Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
Housing_05, Ring_01, Ring_02, and Shipyard_01
Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
The graphics options should now only show resolutions supported by the user’s monitor.
Added RSS feed display to splash screen, fed from KV community announcements.
Turrets should now be much less likely to shoot the ship they are mounted on.
Optimized weapons fire for performance.
Corrected size of projectiles for each tier of weapon. (visual update coming soon)
Fixed a collision layer issue causing projectiles to collide when they shouldn’t
Removed two resolutions that were smaller than 1280x720 as they caused problems
Added texture for size 3 bridges 1 and 2
Updated icons for size 3 bridges 1 and 2
Fixed SpikeFin01 material assignment, it should now receive color channel information.
Placed a non-warp speed limit on ships to save relativity from further abuse.
Color profiles now save with the .col extension instead of the .bin extension.
When the Shipyard tries to load color profiles, if there are .bin files in SaveFiles/ColorProfiles, the game will rename them to the .col extension. If you have color profiles saved outside of this folder, manually changing the extension to .col will make them compatible with the game.
Factions can now be set to spawn specific ships. If a folder is created with the same name as the txt plus “ Ships” and saved ships are placed within it, AI belonging to that faction will use one of those ships. For instance, if a faction is described in Empire.txt, ship saves can be placed in a directory called Empire Ships in SaveFiles/Factions. If the folder does not exist or is empty, ships will be pulled randomly from SaveFiles/ as they are now. Empty directories with the appropriate name (based on the txt files in SaveFiles/Factions) are created automatically if missing upon generating a new galaxy, or if an AI of that faction spawns during gameplay.
Faction specific color profiles have been implemented. If a saved color profile is placed within the faction ship directories mentioned above, then that color profile will override the colors the ship was saved with. This applies even if no saved ships are present in the faction specific directory and the ship was pulled from the top directory.
Fixed an issue that prevented zooming in the shipyard camera in some cases
Will no longer start in fullscreen mode, if you set it to full screen after the initial launch it will remember. This is to resolve some issues people are having with incompatible resolutions.
A problem with collision layers resulted in the player being effectively invincible. This has been fixed, fly with care.
Fixed a bug where an engine would be destroyed but the ship would still act as though it had the thrust from that engine.
Added textures for size 2 cockpits 1, 4, 5, 6. 7 and 8
Updated Module icons for size 2 cockpits 1, 2, 4, 5, 6, 7 and 8
Added color profile saving functionality to the Shipyard.
Hide UI function now disabled if the ship name input has focus
Fixed missing icon for Hull 13v1
Removing the first block you placed in the Shipyard will not longer remove the entire ship along with it. Instead, the neighbor of that block with the most children under it will be set as the new child of the root block.
Added a button/indicator for part placement mode in the Shipyard
Title screen: resolution and basic quality options now implemented. If the resolution option has not been set before, the game defaults to the desktop resolution.
Docking and planet collision UI elements have been fixed in Sector.
Fixed a bug where the AI would always use their kinetic field when the player did, making it nearly impossible to catch them.
Shipyard camera zoom and pan rates will now scale according to ship size.
Added textures for size 1 cockpits 7, 8, 9, and 10
Added textures for size 2 cockpits 1 and 2
First phase of the Shipyard UI update is now complete
All parts are displayed in the module panel with a visual icon of the module.
Removed holographic preview
The subsystem widow has completely changed. When accessing a parts subsystem inventory it will now show all available space on the left, and all subsystems that you can put into it on the right. If a subsystem takes up more than 1 ‘volume’ of space, the empty spaces will get a red outline and be pushed to the end of the list, these spaces are being used and cannot hold any systems.
To place a subsystem, simply click on it, no more drag and drop for this mechanic.
As you add subsystems to a module, it will filter out the ones that can no longer be placed, due to restrictions, or size limitations.
Added main menu to the shipyard, uses escape to access it.
Fixed a problem with the main menu in space where the shipyard button would not take you to the shipyard.
All subsystem icons are temporary and only display text.
A lot of tooltips still need to be added
Several fields in the stats panel on the left are not fully functional
Now that the UI is at it's next stage of development we will be working on getting Linux and Mac versions available to the public.