Planetoid Pioneers - MKSTER


It's been a while... the main reason for the slow updates this year: Data had a baby - turns out that is very distracting! However, we have pulled together a super cool thing: Being able to create or edit any planetoid, game mode, pioneer, tool, item, weapon, monster, vehicle, or robot in the world-class editors included here, and then publish them to the new, separate Workshop of Planetoid Pioneers ONLINE:
https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/
... and then immediately play with your mod in online multiplayer with whoever subscribes to it! Plus, they will get the latest version automatically when you update it. Yes, you'll be able to play the totally custom content (images, audio, scripts, etc) you or someone else from the community makes - no hassle, no sending files to anyone!

To illustrate this, here's a video of our own mkster working on a new game mode now available in the Workshop:


HIGHLIGHTS
  • PP now has tickbox to publish scenes to PP Online workshop
  • Tons of improvments, fixes and new content from PPO
  • Added chinese localization (by cyan64)
  • Fixed Primoid ending

NEW SCENES ADDED
  • Base Defense - Bunkers
  • Bomb Ball - Concrete Court
  • Bridge Builder - Deep Tunnels
  • Bridge Builder - Lava Caves
  • Grappling Race - Hookoid
  • Room Rush - Ammotoid
  • Rover Race - Planium

FULL CHANGELOG:
ADDITONS
  • Optimized pp_camera by 50%, added makeCalcOncePerFrameFunc()
  • Added url DRL Steam, commented out Write test in titleoid
  • Added discord buttons
  • Added chinese localization (by cyan64)
  • Added and bound c2d:SetMainWindowTitle()
  • Added and bound GetAimPointRel
  • Added effect to saw if thrown while activated
  • Polished all grenades and added to bridge battle
  • Titleoid gradient added, wip
  • Added font gradient functions, set PPORelease config by Release (PP) config
  • Menu selection stays even if menu lines get added
  • Added mp:getCurrentRealTimePassed() using real time for slowdown average calculation
  • Added shift menu hint
  • Added math.getMovingAverageCalculator(size)
  • Removed add mount joint warning
  • Added scene setup and resources to hookoid
  • Added Disable Friendly Collisions setting to reactor scene setup
  • Added gun_helper.hasShotGun()
  • Added table.subTables
  • Added to "to complete scene" before goal string in 2 places
  • Adjusted some scenes to work with player added
  • Added and bound scene:GetAutoMountToWorld()
  • Added and bound scene:GetAssembliesToRespawn()
  • Added and bound c2d:GetSteamUserName(rID)
  • Added and bound c2d:GetSteamFriends()
  • Added player IDs to discovered lobbies info
  • Added meta.getStandardPioneer(ctrl)
  • Added camera:setEnableAutoCam(set) to disable all lua side camera stuff for custom cameras
  • Added and bound scene:GetScenesWithTag
  • Added all scenes unlock cheat
  • Added discovery lights to ammotoid
  • Added discovery lights to ammotoid
  • Added camera:setEnableCoopCam(set)
  • Added and bound PS:GetChildPSs()
  • Closed off bridge builder map, added heat to holes
  • Added double click RMB for placing the same hologram as before
  • Added achievement DROPPED_SCENE
  • Added and bound audio effects to controller. SetReverbDecayTime and others
  • Added local coop cam
  • Added Lua files to game data SHA, also materials now comparing text
  • Added and bound ctrl:GetSteamAchievement()
  • Added and bound ctrl:SetSteamAchievement()
  • Added lots of achievement checks
  • Added more rich presence info and moved and cleaned code into pp_steam
  • Add pp_steam.lua for rich presence and achievements
  • Added frames behind info in dev rel
  • Added GetClientUserTagValue() bug repro in titleoid
  • Added c2d:ResetAllSteamStats(), calling StoreStats after SetAchievement or ResetAllSteamStats
  • Added return to lobby button when choosing scene for playing while waiting
  • Added steam rich presence info
  • Added and bound c2d:SteamSetRichPresence and SteamClearRichPresence
  • Added and bound c2d:SetSteamAchievement()
  • Added and bound c2d:GetGameDataSHA() to compare required local data is the same for connected clients
  • Added import Scenes (only) with drag and drop in PPO Release
  • Added util.getFirstScreenControllers()
  • Added and bound Scene:GetClientSceneSHA
  • Added and bound Controller:GetSceneSHA
  • Added util.cutLine(from, vec, ignoreAssembly)
