Difference between revisions of "Update 1.187.0"

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(Created page with "<noinclude>{{Title}}title::Major Overhaul of Multiplayer{{Title|end}}</noinclude> {{Major|x17px|vert=text-bottom}}{{em}}release date::19. July 2018{{em}}{{Forum|Foru...")
 
 
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<noinclude>{{Title}}[[title::Major Overhaul of Multiplayer]]{{Title|end}}</noinclude>
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<noinclude>{{Title}}[[title::Major Overhaul of Visuals, Audio, and Wheels]]{{Title|end}}</noinclude>
{{Major|x17px|vert=text-bottom}}{{em}}[[release date::19. July 2018]]{{em}}{{Forum|[[ForumPost::7401427]]}}
+
{{Major|x17px|vert=text-bottom}}{{em}}[[release date::2 February 2018]]{{em}}{{Forum|[[ForumPost::7399609]]}}
 +
 
 +
==Summary==
 +
Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.
 +
For more info go to Marek's blog post describing all the changes in detail along with visual examples: http://blog.marekrosa.org/2018/02/overhaul-visuals-audio-wheels.html
 +
 
 +
{{#ev:youtube|vDwolUCSAmQ}}
 +
 
 +
==Visual==
 +
*Added high dynamic range rendering
 +
*Added eye adaptation
 +
*Added new post-processing effects
 +
*Added support for NVIDIA Ansel technology
 +
*Added depth-buffer clipping avoidance (when you get close to an obstacle, your tool or weapon won’t be clipping through it)
 +
*Added debris to explosions
 +
*Added block explosions
 +
*Added camera shake effects
 +
*Added extreme quality for voxels and models (not intended for real-time gameplay)
 +
*Reworked all particle effects from scratch
 +
*Improved tone mapping and bloom
 +
*Improved global illumination
 +
*Improved glass appearance(window blocks, cockpits)
 +
*Improved point and spot light attenuation
 +
*Improved and polished character animations, stabilized holding and using tools, movement cool down animation
 +
*Improved GPU particle system
 +
*Changed armor edges visual (small and large)
 +
*Added new Skybox (you can find the old skybox here: http://steamcommunity.com/sharedfiles/filedetails/?id=1286315367
 +
*Changed suit headlight glare, dust cone, light settings
 +
*Fixed blocks coloring to work the same as in original Space Engineers
 +
*Fixed bullet hit decals/bullet holes
 +
*Fixed 3D Models: cockpit chairs, “under construction” blocks, driller head metal material, astronaut boots with proper stripe for magnetic effect and many more
 +
 
 +
==Wheels==
 +
*New wheel static friction simulation (wheels will maintain expected path in turns, no more sideways sliding)
 +
*Changes in Terminal Screen (removed number of unused/obsolete wheel/suspension settings - the game takes care of the details, tuned the default settings)
 +
*Modified contact point response for wheels (no more wild voxel bounce-off and sliding)
 +
*Adaptive steering (steering angle and speed are automatically adjusted based on car speed at the moment)
 +
*Dynamic center of mass for vehicles (virtual center of mass for Wheel-Suspension interaction is adjusted to further improve car behavior)
 +
*Air shock suspensions (jumping vehicles will extend and strengthen suspension in mid air to better absorb the shock impact upon landing and prevent damage of the chassis)
 +
*Added suspension jumping feature (when your off-road adventure gets you into rough terrain and your car can’t get out of it (wheels are spinning, the car sits on its belly) - press X and the car will make a *small or large jump. Wheels need to be in contact with ground. The car is using the suspension springs to quickly push itself up.)
 +
*Tweaked acceleration/deceleration/stopping/braking
 +
*Mass of a vehicle influences its inertia - e.g. heavier vehicles continue moving forward with more energy than lighter ones when left unattended with no braking force applied to them
 +
*Physics surface materials (voxel materials now have real physical properties like friction and restitution based on surface type)
 +
*Fixed multiplayer support for wheels
 +
*Increased robustness and endurance of wheel and suspension blocks - so they don’t break after jumps
 +
 
