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koonschi

Boxelware Team
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Everything posted by koonschi

  1. Note: Patch isn't live yet. Patch is live.
  2. Hotfix 0.13 Date: August 27th, 2017 We've fixed a few issues that have mostly been affecting Windows users. Bugfixes "As usual, user bug reports are marked with [uBR]. Thanks to everybody who reported and keep it up!" [uBR] Fixed client hanging randomly [uBR] Fixed server hanging randomly [uBR] Fixed a server crash when multiple cargo loot instances were collected simultaneously
  3. Note: Patch is not live yet. Patch is now live on the beta branch.
  4. Patch 0.13.0 Date: August 26th, 2017 Game Added a planetary trading post that sells goods from a nearby planet Added an event where a freighter is chased by pirates The cultists in asteroid ring sectors now behave the way they're supposed to Improved aiming of salvaging turrets Fighters search for mothership only every ~5 seconds when it's gone Disabled player events while in sector (0:0) Multithreading We improved the multithreading handling of the server and client. For those of you who don't know what this means: In short: The server and client will both run a lot smoother on machines with more CPU cores. Performance for machines with 2 or less cores should be unchanged. If you're interested in the details, I've published a more technical post about the multithreading rework here: http://steamcommunity.com/games/445220/announcements/detail/1434814734654746607 But basically, the server is now capable of using all its cores on calculating large battles so that performance should go up by a lot. Pirates, Xsotan and other enemies are generated asynchronously, reducing server lag when ships spawn Server sector updates are now completely multithreaded Client particle updates are now completely multithreaded We're planning on doing client sector updates in parallel as well, but we need a little more time for this. RCON Interface Added an RCON interface to the server (default port: TCP 27015) The RCON interface requires a password which can be configured in server.ini. Without password, RCON is disabled The RCON interface can be used to remotely control the server and enter commands as if over command line But you can use any RCON client you'd like UI Improved window handling in build menu Added showing amount of goods on the current ship in trading overview Added icons to transfer crew & goods ui Scripting API The amount of async script threads can be configured in the server.ini (default: 2) Changed setFont parameter from string to FontType enum Planet specs are now controlled from within sectorspecifics.lua Added a toRandom() function to generate random Uuids Added a execute() function to execute code directly within scripts Warning Modders: This function should NOT be called with code that is sent from a client! [*]Added an AsyncPirateGenerator [*]Added an AsyncShipGenerator [*]PlanGenerator can now generate plans asynchronously [*]Renamed piratehunter.lua to pirateattackstarter.lua [*]Renamed events.lua to eventscheduler.lua [*]Plan damaging callbacks are now bundled and sent at the end of a frame [*]Added a damage type that can be applied to inflictDamage() or destroyBlocks() functions [*]Added callback functions to script API for ListBox [*]Added a new InputWindow class [*]Added a function to return indices of all present factions in a sector Server Added a /workers command for controlling the amount of worker threads Sending performance stats to admins is now configurable in server.ini Client Added debris on block destruction Improved rendering stability Misc Minor improvements to spelling in loading screen tips Added better support for multiple localizations Language config files are now .xml and can include more information, such as new fonts Improved german translation Improved weapon accuracy of ships in sectors without players Copy-Pasting of text via Ctrl-V is now possible on Linux Frequent updates are now gathered and sent at the end of a frame to save bandwidth Improved performance of plan damaging Status command prints amount of worker threads into filename Improved script updates to avoid updates at the same time for less performance outliers Improved logging Bugfixes "As usual, user bug reports are marked with [uBR]. Thanks everybody, keep it up!" Fixed Fighters not being updated when a player is out of sector Fixed wormhole guardian not aggroing alliances [uBR] Fixed broken database conversion when fighters are on a ship [uBR] Fixed TurretAI not switching targets when target gets out of range [uBR] Fixed a crash when shutting down server with lots of players in the same group [uBR] Fixed alliance ships being unable to be controlled in strategy mode [uBR] Fixed AI health bar not working correctly [uBR] Fixed a crash when trying to invite non-existant players to an alliance [uBR] Trading overview sorts correctly in all languages, not just english [uBR] Fixed huge "Small Xsotan Breeders" [uBR] Fixed some wreckages not having resources displayed and not being recognized by salvaging AI ships [uBR] Fixed ScriptAllianceRank not being registered in the scripting API [uBR] Fixed setting and getting script values from alliances [uBR] Fixed some components always being added, even when they've been removed from the descriptor [uBR] Fixed lasers and glows not showing up in asteroid rings when activating the Xsotan portal [uBR] Fixed mouse position being reset after loading screen [uBR] Fixed an issue when multiple mines with the same name are founded [uBR] Fixed alliance ships being deleted when entering (0, 0) [uBR] Fixed wreckages not being where they're supposed to be [uBR] Fixed ghost wreckages