  • Added client param to ActivateGameOverlayToUser
  • Added and bound c2d:HasSteamFriend
  • Added friendadd test
  • Added steam users ID sharing in lobby, added and bound c2d:ActivateGameOverlayToUser(dialog, clientID)
  • Added controller to Titleoid
  • Attaching game controllers again in SP mode, added controller to Titleoid
  • Added pp.isPPO()
  • Added param rIncludingNonMappable to scene:GetAllUserScenes and ctrl:GetAllUserScenes
  • Added and bound scene:GetClientUserTagValue and GetClientUserTagValueNumber
  • Added and bound c2d:GetGameName()
  • Added descriptions to most scenes
  • Added stomping rule to bridge battle
  • Added string.splitToLines, getReadTime
  • Added offline play setting
  • InterruptConstruct also sets Controller's construct being added to none
  • Added reactor set blueprint unobtainable, pioneer in base sky island unobtainable
  • Added Gastos to credits
  • Added missing particle System
  • Added offline play and connection errors
  • Added new team bridge battle scene: temple
  • Added new weapon sniper rifle
  • Added play tutorial button to settings
  • Added util.getHumanAssemblies()
  • Added table.randomize
  • Added tutorial
  • Disabled add player hint in online play
  • Added some sounds to menu
  • Added new blueprint bouncer to replace elevator
  • Added new bp: concrete pillar
  • Added more det. checks and separated joint pin solve to two steps
  • Added checks to solver, separated solver steps
  • Added reactor add resources
  • Added and bound Set/GetShareBlueprintsGroupID to control blueprint sharing between shuman controllers
  • Pioneer throws everything like tools with reliable velocity set instead of added
  • Readded missing resp stations from bridge battle
  • Added camouflage component
  • Added new pointer emoji particle System
  • Added pio.pointAtBG(pos, time)
  • Added respawn protection to resp station
  • Added new tier 1 weapon saw
  • Added five more places when all MOs velocity is checked for determinism
  • Base war: added intruder alert, game over camera on core destroyed
  • Added quick vote to replay scene
  • Added camera:setAllowZooming(set), camera:setEnableAutoZooming(set)
  • Added new zoom level for things tagged 'ship', tagged coalition ship ship
  • Added reactor set hue
  • Disabled auto walking in coalition climber and added more death conditions and behaviour
  • Added fpu infos and mo area
  • Added enable trigger to respawn station
  • Added new scene: base war planium hills
  • Added reactor add resources
  • Added new base war scene prototype
  • Added wrangloid easy to hostable scenes
  • Hookoid: players indestructible, added hook blueprint
  • Players can vote to start, added admin, moved missmatch warning
  • Added multi screen support for clickable menu
  • Added set respawn to random station setting to scene setup reactor
  • Added create game settings
  • Added option to garage to set veh not obtainable, set that in bridge builder
  • Added chaseoid activity
  • Added on back target to resp station
  • Added new clickable game menu with all lobbies visible
  • Added and bound c2d:GetSteamWorkshopEnabled()
  • Made PP the default config, and added a PPORelease config for PPO to all projects and solution
  • Can join any scene thats hosted, added cheat to host more scenes
  • Added new race map: planium race
  • Added CameraWrap, wip
  • Added cooldown to tennis racket
  • Added start resources to defendoid
  • Copy player tools test in player adder
  • Bridge Builder - removed some assemblies, added fourth player
  • Added and bound scene:GetControllersByScreen
  • Added and bound PS:PlaySoundUI with pitch parameter
  • Added hud.getAnyBPMenuOpen(ctrls), floaty texts for single screens, set some hud things to only render for relevant screen
  • Added and bound scene:GetCameraByPoints
  • Added and bound scene:WriteToScreenByWorldPosFC and WriteToScreenRelFC
  • Added camera.shakeAllScreens()
  • Added and bound scene:GetControllersPerScreen
  • Added camera.setAllCameras(pos, zoom) and temporary camera.getControllersPerScreen()
  • Added ctrl:GetCamera():AddShaking() test to ammotoid too
  • Added and bound GetCameraByAssemblies(rAssembliesIDs, rController)
  • Cleaned Controller code, removed old stuff, added comments
  • Added emoji wheel
  • Added util.scheduleUpdate(func, time, ...)
