0.6.3.07 notes

Posted On 17 Feb, 2018

0.6.3.06
  • engineering rooms in stations can no longer be accessed, this is because engineering rooms don’t work in stations
  • added keybinding for strafe left and strafe right so strafing can be done without holding left mouse
  • fixed a bug where regions were being generated multiple times
  • keybinds can now have a modifier key in addition to the primary bind
  • your config settings have been reset to support new settings options



0.6.3.07
  • Added a notification to failed EVA entries
  • fixed a bug where ships were rechecking their mass too often
  • fixed a bug where shields were adding mass to ships in some situations
  • some old modules that were meant to be disabled have been nerfed into oblivion instead for backwards compatibility
  • fixed some text rendering that was at risk for crashing on systems with different language settings
  • as far as I can tell you should not be able to warp to inactive gates, but I’ve added another check to make sure you can’t
  • fixed a bug in ship AI that could cause invalid ship positions
  • increased the amount of CPU the game spends on trying to find trade routes for NPC trade ships so they will spend a little less time sitting at stations
  • optimized trade route searches to prevent AI from checking the same nodes again
  • AI should find trade routes faster now – it is a pretty CPU intensive process and the reason AI sits on airlocks is because the game prioritizes FPS over trade route search processing
  • passengers now wait around in bars for 20 minutes after the first time you see them instead of 1 minute
  • crew should now properly regenerate health and oxygen while inside stations
  • fixed a bug with interior range checking that prevented checking the distance between tiles inside a ship, this could have broken both EVA entry and module repairing
  • reduced the speed of ejection of crew entering EVA
  • we hate EVA and we regret adding it and we almost decided to remove it with this update
  • refactored all code for checking if you have fallen out of a ship to reference common variables and prevent any mismatch when we change how easy it is to fall out of a hull breach
  • updated pathfinding to use the same logic as EVA when testing if a node can be stood on without falling out of a ship
  • made the EVA entry map more conservative while making actual EVA entry more liberal
  • fixed a bug where EVA sometimes checked the wrong location when looking for a nearby valid location because the entry location you chose wasn’t valid
  • fixed some keybind conflicts with multi-key binds