  5. Hey guys, we've been working on several server improvements concerning multithreading! This post will get a little technical again, so brace yourselves! The reason why the update is taking so long, even though we promised otherwise (we know, sorry for that!) is that multithreading is a very complex issue that can easily introduce bugs when not done correctly. Multithreading We've improved the multithreading handling of the server. With the upcoming update, the server will use all worker threads for a single update of a sector. The Avorion server uses a thread pool for updating sectors, and then gives work packets to these threads. Before this update, the server created one work packet per sector update, meaning sectors were updated in parallel, but each sector was only updated by a single thread. Due to technical reasons a server tick/frame can't be finished until all sectors have finished updating, and it often happened that the server had to wait for one thread that took very long to finish, leaving the remaining threads (and thus CPU cores) idle (doing nothing). For example, take a server with 8 worker threads, 10 sectors in memory and there's a large battle going on in one of them, sector 10. Sectors with battles take longer to update, so let's say that the sector with the large battle takes 70ms on average to update (which is a very realistic number that we've seen plenty of times) and the others each takes 2ms. With 8 workers, sectors 1 to 9 would be finished after 4ms, and then these threads would be idling (sitting around doing nothing) since they didn't have any more work to do, while the remaining thread, that's updating sector 10, would still have to run for 66 more milliseconds. The server can't finish the frame and has to wait for the thread to finish the update, while the other 7 worker threads do nothing, which is an obvious waste of CPU power. With this update, we've changed the way that this system works. Instead of creating a single work packet per sector, each sector is subdivided into many small work packets that can then all be updated in parallel. This way we can update all sectors in parallel AND have all worker threads work on a single sector. This is a graph of what sector updates look like now (you should enlarge it or look at it in a separate tab): This is a profiling image of a server with 7 worker threads and with 2 HUGE faction battles (30 ships vs 30 ships per sector, one near the barrier, both including carriers and about 150 fighters each) going on in 2 different sectors. The X axis is time, while each row represents a worker thread. The colored bars are the work packets that the threads have to work through. An update frame goes from the purple bars [1] to the grey boxes [3], which represent the end of the sector update step. I've included multiple frame updates on top of each other so you get a better idea of how different they can look, even though it's the same 2 sectors each time. Yay multithreading! Same color means the same kind of work. A few examples: The pale red ones [5] ship AI updates, purple [4] are turrets aiming and turning and blue [6] in the 4th row are fighter AI updates. The green [7] at the end of the frame is update sending and the golden and black ones [8] are collision handling and detection. When there's multiple work packets with the same color above each other, that means that multiple threads are working on the same logical update, but distributed over the different threads. When there are no bars at some time (the white gaps) then that means that the worker is idle, either because there is no work to do or because a thread from another program has been scheduled by the operating system to do some other work. This is solely influenced by the operating system and we have no control over this. But basically, the denser the colors are packed, the better. These gaps will get more the more different other programs you run on the same machine as the Avorion server. So what does all of this mean? To make it short: Avorion will run a LOT better on machines with multiple cores! The updates you're seeing here are only about 5ms long - meaning that 2 huge battles in 2 sectors can be updated within, on average, 5 milliseconds! (CPU: Intel i7-6700K with 4 cores @ 4.00GHz & Hyperthreading) These are the two battles that were going on at the time of the profiling: Of course there are still outliers (for example when a ship is spawned or destroyed), but even those have been reduced to maybe 3 - 5 times the average update time (5ms means we get outliers from 15 ms to 45 ms every 15 frames or so). Multithreading Part 2: Async Scripting We've also introduced a new way of executing scripts (actually this is not true, it's been in since the Alliances update, but we haven't used it yet): Async calls. These are mostly used to asynchronously generate ships that spawn during play time. While profiling we realized that generating the ship plans take up 80% - 98% of the time required to spawn ships, so in order to reduce server lag while spawning huge armadas ship plan generation is now done asynchronously and the server won't lag as much. RCON Interface With the new update we'll also introduce an RCON Interface to the server, with which you can control the server with typical RCON tools. There are plenty of tools at your disposal, so simply pick the one that suits you most. When is it coming? Soon! We're done with all the features we want and we'll do several more bugfixes, but then it's ready. We'll also post detailed patch notes once the update goes live. Have fun!