  • Added util.getClosestAssembly(pos, tag, filter, maxRange), util.flash also takes tables as argument
  • Added screen ID to controller, bound it to lua, mixing cameras by screen id
  • Added and bound scene:ActivateZonesAtPoint(pnt)
  • Added math.noise(x,y)
  • Added color.gray
  • Temp: auto adding missing pioneers on build
  • Added pio.destroyIncludingTargetAssemblies()
  • Added and set SNNeoNoire font
  • Added force start
  • Added to bomb tennis: scoring, game win, effects, outs
  • Added util.schedule(func, time, ...)
  • Added new scene: bomb tennis
  • Added new tool racket
  • Added util.boomPSAssembly(psName, target) and util.addTrail(target, time)
  • Added respawn.setRespawnAsStandardPio(set) to make all players respawn as standard pioneer in respawn station
  • Added util.flash(asm, time, lightness)
  • Added vehicle building phase in racetoid
  • Added little feedback to construction elevator
  • Added hud.add/stop_floaty_PS(name, target)
  • Added gun_helper.setAllowGiveBPOnExplosion(set)
  • Filled all ammotoid arenas, added sounds
  • Gun_helper: added addGunModifier(func) and removeGunModifier(id) to apply and remove modifier to/from all current and future guns
  • Ammotoid: prepared all arenas, added shape to planet, set mappable
  • Added cleanup to ammotoid for better performance
  • Added missing pp_ai function
  • Ammotoid: added crowns for winners, more AIs in loot bubbles, loot bubbles dont spawn items players have in hands, nicer effect and random delay for loot bubble respawn
  • Ice bug checks all broken off pieces to explode, added particle System trail effect when falling down dead
  • Loot bubble spawns helper AIs, floats around randomly, added particle Systems
  • Added start tips to ammotoid
  • Added trail white particle System
  • Added tiny tool activation delay after pickup to avoid firing first shots out of control
  • Ammotoid added temporary winning
  • Added AI player to ammotoid
  • Added effects to booster
  • Pop plant doenst add trail to tiny stuff
  • Ammotoid: added some juice
  • Added tool booster prototype
  • Pop plant adds trail to target shot up
  • Added loot bubble
  • Added feedback to shield metal when blocking a shot
  • Added respawn.setAllowRespawning(bool)
  • Added ammotoid prototype
  • Added state indicators to both knuckles

UPDATES
  • 4x faster performance of UI, optimizations in pioneer
  • Optimized gun_helper in with many guns, mostly primoid
  • More optimizations
  • Set 'Whole program optim' and 'FPU model Fast' on PPO DevRelease and Release
  • In regular PP now preloading all blueprints to also solve blueprint Preview pictures in particle Systems
  • Disabled pp.AI auto assigning teams, which breaks things like respawning sometimes
  • Prepared primoid achivement
  • Changed so MO can be charged with aurium while it is being consumed
  • Tweaked rocket aurium consumption and breaking
  • Rocket using aurium
  • Enabled whole program optimization for PP Release config
  • Optimized GetMOsInRange and similar functions
  • Made GetAssembliesInRange with optional param include hidden, same for other functions GetAssembliesInRangeByTag, GetMOsInRange, GetExplosiveMOsInRange, GetJointsInRange
  • Showing all IO warnings in dev release
  • Made GetHumanControllerTC local test
  • Changed PP DevRelease config to FPU:fast and whole program optimization
  • Floaty texts use new write function
  • Fixed new Write update pos and background glitch
  • Joint updates for crazy physics fix, wip. not affecting current physics
  • Updated menu write() test
  • Detecting steam overlay activated and pausing game if single-player
  • Chat string max 100 chars
  • Mad Enter key activate chat too, unbound form EnterExit during game but not in menu
  • Another small update to blank planetoid
  • Updated blank planetoid
  • Can host workshop scene after sub without restarting game test
  • Flashing game window if new player joined lobby
  • Showing scene info when selecting lobby scene
  • Hosting workshop scenes test
  • Changed bubble font for more readability in chinese locale
  • Updates for chinese font to be more readable
  • Showing other lobbies count wehn in lobby
  • Using aimPointRel() in pioneer
  • Set outline color in old write to screen functions back to black
