Update 1.186.0
From Space Engineers Wiki
Major Overhaul of Visuals, Audio, and Wheels
2 February 2018 Forum Post
Contents
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