  6. Patch 0.12.7 Date: July 17th, 2017 Hey guys, These are the patch notes for the upcoming update! We'll set the update live during the next 24 hours. We've had a nice long testing period on the beta branch and we feel that the update is now stable enough to be released on the default branch. Should you run into any problems loading your old saves, please tell us immediately so we can fix it! We recommend making a backup of your saves though, just in case. We're also going to go back to smaller updates. We've released this update as a huge chunk of work and we're really happy about it, because we feel like these new contents worked well together. But we feel like releasing smaller updates in quicker succession is the better way to go. Large updates are hard to predict, which is already hard in software development, and we failed at making a clear timeline for this update. The size of this update was an experiment and we've come to realize that we and the community both prefer smaller and more regular updates. We will be posting a roadmap of what's planned for the future soon. Alliances Players can now found alliances Invite other players to join your alliance Alliances work like their own factions: They have money, resources and an inventory Players can be assigned ranks, defining permissions in the alliance All alliance members are visible to all other alliance members on the map Alliance members share all information on the galaxy map While flying an alliance ship, all actions represent the player's alliance Co-Op Flying Alliance ships can now be flown by multiple players Added Seat Management for crafts to allow players to manage different tasks (steering, firing, etc.) Out-of-sector simulation "We'll be adding some more means for better control of which sectors will actually get updated on multiplayer servers. For now, sectors with lots of stuff will have a higher priority." Sectors with player and alliance content are updated while the player is not inside the sector Default amount of updated sectors per player on multiplayer is 6 (the sector the player is in, plus 5) This value can be configured in the server.ini settings and will be a lot higher for singleplayer [*]If a player has property in more than 6 sectors, this happens: Each sector will have a priority score The 5 sectors with the highest scores will be updated The score in the sectors is 3 for each player station, plus 1 for each player ship Steam Workshop Steam Workshop integration for ship and station models is complete Saved ship plans can now be uploaded to the Steam Workshop Subscribe to ship plans on the Steam Workshop Gameplay Added a new flight recorder block Flight recorders will mark the death location of the ship on the map Flight recorders will only work if they're *still on the ship* when the ship is destroyed [*]Trading posts always have dedicated cargo storage [*]Added licenses for stolen, dangerous and illegal cargo transportation [*]Added multiple mirror planes in building mode [*]Removed randomized building mode [*]Implemented whole ship modification Scaling entire ships Upgrading the material of entire ships Rotating entire ships [*]Added selective block modification All but one material or block type are faded out [*]Added a search field on the galaxy map [*]Turret factories sell a random, more expensive selection of the goods they require for building turrets [*]New Turret: Pulse Cannon Pulse Cannons shoot ionized projectiles that have a very high chance of penetrating shields [*]Added respawning of resource-asteroids in sectors with large asteroid fields (will only be in effect for new sectors) [*]Removed collaboration component since Alliances replace this functionality [*]Added experimental backwards compatibility for saves created in the beta branch A backup of the sector file will be created before converting, so no data will be lost if the conversion fails Please report conversion errors in the forum or via the bugtracker so we can fix them! [*]Independent turrets now get their targets assigned by the server and no longer search them on the client [*]Mining and Salvaging AI commands now no longer continue when there was a player entering the ship Balancing "We're currently working on making shields less powerful, and one of the means to do that will be adding more weapons that are strong against shields, such as pulse cannons. But we also felt that plasma cannons didn't have the impact on shields that they were supposed to have, so we upped their damage to shields." Doubled shield damage of plasma guns Client Reduced darkness of window shadows Added a setting for limiting FPS Improved rendering performance in sectors with lots of wreckages UI Improved performance of inventory grid displayers Added filtering for inventory grid displayers Added favoriting of inventory items with right mouse Added marking of inventory items as trash with right mouse Tooltips are only drawn when mouse is not obstructed by other windows Improved borders of inventory items Added loading screen tips for various new features Added a button to sell all trash immediately