  • Finished new scene:Write and WriteUpdate functions
  • Trap death effect
  • Stricter clean up including old tools and other assembled stuff, tweaked some blueprints to die for clean up
  • Removed out announcements from bomb ball since they dont count as typical outs anyways
  • Respawn protection effect also in pioneers tools
  • New font Write functions, including textured, wip
  • Moved titleoid script to lua file, showing ping of all lobbies
  • Updated gradients
  • Race: handling disconnected player on start, showing button to enter vehicle
  • Removed weird exe in shaders dir
  • Implemented newest SDL 2.09
  • Merged two messages about kick into one
  • Team left checker off by default
  • Removed two potentially IP infringing textures
  • "Saving Failed" error only in dev release
  • Disabled saving in tutorial
  • 20 sec delay on game start before auto kicking
  • FPU try to setup to standard on game start
  • Updated memory req. and recomm. check for PPO / PP
  • Updated the version text
  • Testing ending game when complete enemy team left in bb temple
  • Not winning bridge battle if all other leave
  • Not respawning disconnected players
  • Bridge battle: handling disconnected players
  • Base def: sounds, after completing all waves spawns waves with double enemy count, then triple etc
  • Resp station chooses randomly between multiple in hands and on back targets
  • Timing out faster on error
  • Disabled "tell max this happened"
  • Bomb ball adjustments
  • Bb temple: updated light map
  • Made respawn protection more visible last 5 secs instead of 7
  • Using "singleplayer" tag for offline recommendation, tagged hookoid
  • Commit so files match
  • Enabled friendly collisions in race levels
  • Physics solver optimizations and old code cleanup
  • Made Grappling Race players collide
  • Removed a print
  • Fly out test
  • Temporary disabled fly out copy of pioneer to mounted stuff
  • A bit of optimization on physics solver and old code cleanup
  • BB temple: platfrom is shifted and slippery to avoid too many items
  • Tower Builder - made some objects unobtainable
  • Set loot chest tesselation higher for better breaking perf
  • Bb lava caves resp station starts activated
  • Chnaged all pioneers head mats from flesh to bone dense
  • Reactor scene setup has enable friendly collisions trigger instead of disable since they are disabled by default (soon)
  • Set default zoom a little bit more unzoomed for PPO
  • Commented out pioneers collisons disabling code
  • Can not obtain start pioneer blueprint
  • Shortcut for hiding user interface enabled in release
  • Disabled team player collisions by default
  • Testing FF off via reator in base def bunkers
  • Put CheckAssembliesFlyOutColliding before blueprints scripts run
  • Disabled play while waiting feature
  • Scene cleanup also cleans guns when ammo is off
  • Made reset user's config to load tutorial instead of old vote scene
  • Overhauled names of ALL the PPO scenes, their descriptions, and organization in the game menu They are now named: [Game mode name] - [Location name].png
  • Added colon to the complete scene string that shows up at beginning of PPO battles
  • Base def not sharing BPs, using standard pioneer
  • Assembly lock assembly is hologram style
  • Allowed '-' char in names
  • Smoother bomb tennis cam
  • Menu scenes by tags: "Online Multiplayer" and "Singleplayer", tagged all scenes
  • Renamed bridge builder to bridge builder lava caves
  • New wip scene: bridge builder deep tunnels
  • Updated todo miros
  • Disabled auto download workshop items in PPO for determinism reasons
  • Commented out RDRandom overloads, replaced NDRandom in Ammotoid and disabled steam workshop
  • Test: NDRand funcs return rand
  • Disabled cam in ammotoid
  • Setting ready done via engine again
  • Ammotoid 4 player support
  • Updated Base Defense
  • Removed send error on discovery
  • Removed checks
  • Error checks
  • SwithcToMenu catch
  • Base def: more wait time, inf ammo test
  • File match commit
  • First player is host
  • Fixed tool Booster making Pio's legs freeze for a second after jump
  • Updated mini ship to break when any jet broken, added and bound MOSet:BreakMOAtRandomPoint()
  • Unbound Scene sound effect functions, since they're moved to Controller. (SetReverbDecayTime,...)