 +
==Gameplay==
 +
*Faster walk/run/sprint for astronaut
 +
*Faster jetpack acceleration and deceleration
 +
*Rifle is more precise now
 +
*Changed gravity behavior for the character
 +
*Doors open/close faster
 +
*New conveyor system overload state - when your grid is in power overload, you will see new yellow color on conveyor tubes
 +
 
 +
==Audio==
 +
*Small and large ship sounds - emphasizing feel of accelerating by adding additional sounds
 +
*HUD voices re-enabled (e.g. “low energy” warning)
 +
*Footsteps tweaked for new speed of character movement. It also supports different ground materials (ice, rocks, metal, glass). Now you should hear and feel when you are running.
 +
*Footsteps sound also start sooner
 +
*Character landing/fall sounds are now more prominent, you should really feel it, this is very important for immersion and different surface materials
 +
*Polished where the sound listener object resides - before it was sometimes in the camera and sometimes in the center of a ship. Now it's always in the camera and the only exception is when you are piloting a large ship from the cockpit - listener is in camera, but you will also hear sound of the ship.
 +
*New sound when your character dies - very subtle, but giving you important feedback
 +
*Magnetic boots, on/off sound, different materials, you should really feel how they stick you to the surface
 +
*Character jumping sound - emphasizing the rubbing of textile, making the jumping more satisfying
 +
*Ships colliding and crashing (and sliding and scratching)
 +
*Small ship cockpit - enter/leave sound - now has heavier sound, feels rewarding. You just want to keep entering a leaving the ship.
 +
*Bullet impact on rocks has the standard wild west "pew" sound as it had in all our games. Must “hear” feature!
 +
*Max sound instances - The game is prioritizing sounds by distance and slowly turn off less relevant sounds. It is difficult to notice, but it helps with realism.
 +
*Distance to sound source - this is an older feature but it’s so awesome that I must mention it: when the distance between sound and listener increases over a certain threshold, you will hear it a bit muffled and with “long distance effect” applied on it. Awesome for gunshots, explosions, etc.*
 +
*Jetpack sound tweaked
 +
*Tool sounds tweaked, better timing
 +
*Decreased default music volume to 50%, so you can hear the sound effects better - but you can also raise it back to 100% if you want
 +
*New sounds for doors
 +
*New destruction sounds for some blocks
 +
*New sound for brakes (key P)
 +
*New sound for antenna (key O)
 +
*Doppler effect changes - you can turn off doppler effect in options, Sound Block is ignoring doppler effect and overall it was toned down
 +
*New Sensor sound
 +
 
 +
==Performance==
 +
*New Voxel generation engine (faster loading times - about 60% faster, instant changes/damage to voxels - more than 400% faster)
 +
*Turrets performance changed and tweaked
 +
*Loading priority for textures and models
 +
*Ore detector performance changes with better multithreading
 +
*Added Sync Distance to Dedicated Server settings
 +
*Optimized simulation speed after splitting a grid
 +
*Optimized simulation speed with multiple missiles and Gatling gun turrets being used
 +
*Optimized updating of Upgrade Module
 +
 
 +
==UI==
 +
*Official Russian translation
 +
*Horizontal scrollbar for multiline text area
 +
*Changes to color palette UI (real HSV values, new design, help)
 +
*Time of the day slider in Admin tools (works in multiplayer too)
 +
*Auto focus for search input field in control panel
 +
*LCD highlight changes
 +
*New search box in load screen
 +
*Added alignment feature to LCD
 +
*Changes and fixes for the terminal UI
 +
 
 +
==Modding/Scripting API Breaking Changes==
 +
*IMyGasTank.FilledRatio was changed to '''double''' type
 +
*Terminal properties and actions for IMyMotorSuspension.Damping, SteerSpeed, SteerReturnSpeed, SuspensionTravel were removed (Corresponding C# interface properties were marked as obsolete and will be removed *later)
 +
*Changes in particles for weapons and tools
 +
*Changes in glass shader can break some mods using transparent materials
 +
 