Added chat message channels for sector, group, everybody (default) and alliance Added display of relative or total costs to saved ships window Improved handling of multiline text boxes Added a key for toggling strategy mode (default: F9) Added an option to disable toggling of strategy mode by zooming Added various tips about new or old features to the loading screen help Gate connections now have a different color than wormholes on the map Added a message when changing control scheme Improved german translation Added a textbox to quickly transfer lots of cargo and crew Trading routes tab is disabled when trading module doesn't support it Added a Beta Branch notification when starting the game Server "Most important changes here: Better performance on the server (memory and runtime) and improved savegame security." Crafts that were destroyed through database corruptions can be restored Players can be moved to other sectors, including ships (just rename the files if the names clash) Player & Alliance files are saved redundantly to avoid loss of data on file corruptions Improved performance when players log in Improved overall networking performance Improved overall memory performance using lazy initialization of collision data Improved performance of traders in sectors without players Added detailed output about script memory usage to /status command Sector content is now compressed before being sent, reducing traffic when changing sectors by 70% Server files are now compressed Implemented whitelisting of steam groups There's a separate file group-whitelist.txt in the server folder where you can add 64bit steam group ids that should be whitelisted [*]Improved traffic for normal sectors with players [*]Improved performance for sectors without players [*]Added more tracing and logging to server startup sequence [*]Added a time counter for online time of server [*]Fixed a major performance issue for armed ships near the barrier and the center of the galaxy Large AI ships in the center of the galaxy no longer spawn with 50+ turrets These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated Scripting API Entity IDs are now 128bit UUIDs Script memory footprint reduced Scripts that are attached to the same object are loaded into the same lua VM, if possible, to reduce redundant data Added namespaces so scripts can be distinguished from each other and to avoid name collisions and functions getting overridden Scripts that have DIFFERENT namespaces will be loaded into the SAME lua VM, since name collisions aren't expected to happen Scripts that share the SAME namespace will be loaded into DIFFERENT lua VMs Scripts that have a namespace must have a comment '-- namespace NAMESPACE' where NAMESPACE is the script's namespace Scripts that have a namespace must have a namespace table with the same name as stated in the namespace comment Scripts that have a namespace comment must prefix all non-local functions and variables with their Namespace table (see scripts for more details on this) Scripts that have no namespace comment statement will always be loaded into different VMs (which is exactly the old model) It is STRONGLY recommended to modders that they rework their scripts to use namespaces to save memory performance! [*]Lua VMs aren't set to invalid after a normal error, but still on fatal errors (exceptions) [*][Documentation] Fixed methods of inherited script classes not showing up in completion docs [*][Documentation] Fixed broken base classes when base gets a [client] or [server] extension [*]CheckBox can be enabled and disabled [*]CheckBox can be configured to have its box on the left or right side [*]TextBox can have a background text [*]Added a VanillaInventoryItem item that can be used for scripting inventory items [*]Fixed an issue with infinite recursion in printTable() [*]Added a PlanSelectionItem item that can be used in selection grids to display BlockPlans [*]Added functions to access all plans that are saved locally or downloaded via the Steam Workshop [*]Added Timer and Profiler classes [*]Implemented API for async script calls [while theoretically functional, still highly experimental] [*]Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building [*]Added a Physics component for manipulating physics of an entity [*]Added a property to Entity that allows setting a damage multiplier for that specific entity Misc Several small performance improvements all over the place Improved logging Reduced size of ship .xml files Player is placed in last craft used upon login Broken scripts are removed from scriptable objects on when loaded from database Bugfixes "As usual, user bug reports are marked with [uBR]. Thanks everybody for helping with the game!" [uBR] Fixed extreme loading times due to too many inventory items [uBR] Fixed a crash that occurred often during instanced rendering (asteroids and such) [uBR] Fixed overflow of resources and money Resources and money are now 64bit integers, meaning they can go up to 9.223.372.036.854.775.808 Overflowing is no longer possible [*]Fixed player being placed in his drone on use of /teleport