  • Sniper reloads faster
  • Updated bridge builder, lava fall equal to gravity, less harming, pit shapes
  • Can restart game alone
  • Enabled achievements
  • Less loud snoring
  • Reverb calculated per screen
  • Updated hidden state of assembly by all linked objects
  • Completed steam achievements
  • Removed c2d:SetSteamAchievement
  • Updated Chaseoid, made terrain easier to walk and jump to places
  • Made omni lights smaller in PPO for more performance
  • Updated active zones in bridge builder
  • Updated Tower Builder
  • Updated bridge builder
  • Implemented Coherent 2.8.2.0
  • Updates on PP and PPO workshops
  • Correct coherent js files
  • Polished bomb tennis
  • More achievements and some other polish
  • Removed Binding folder
  • Removed two old unused .c2d files
  • Renamed bridge battle to bridge battle islands
  • More achievments
  • Removed stomping from bridge battle, shoots up pioneer when stomping
  • Changed http request fail (due to connection loss) to warnings instead of general error
  • Removed the wrong is friend when holding shift
  • Res filler polish
  • Updated c2d:GetGameDataSHA()
  • Drone takes 2x longer to explode
  • Res filler doesnt fill dead and detached pioneers
  • Experimental: showing pointy finger for everyone
  • Forgotten file
  • Ammotoid can be completed offline, polished ending
  • Got back 'inline' to math functions
  • Can not host locked scenes
  • Disabled zooming in carnageoid
  • Set button repeating a bit faster
  • Pp.leaveScene completes scene unless called with false
  • Resetting menu selection when jumping between menus
  • Made scene start with random random seed in SP too
  • Prepared scene unlocking and showing in menu
  • Showing if scene completed in menu
  • Updated meta save funcs to save to ctrl
  • Scene hint disabled in edit mode
  • Scene not recommended for offline play turn gray
  • Removed double scene tip from base war
  • Bridge builder: replaced rope with thether
  • Disabled auto cam shaking
  • Cant start game if scenes are different
  • Removed desc, goal from vote scene
  • Optimized SetSceneTagValue
  • Updated LuaManDocs
  • Tweaked ammotoid throwing rule again
  • GetClientSceneUserTagValue changed to GetClientUserTagValue
  • Plank stability nerf
  • Updated friend add test
  • Working playing while waiting
  • Merge commit
  • Titleoid gets all user scenes
  • Updated user interface Enter to select and joypad hat to work for choosing too
  • Updated tutorial desc
  • Meta.save/loadValue funcs per ctrl
  • Players start with even less in base defense
  • User tag values shared over network in game, bound related lua functions to controller
  • Ui:getMenuTopY()
  • Updated showing scene info in menu
  • Showing scene info on start
  • Playing while waiting prep
  • Made game load tutorial on start
  • Nerfed booster
  • Updated comment on interrupt construct
  • More code polish and old stuff removal
  • Tweaked bouncer
  • Loot chest stays active when dropping, better target finding
  • Loot chest crumbles after drop
  • Using sin and cos from engine
  • Removed more test stuff, got back collisions and joints solver into one step
  • Removed more det. checks, using piles of MOs again
  • Bound C2DMath_Sin and C2DMath_Cos to Lua
  • Temporary math functions replacement test
  • Base defense improvents, enemies coming from both sides
  • Fading out menu when settings are open
  • Forgotten file
  • Experimental: showing pinged at assembly
  • Base defense updates
  • Grenade launcher is tier 3 now
  • Not showing left click hint when already assembling
  • New wip mode: base defense
  • Tutorial scene
  • Updated determinism checks
  • Change to save terrain if TOs count is > 20k
  • Showing scene desc and goal in menu test
  • Updated determinism checks, updated Maths fmod functions
  • Removed deep det. tests
  • Getting exact values in joint solver desync
  • Removed front turret in base war planium hills
  • Base war: weapon blueprints can not be obtained, nerfed coalition turret
  • Removed determinism checks from regular PP