 +
==Fixes==
 +
*Fixed crash of DS when setting same block twice in block limits
 +
*Fixed a crash when joining a multiplayer game through Steam UI
 +
*Fixed a crash when joining a multiplayer game through Friends invite
 +
*Fixed an issue where newly created grids are sent to all players on server regardless their distance to the grid
 +
*Fixed Heavy Armor's durability during collisions
 +
*Fixed conveyor system updating
 +
*Fixed conveyor system becoming nonfunctional when joining a dedicated server
 +
*Fixed "T" key (automatic block rotation) state of persistence
 +
*Fixed changes done by Voxel hand propagating to newly added asteroids on DS
 +
*Reduced chance of drilled boulders rotating in gravity on DS
 +
*Fixed an issue where big grids pasted as subparts appeared out of position while pasting it
 +
*Fixed pasting of blueprints while moving
 +
*Fixed a possibility to build diagonally connected grids by copy/paste in high velocity
 +
*Fixed placement offset on moving grids causing overlapping of blocks
 +
*Fixed inability to weld projected blueprints at short distances
 +
*Fixed parts of blocks sometimes being visually present after their destruction
 +
*Fixed ships accidentally becoming stations by merging to and unmerging from stations
 +
*Fixed hand drill animation for secondary drilling mode (Right Mouse Button)
 +
*Fixed inconsistent behavior when joining a faction from inside and outside of a cockpit
 +
*Fixed assembler pulling more components than necessary
 +
*Fixed engineer floating above the seat inside the fighter cockpit
 +
*Fixed gameplay timer issue, timer is more precise now
 +
*Fixed forced first person view while drilling
 +
*Fixed misaligned third person view when moving on high velocity grids
 +
*Fixed missing windows when forced to first person view in cockpits
 +
*Fixed not zooming out when being forced out of ironsights by sprinting
 +
*Fixed camera clipping through the player character in tight spaces
 +
*Fixed clipping through planet voxel for player and grid
 +
*Fixed blinking grass
 +
*Fixed smoke clouds changing color
 +
*Fixed thruster effects persisting in the world after switching thrusters off
 +
*Fixed particles behaving erratically in high gravity
 +
*Fixed cone of light disappearing when source of light is out of view
 +
*Fixed an issue with space dust being rendered to close to the camera
 +
*Fixed muzzle flash of gatling turret disappearing at certain angles
 +
*Fixed centering of text on LCDs in campaign
 +
*Improved text wrapping at block’s detailed info
 +
*Fixed in-game screenshots to display all GUI elements properly
 +
*Fixed position of loading screen wheel
 +
*Fixed overflowing text in control panel
 +
*Fixed multiple textboxes not being able to be scrolled to right and added scroll-bar
 +
*Adjusted GUI formatting
 +
*Fixed border in server description text field
 +
*Fixed Curved Conveyor Tube LOD
 +
*Fixed Sensor LODs
 +
*Fixed Remote control visual for distant LOD
 +
*Fixed cracking sound when exiting game to main menu
 +
*Fixed an issue where some sounds were missing after reload
 +
*Fixed sounds of jumping and falling not being played every time
 +
*Fixed Jump Drive sound synchronization
 +
*Fixed lift made from piston, no more jumping on platform
 +
 
 +
==Fixes (Player Reports)==
 +
*Fixed applying moddable content file attribute to VoxelMapStorageDefinition
 +
*Fixed expanding pool for AddTriangleBillboard method
 +
*Fixed gamelogic updates on Programmable Block
 +
*Fixed turrets shooting already dead targets
 +
*Fixed updating of kinematic RB position for space ball causing unexpected behavior of space ball in some cases
 +
*Fixed O2/H2 Generators not pulling ice through conveyor system
 +
*Fixed wheels properties not being properly replicated for copy/pasted vehicles
 +
*Fixed resetting of friction when copying grid with suspension
 +
*Fixed an issue where wheel suspensions could caused grids to spin
 +
*Highly reduced unexpected forces affecting wheeled vehicles
 +
*Fixed placement boundaries when placing blocks above the voxel
 +
*Fixed inverted controls for vehicles where cockpit is positioned lower than suspensions
 +
*Fixed various text fields where text could overflow visual boundaries
 +
*Fixed resetting of UI volume after exiting a game to main menu
 +
*Fixed Timer Block LOD
 +
*Fixed doors leaving a gap when closed while opening
 +
*Fixed glass not being enlightened by artificial lights
 +
*Fixed UI sounds being set at maximum after reload of the game
 +
*Fixed issue with a sound of hangar doors being cut off if the block is turned off while playing it
 +
*Fixed bullet hitting sound of trees
 +
*Fixed soundblock keeps silent when reaching its range
 +
 
