For a complete list of all changes in one list, see Complete Change Log.
- 1 Update 1.181.1
- 2 Update 1.181.0
- 3 Update 1.180.6
- 4 Update 1.180.5
- 5 Update 1.180.4
- 6 Archives
Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU. You can expect these
Next Monday we will be streaming once again at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek and members of the development team will mainly be focused on further optimization plans. In other news, this coming Saturday, Xocliw will be building the NASA Apollo Saturn V LEGO set live on stream, here at the KeenSWH offices, which should be a lot of fun!
Keen Software House, forum thread.
- Added a counter of physical shapes to grid's info terminal screen.
If you reach 99% of the limit, a warning should start appearing. If you exceed the limit any added blocks will not have physics. This is a technical limitation even if block limits are off, but we are aware of this issue and we are looking into possibilities, how to improve this behaviour.
- fixed game crash when exceeding the block limit
- fixed blocks are not being placed
- fixed not working artificial mass
- fixed not working connectors
- fixed game crash when using connectors
- fixed turrets view
- fixed rotor (small grid) displacement not saved in blueprints
- fixed respawning in medical room with the clone
- fixed thrusters keep their lighting even after being turned off
We are aware of crash with ship explosions and trying to resolve it. It should be pushed as a hotfix as soon as it will be fixed.
- fixed crash when mergin/unmerging grids
- fixed collector crash
- fixed another HAVOK MT crash
We are still looking into the issues that you have reported on the bug report forum.
Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics.
The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further. Moving on, there’s a bunch of camera improvements including much better 3rd person camera behavior with creations that have subs-grids so there’s less snapping to 1st person when rotating the camera around the main grid.
We have a new glass rendering technique which means that windows should no longer glow in darkness and look more realistic. On top of all this, there’s a huge amount of bug fixes, art fixes, crash fixes and general improvements in this update so thank you for your patience with some of these issues. Just as a heads up for the modders out there; due to many blocks being optimized, some older block mods may need updating.
Among the many changes this week, we've added asynchronous entity creation to the ModAPI, which allows a mod like ServerLink to operate much faster. This release was thoroughly tested but as there has been so many changes in the code we will especially appreciate it if you report bugs that you find. Although many of you do this already!
Keen Software House, forum thread.
- implemented optimizations + multithreaded HAVOK physics
- implemented glass shader with reflections
- fixed various 1st and 3rd person camera issues
- fixed various desync issues in multiplayer
- fixed spotlight effects
- removed redundant geometry from fourth mission in campaign
- fixed crash with programmable block antenna communication
- fixed multiple cases where crashing ship against voxel would crash the game
- fixed Artificial Mass block misbehaving in artificial gravity
Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update. This particular upcoming major update has many changes to the code so it also requires a huge amount of additional testing which of course adds to production time. The majority of our programmers and testers are working on this which is why the recent minor updates have only contained a small amount of improvements. The image shown here is a good example of what searching for and trying to reproduce a crash in the game can look like. But we are expecting significant increases in performance from these changes so it’s still definitely something you can look forward to and we appreciate your patience with this.
Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.
Keen Software House - Forum.
- fixed Campaign crashes
- fixed MyProgrammableBlock crash
- fixed welder radius
- fixed missing rotation cube arrows
- replaced NaN value on HUD for 0.0
Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.
In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!
Keen Software House - Forum.
- fixed models showing LOD1s instead of LOD0s
- fixed wrong LODs on several blocks
- fixed highlight of missile turret's control fixed old icons displayed in inventories and production tabs
- fixed crystal clear glass
- fixed rifle doesn't aim where the crosshair is pointing
- fixed too big hitboxes of blast doors and atmospheric thrusters
- fixed missing textures on large ship welder and wheel suspensions
- fixed small grid camera model and LOD
- fixed emissivity color missing on several blocks
- fixed tools making arms long
Hello, Engineers! We’ve got a new round of crash fixes and general improvements in this week’s update as the team progresses behind the scenes on bigger tasks like optimisation, physics and of course multiplayer. For today’s work in progress section, we would like to share a preview of the new in-game chat currently being programmed. It’s been completely redesigned, both visually and functionally. The new chat will have private messaging, faction messaging, chat history, and more all without having to open the terminal.
In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek, we’ll be talking more about performance optimisations in the works and also taking a look at Rexxar’s Server Link mod which can create a multi-server PVP environment.
Keen Software House - Forum.
- fixed crash while detaching advanced rotor
- fixed crash in GUI
- fixed crash with wolves
- fixed conveyor having green emissive color while not powered
- fixed center of mass not being rendered properly
- fixed gravity values on HUD
- fixed sensor still having same color
- fixed voxel hands material bar
- fixed free falling when doing backwards jump on cover wall
- Update 01.180.3
- Update 01.180.2
- Update 01.180.1
- Update 01.180.0
- Update 01.179.2
- Update 01.179.1
- Update 01.179.0
- Update 01.178.3
- Update 01.178
- Update 01.177
- Update 01.176
- Update 01.175
- Update 01.174
- Update 01.173
- Update 01.172 Stable
- Update 01.172 DEV
- Update 01.172
- Update 01.171
- Update 01.170
- Update 01.169
- Update 01.168
- Update 01.167
- Update 01.166
- Update 01.165
- Update 01.164
- Update 01.163
- Update 01.162
- Update 01.161
- Update 01.160
- Update 01.159
- Update 01.158
- Update 01.157 Stable
- Update 01.157 DEV
- Update 01.156
- Update 01.155
- Update 01.154
- Update 01.153 DEV
- Update 01.152
- Update 01.151
- Update 01.150
- Update 01.149 Stable
- Update 01.149 DEV
- Update 01.148
- Update 01.147
- Update 01.146
- Update 01.145
- Update 01.144 Stable
- Update 01.144 DEV
- Update 01.143
- Update 01.142
... further results