command [*][uBR] Fixed space bar not working sometimes in loading screen [*][uBR] Fixed a hang when holo blocks decay due to missing repair crew [*]Fixed a (rare) player duplication issue [*]Fixed a crash when destroying/deleting a station [*]Fixed a crash when loading corrupt scripting values file [*]Fixed trading posts not having any cargo storage [*]Fixed a crash when loading an object with a script where the script file disappeared [*][uBR] Fixed smuggler's market not working when too many stolen goods are on the ship [*][uBR] Fixed a crash in patrol AI [*][uBR] Fixed a crash in loading screen [*][uBR] Fixed a crash when exiting the game while in strategy mode [*][uBR] Fixed a crash when loading templates.xml [*]Fixed ships by faction on map not being saved/loaded correctly [*][uBR] Fixed quick menu buttons being clickable through the building inventory [*][uBR] Fixed keyboard and mouse up events not being registered in loading screens [*][uBR] StructuralIntegrity effect is now always visible on the correct ship [*]Fixed translation of EnergyConsumer names [*]Fixed mining systems always showing asteroids for all players in a sector [*][uBR] Fixed a crash in energy tab when resolution is too low [*][uBR] Fixed auto pay crew not working in creative mode [*]Fixed an issue where repair docks would require negative payments by players [*][uBR] Fixed roll being displayed as bad even when it's not when using gyros [*][uBR] Fixed asteroids in the outer regions being sold for 0 credits [*][uBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo [*]Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center [*][uBR] Fixed a crash when discarding broken blocks and the repair brush is open [*][uBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear [*][uBR] Fixed tooltip and default values of hyperspace upgrades [*][uBR] Fixed a crash when loading corrupted groups file [*][uBR] Fixed default server port not being able to be set via settings.ini [*][uBR] Fixed a crash in AI orders script when assigning guard order [*][uBR] Fixed trading overview not showing factory items [*][uBR] Fixed trading overview tooltips [*][uBR] Fixed an error in trading overview when max stock of a station's good is 0 [*][uBR] Fixed several divisions by zero crashing trading upgrade [*][uBR] Fixed trading post not refreshing its UI [*][uBR] Fixed a crash in building mode related to deletion of all blocks [*][uBR] Fixed independent turrets having different targets on client and server [*][uBR] Fixed independent turrets sometimes not shooting on the client [*][uBR] Fixed brake thrust of ships being 0 in stats overview in shipyard [*][uBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain [*]Fixed a huge server performance issue when undoing a ship transformation to a large ship in the building mode [*]Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes) [*]Fixed speed particles being visible in strategy mode [*][uBR] Fixed stations and asteroids getting stuck within each other forever and impairing performance [*][uBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links [*][uBR] Fixed faction war side decision triggering incorrectly when repairing ships of one side [*][uBR] Fixed wrong tooltip description for repair beams [*][uBR] Fixed incorrect spelling of zinc [*][uBR] Fixed a crash in diplomacy tab when sorting or filtering [*][uBR] Fixed a few issues with tutorial when creative mode is active [*]Fixed ships sometimes not moving when strafing
  7. Note: Patch is not live yet. It's live.
  8. Patch 0.12.7 Date: July 16th, 2017 We've added some performance improvements to battles that take place near the galaxy core - We've identified a major performance issue and resolved it. Technical Background for those interested: In faction battles there would ships spawning with 50 to 100 turrets, leading to thousands of turrets (~1300 for a single battle near the barrier) to be spawned. Turrets have to be updated a lot and they require careful and thus intense calculations. These calculations include ray-intersection with the ship they're on as well as turning (meaning sine and cosine calculations which are expensive). We were faced with the fact that these calculations simply couldn't be optimized any further, and we thus had to reduce the amounts of turrets on normal AI ships to 10 - 15. In turn we added a multiplier for damage dealt, so that the ships will still gain more strength, even if their turret amounts no longer grow towards the center of the galaxy. Performance Fixed a major performance issue for armed ships near the barrier and the center of the galaxy Large AI ships in the center of the galaxy no longer spawn with 50+ turrets These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated Scripting API Added a property to Entity that allows setting a damage multiplier for that specific entity
  9. It opens the Steam overlay - maybe you've deactivated the steam overlay?
  10. It's not your internet, it's an error in the server. We're looking into this. We'll add more debugging information (like the messages you just saw) to help us trace this problem.
