will be most noticeable on lower end systems.

Newly placed blocks will now inherit the velocity of the character when moving faster than 15m/s. Below this speed, any block placed will have zero velocity. It’s a subtle change but should be useful when trying to build on a fast moving ship. Before this, a newly placed block would’ve just been left behind potentially colliding with the existing grid that you’re standing on. We also resolved issues with corner light flares and stations pasted into voxels being unable to move their mechanical parts.

Lastly, we have created a much more detailed guide for the cutscene editor which you can find on the forums. This is part of our ongoing efforts to produce more guides for the modding and scripting of Space Engineers.

Features

  • LOD Optimizations
  • Newly placed blocks inheriting the velocity of the player
  • Cutscene Editor Guide [1]

Fixes

  • fixed issue with grids and voxels not appearing from client
  • fixed issue with grid not reloading
  • fixed character leaning in certain situation when using mag boots
  • fixed crash when spawning in a small drill ship
  • fixed issue with synchronization of trees between client and server
  • fixed synchronization between client and server for corpse GPS marker
  • fixed issue with sub grids turning into station when their main grid was placed into voxel.


Hotfix 178.004

  • added 15 M/s threshold for when placing blocks during movement
  • added mountpoint on small merge block
  • fixed crash when locking to another grid that is being controlled

References

  1. http://steamcommunity.com/sharedfiles/filedetails/?id=879883672

Update 01.177

02.March.2017

Developer Button.png

Summary

Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more. A good example of these changes is that you will now be able to place a medical room on a single armour block, this was not possible before. There will also be additional blocks with conveyor ports that will try to align with other conveyor ports when being placed. Certain elements of ship construction should be slightly faster and more intuitive thanks to these changes! Wheel suspension blocks have new default settings that will make building the average wheeled vehicle much easier. These settings can of course be adjusted to your liking as before but now wheels should be much better from the get-go. The range of ship-based welders has been increased making them massively more efficient to use again over hand welders and lastly, we resolved a couple issues related to the renderer.

In other news, there’s a group from Keen Software House at GDC 2017 this week including the producer of Space Engineers, the producer of Medieval Engineers and a red Space Engineer… This coming Friday, they’re organising a fan meet-up so if you’re going GDC and would like to join in, please contact Deepflame via the KeenSWH Discord: https://discord.gg/KeenSWH[1]


Features

  • improved default mount position for:
- Large and small Solar panel
- Large and small Connector
- Large and small Laser Antennae,
- Large and small Hydrogen Thrusters
- Small Connectors
- Small Ore Detectors
- Small Antennae
- Small Ship Drill
- Refinery
- Medical Room

Fixes

  • reverted changes for welder
  • added default setting for suspension wheels when built, to provide moderate performance in any environment
  • fixed crash in render that caused the game to crash on launch due to the ShaderCache folder

References

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Update 01.176

24.Feb.2017

Developer Button.png

Summary

Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away! Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.


Features

- Cutscene Editor (double press F11 to access it, and can only be accessed in offline mode for now)

Fixes

Game changes:

  • Fixes to campaign (warheads in M3 were not working, boundary fix in M2, pausing in M2-M5)
  • Questlog is now saved (in custom scripted worlds)
  • New sounds for sound block (meant to be used mainly for drones)
  • Drones now can have specified their sound loop which will be played as long as the drone is active
  • Drones can now use weapons on subgrids

Visual Scripting changes:

  • Fixes to existing nodes (faction function nodes, arithmetic node, shared storage)
  • New function nodes (more faction nodes, entity information, inventory functions, drone related, grid statistics and some new math functions)
  • Custom research for blocks is now properly saved

References

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