 +
==Hotfixes 1.186.031==
 +
*Fixed crash after starting a game
 +
 
 +
==Hotfixes 1.186.033==
 +
*Fixed crash with Merge Blocks
 +
*Fixed crash at drilling voxel which disappears
 +
*Fixed graphic settings not being remembers after switching version
 +
**Quality Preset is now set to Medium by default
 +
*Fixed some of the mined boulders being too small
 +
 
 +
==Important==
 +
*When loading older saves the first loading time will be slower. After the save of that world it will go back to normal
 +
*If you are experiencing some crashes, please, verify your files on Steam and delete the ShaderCache2 directory
 +
[[Category:Game Update]]

Latest revision as of 22:54, 2 June 2019

Major Overhaul of Visuals, Audio, and Wheels

Major Button.png 2 February 2018 Forum Post

Summary

Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers. For more info go to Marek's blog post describing all the changes in detail along with visual examples: http://blog.marekrosa.org/2018/02/overhaul-visuals-audio-wheels.html

Visual

  • Added high dynamic range rendering
  • Added eye adaptation
  • Added new post-processing effects
  • Added support for NVIDIA Ansel technology
  • Added depth-buffer clipping avoidance (when you get close to an obstacle, your tool or weapon won’t be clipping through it)
  • Added debris to explosions
  • Added block explosions
  • Added camera shake effects
  • Added extreme quality for voxels and models (not intended for real-time gameplay)
  • Reworked all particle effects from scratch
  • Improved tone mapping and bloom
  • Improved global illumination
  • Improved glass appearance(window blocks, cockpits)
  • Improved point and spot light attenuation
  • Improved and polished character animations, stabilized holding and using tools, movement cool down animation
  • Improved GPU particle system
  • Changed armor edges visual (small and large)
  • Added new Skybox (you can find the old skybox here: http://steamcommunity.com/sharedfiles/filedetails/?id=1286315367
  • Changed suit headlight glare, dust cone, light settings
  • Fixed blocks coloring to work the same as in original Space Engineers
  • Fixed bullet hit decals/bullet holes
  • Fixed 3D Models: cockpit chairs, “under construction” blocks, driller head metal material, astronaut boots with proper stripe for magnetic effect and many more

Wheels

  • New wheel static friction simulation (wheels will maintain expected path in turns, no more sideways sliding)
  • Changes in Terminal Screen (removed number of unused/obsolete wheel/suspension settings - the game takes care of the details, tuned the default settings)
  • Modified contact point response for wheels (no more wild voxel bounce-off and sliding)
  • Adaptive steering (steering angle and speed are automatically adjusted based on car speed at the moment)
  • Dynamic center of mass for vehicles (virtual center of mass for Wheel-Suspension interaction is adjusted to further improve car behavior)
  • Air shock suspensions (jumping vehicles will extend and strengthen suspension in mid air to better absorb the shock impact upon landing and prevent damage of the chassis)
  • Added suspension jumping feature (when your off-road adventure gets you into rough terrain and your car can’t get out of it (wheels are spinning, the car sits on its belly) - press X and the car will make a *small or large jump. Wheels need to be in contact with ground. The car is using the suspension springs to quickly push itself up.)
  • Tweaked acceleration/deceleration/stopping/braking
  • Mass of a vehicle influences its inertia - e.g. heavier vehicles continue moving forward with more energy than lighter ones when left unattended with no braking force applied to them
  • Physics surface materials (voxel materials now have real physical properties like friction and restitution based on surface type)
  • Fixed multiplayer support for wheels
  • Increased robustness and endurance of wheel and suspension blocks - so they don’t break after jumps

Gameplay

  • Faster walk/run/sprint for astronaut
  • Faster jetpack acceleration and deceleration
  • Rifle is more precise now
  • Changed gravity behavior for the character
  • Doors open/close faster
  • New conveyor system overload state - when your grid is in power overload, you will see new yellow color on conveyor tubes