  11. This is a bug and a hotfix will be live very soon.
  12. Hotfix for this will be online soon.
  13. Patch 0.12.6 Date: July 12th, 2017 UI Added notifications for alliance pickups and relation changes Bugfixes "As always, user bug reports are marked with [uBR]. Thanks again to everybody reporting bugs and helping us improve the game!" [uBR] Fixed a few server crashes [uBR] Fixed /teleport command moving players out of their ship
  14. Patch 0.12.5 Date: July 8th, 2017 This time the patch took us a little longer - we had some trouble pinning down the bug that would randomly (and I mean, randomly) teleport asteroids and stations through the sector, resulting in them intersecting, which would in turn deteriorate performance a lot. But we fixed it, and if nothing else comes up, then this patch and the Alliances update will most likely make it onto the stable branch very soon! Gameplay Added auto-pay crew for alliances Alliances have the same initial relations as their founder UI Galaxy map territory is now updated in colors of the currently flown ship (alliance or player ship) Beta branch warning is now only shown once in main menu after starting the game The warning will still show up every session, but only once per session Misc Improved german localization Improved performance of sector generator Added comment explaining how namespace comment works Scripting UI Added a Physics component for manipulating physics of an entity Bugfixes "As always, user bug reports are marked with [uBR]. Thanks again to everybody reporting bugs and helping us improve the game!" [uBR] Fixed stations and asteroids teleporting through the sector [uBR] Fixed stations and asteroids getting stuck into each other forever and destroying performance [uBR] Fixed unnecessary warnings when converting databases to new format [uBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links [uBR] Fixed faction war side decision triggering wrongly when repairing ships of one side [uBR] Fixed wrong tooltip description for repair beams [uBR] Fixed incorrect spelling of zinc [uBR] Fixed a crash in trading overview upgrade [uBR] Fixed a crash in diplomacy tab when sorting or filtering [uBR] Fixed a few issues with tutorial when creative mode is active Fixed ships sometimes not moving when strafing Fixed scrapyard not working correctly with alliances
  15. We have resolved this problem and the fix will be in the next patch.
  16. We've come across this issue before and are currently working to fix it. If you can reproduce it, then that would be a great help.
  17. Thanks for reporting. Can you send me the sector in question via email to konstantin@avorion.net? That'd be incredibly helpful. If you're unsure which one it is, there should be a backup file in your sectors folder.
  18. Patch is not live yet. Patch is now live.
  19. Patch 0.12.4 Date: June 28th, 2017 We've added backwards compatibility for previous default branch saves. Since we're still testing this feature, we highly recommend making a backup of your save before loading it in the beta branch. While we couldn't find any errors on our side, experience has shown that you guys are way better at finding issues like that, so we want to be sure that no data is lost when loading your old saves. In order to guarantee that, a backup is made of every file that needs conversion. Gameplay Removed collaboration component since Alliances replace this functionality Added experimental backwards compatibility for saves created in the beta branch A backup of the sector file will be created before converting, so no data will be lost if the conversion fails Please report conversion errors in the forum or via the bugtracker so we can fix them! [*]Independent turrets now get their targets assigned by the server and no longer search them on the client [*]Mining and Salvaging AI commands now no longer continue when there was a player entering the ship Misc Broken scripts are removed from scriptable objects on when loaded from database UI Trading routes tab is disabled when trading module doesn't support it Added a Beta Branch notification when starting the game Scripting API Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building Bugfixes "As usual, user bug reports are marked with [uBR]. Thanks guys!" [uBR] Fixed tooltip and default values of hyperspace upgrades [uBR] Fixed a crash when loading corrupted groups file [uBR] Fixed default server port not being able to be set via settings.ini [uBR] Fixed several occurrences of non-random initialization of stations [uBR] Fixed a crash in AI orders script when assigning guard order [uBR] Fixed trading overview not showing factory items [uBR] Fixed trading overview tooltips [uBR] Fixed an error in trading overview when max stock of a station's good is 0 [uBR] Fixed several divisions by zero crashing trading upgrade [uBR] Fixed trading post not refreshing its UI [uBR] Fixed a crash in building mode related to deletion of all blocks [uBR] Fixed a few crashes when clicking on SavedShipsWindow buttons while having a plan selected that's not yet loaded [uBR] Fixed independent turrets having different targets on client and server [uBR] Fixed independent turrets not working when co-op piloting a ship [uBR] Fixed independent turrets sometimes not shooting on the client [uBR] Fixed brake thrust of ships being 0 in stats overview in shipyard [uBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain Fixed a huge server performance issue when undoing a ship transformation to a big ship in the building mode Fixed inconsistent selected object when entering a ship Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes) Fixed speed particles being visible in strategy mode Improved german translation
  20. Old saves are not yet compatible with the beta branch.
  21. Thanks for reporting. We're aware of these issues and are working on improving them.
  22. Note: Patch is not live yet. And it's live!
  23. Patch 0.12.3 Date: June 21st, 2017 Bugfixes [uBR] Fixed roll being displayed as bad even though it's not when using gyros [uBR] Fixed alliance asteroids being unable to be sold [uBR] Fixed asteroids in the outer regions being sold for 0 credits [uBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center [uBR] Fixed a crash in the inventory selections related to tooltips [uBR] Fixed a crash when discarding broken blocks and the repair brush is open [uBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear Improved german translation
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