Audio

  • Small and large ship sounds - emphasizing feel of accelerating by adding additional sounds
  • HUD voices re-enabled (e.g. “low energy” warning)
  • Footsteps tweaked for new speed of character movement. It also supports different ground materials (ice, rocks, metal, glass). Now you should hear and feel when you are running.
  • Footsteps sound also start sooner
  • Character landing/fall sounds are now more prominent, you should really feel it, this is very important for immersion and different surface materials
  • Polished where the sound listener object resides - before it was sometimes in the camera and sometimes in the center of a ship. Now it's always in the camera and the only exception is when you are piloting a large ship from the cockpit - listener is in camera, but you will also hear sound of the ship.
  • New sound when your character dies - very subtle, but giving you important feedback
  • Magnetic boots, on/off sound, different materials, you should really feel how they stick you to the surface
  • Character jumping sound - emphasizing the rubbing of textile, making the jumping more satisfying
  • Ships colliding and crashing (and sliding and scratching)
  • Small ship cockpit - enter/leave sound - now has heavier sound, feels rewarding. You just want to keep entering a leaving the ship.
  • Bullet impact on rocks has the standard wild west "pew" sound as it had in all our games. Must “hear” feature!
  • Max sound instances - The game is prioritizing sounds by distance and slowly turn off less relevant sounds. It is difficult to notice, but it helps with realism.
  • Distance to sound source - this is an older feature but it’s so awesome that I must mention it: when the distance between sound and listener increases over a certain threshold, you will hear it a bit muffled and with “long distance effect” applied on it. Awesome for gunshots, explosions, etc.*
  • Jetpack sound tweaked
  • Tool sounds tweaked, better timing
  • Decreased default music volume to 50%, so you can hear the sound effects better - but you can also raise it back to 100% if you want
  • New sounds for doors
  • New destruction sounds for some blocks
  • New sound for brakes (key P)
  • New sound for antenna (key O)
  • Doppler effect changes - you can turn off doppler effect in options, Sound Block is ignoring doppler effect and overall it was toned down
  • New Sensor sound

Performance

  • New Voxel generation engine (faster loading times - about 60% faster, instant changes/damage to voxels - more than 400% faster)
  • Turrets performance changed and tweaked
  • Loading priority for textures and models
  • Ore detector performance changes with better multithreading
  • Added Sync Distance to Dedicated Server settings
  • Optimized simulation speed after splitting a grid
  • Optimized simulation speed with multiple missiles and Gatling gun turrets being used
  • Optimized updating of Upgrade Module

UI

  • Official Russian translation
  • Horizontal scrollbar for multiline text area
  • Changes to color palette UI (real HSV values, new design, help)
  • Time of the day slider in Admin tools (works in multiplayer too)
  • Auto focus for search input field in control panel
  • LCD highlight changes
  • New search box in load screen
  • Added alignment feature to LCD
  • Changes and fixes for the terminal UI

Modding/Scripting API Breaking Changes

  • IMyGasTank.FilledRatio was changed to double type
  • Terminal properties and actions for IMyMotorSuspension.Damping, SteerSpeed, SteerReturnSpeed, SuspensionTravel were removed (Corresponding C# interface properties were marked as obsolete and will be removed *later)
  • Changes in particles for weapons and tools
  • Changes in glass shader can break some mods using transparent materials

Fixes

  • Fixed crash of DS when setting same block twice in block limits
  • Fixed a crash when joining a multiplayer game through Steam UI
  • Fixed a crash when joining a multiplayer game through Friends invite
  • Fixed an issue where newly created grids are sent to all players on server regardless their distance to the grid
  • Fixed Heavy Armor's durability during collisions
  • Fixed conveyor system updating
  • Fixed conveyor system becoming nonfunctional when joining a dedicated server
  • Fixed "T" key (automatic block rotation) state of persistence
  • Fixed changes done by Voxel hand propagating to newly added asteroids on DS
  • Reduced chance of drilled boulders rotating in gravity on DS
  • Fixed an issue where big grids pasted as subparts appeared out of position while pasting it
  • Fixed pasting of blueprints while moving
  • Fixed a possibility to build diagonally connected grids by copy/paste in high velocity
  • Fixed placement offset on moving grids causing overlapping of blocks
  • Fixed inability to weld projected blueprints at short distances
  • Fixed parts of blocks sometimes being visually present after their destruction
  • Fixed ships accidentally becoming stations by merging to and unmerging from stations
  • Fixed hand drill animation for secondary drilling mode (Right Mouse Button)
  • Fixed inconsistent behavior when joining a faction from inside and outside of a cockpit
  • Fixed assembler pulling more components than necessary
  • Fixed engineer floating above the seat inside the fighter cockpit
  • Fixed gameplay timer issue, timer is more precise now
  • Fixed forced first person view while drilling
  • Fixed misaligned third person view when moving on high velocity grids
  • Fixed missing windows when forced to first person view in cockpits
  • Fixed not zooming out when being forced out of ironsights by sprinting
  • Fixed camera clipping through the player character in tight spaces
  • Fixed clipping through planet voxel for player and grid
  • Fixed blinking grass
  • Fixed smoke clouds changing color
  • Fixed thruster effects persisting in the world after switching thrusters off
  • Fixed particles behaving erratically in high gravity
  • Fixed cone of light disappearing when source of light is out of view
  • Fixed an issue with space dust being rendered to close to the camera
  • Fixed muzzle flash of gatling turret disappearing at certain angles
  • Fixed centering of text on LCDs in campaign
  • Improved text wrapping at block’s detailed info
  • Fixed in-game screenshots to display all GUI elements properly
  • Fixed position of loading screen wheel
  • Fixed overflowing text in control panel
  • Fixed multiple textboxes not being able to be scrolled to right and added scroll-bar
  • Adjusted GUI formatting
  • Fixed border in server description text field
  • Fixed Curved Conveyor Tube LOD
  • Fixed Sensor LODs
  • Fixed Remote control visual for distant LOD
  • Fixed cracking sound when exiting game to main menu
  • Fixed an issue where some sounds were missing after reload
  • Fixed sounds of jumping and falling not being played every time
  • Fixed Jump Drive sound synchronization
  • Fixed lift made from piston, no more jumping on platform

Fixes (Player Reports)

  • Fixed applying moddable content file attribute to VoxelMapStorageDefinition
  • Fixed expanding pool for AddTriangleBillboard method
  • Fixed gamelogic updates on Programmable Block
  • Fixed turrets shooting already dead targets
  • Fixed updating of kinematic RB position for space ball causing unexpected behavior of space ball in some cases
  • Fixed O2/H2 Generators not pulling ice through conveyor system
  • Fixed wheels properties not being properly replicated for copy/pasted vehicles
  • Fixed resetting of friction when copying grid with suspension
  • Fixed an issue where wheel suspensions could caused grids to spin
  • Highly reduced unexpected forces affecting wheeled vehicles
  • Fixed placement boundaries when placing blocks above the voxel
  • Fixed inverted controls for vehicles where cockpit is positioned lower than suspensions
  • Fixed various text fields where text could overflow visual boundaries
  • Fixed resetting of UI volume after exiting a game to main menu
  • Fixed Timer Block LOD
  • Fixed doors leaving a gap when closed while opening
  • Fixed glass not being enlightened by artificial lights
  • Fixed UI sounds being set at maximum after reload of the game
  • Fixed issue with a sound of hangar doors being cut off if the block is turned off while playing it
  • Fixed bullet hitting sound of trees
  • Fixed soundblock keeps silent when reaching its range

Hotfixes 1.186.031

  • Fixed crash after starting a game

Hotfixes 1.186.033

  • Fixed crash with Merge Blocks
  • Fixed crash at drilling voxel which disappears
  • Fixed graphic settings not being remembers after switching version
    • Quality Preset is now set to Medium by default
  • Fixed some of the mined boulders being too small

Important

  • When loading older saves the first loading time will be slower. After the save of that world it will go back to normal
  • If you are experiencing some crashes, please, verify your files on Steam and delete the ShaderCache2 directory