  • Added bouncer to sky island, updated map
  • Updated joint solver, checking more values
  • Disabled zooming while blueprint menu is open
  • Removed key shortcut that is for internal test only
  • Flame trap lighter
  • Scheduled updates stop when returning true
  • Trap flamethrower attacks enemies
  • Another new determinism checks
  • New determinism checks
  • Merge comitt
  • Updated base war scenes with add blueprints reactor
  • Blueprints are shared by teams
  • Many more det. checks in solver
  • Showing plr game slow down instead of ping
  • New determinism checks
  • Saw can be thrown on + other tweaks
  • Thruster component is colder
  • Bridge battle map tweaks and active zones
  • Removed the biggest boulder from bridge battle
  • Space teleporter doesnt count players that left
  • Polished pointing at stuff
  • Pio.pointAtBG() not doing anything when carrying something
  • Updated det. checks, switched off MO sleeping
  • MiroMode tweaks
  • Det. logs backup
  • Updated determinism checks
  • Updated determinism checks
  • Made Pioneer Imperatus a little less massy, as per Filipex' req
  • Light reset - also unlink old render meshes
  • Removed doors in Colliseumoid
  • Aslo removed plank buff in tower builder
  • Removed plank buff in bridge builder
  • Moved map ping to emoji menu, pioneer points at what he pings
  • Emoji wheel appears at middle of screen again
  • Bridge battle respawning automatically when falling down
  • On start of game showing you as you
  • Minor tweaks in tether
  • Bridge battle map tweaks
  • Resp station doesnt do actiate effect if set to respawn to random stations
  • Planks 30% more stable
  • Bridge builder: removed roly poly from inside wall
  • Bridge builder made rest of lanet not accessible
  • Bridge battle: players get res when someone dies, blueprints can not be obtained by atomizing
  • Coalition turret: cannon destructible, dies when deattached fully from wall
  • Line endings merge
  • Removed mIndexBufferQuadsSet from render data, using index buffer directly
  • Disabld corutines again
  • Removed trap claw from bridge battle
  • Enabled corutines
  • Forgotten code
  • Replay with LoadSceneMP insetad of c2d:Reset()
  • More MOs velocity checks inside identified desync zone of code
  • Titleoid user interface doesnt react when settings open
  • Wep containers have bigger tessellation for less lag and noise
  • New scene: bridge battle
  • Moved all MO velocity det. checks to physics solver
  • Det logs backup
  • Disabled lua side zooming in titleoid
  • Made zoom rubberband values adjustable, set higher in base war
  • Coalition turret smaller clip size
  • Shield metal now has mount joints!
  • Set component joints voluntary
  • Pioneer doesnt turn when placing BP, doenst collide with things not colliding with his tools like components
  • Components dont react when selecting or placing blueprint
  • Coalition turret is weaker
  • Coalition ship dies a little easier
  • Base war planium: different color themed BPs, closed of sides a little
  • Coalition ship hides seats when flying
  • Garage supports teams, has hue shift setting
  • Disabled math.random() right away on lua state init just in case, then overwritten in c2d_math.lua
  • Disabled lua coroutines
  • Removed accidental commit
  • More FPU checks, DetLogs backup, new version
  • Prepared another FPU checks
  • Pioneer restores friction of thing on back on death
  • Can not get pioneer blueprints from respawn station bodies
  • Coalition turret range way lower
  • Coalition ship can die, stops jets when all pilots leave
  • Power core flashes when loosing area
  • Sky island: resp stations enabled from start, removed first chest with nail gun
  • Resp stations assigns team immediatley
  • Coalition turret slightly lighter to use < 1000 metals
  • Tool booster doesnt activate when driving vehicle
  • Panning back cam when zoomed out far and opening blueprint menu
  • Bomb tennis camera not affected by players on other screens
  • Lots of base war tweaks
  • Disabled stealing tools from other pioneers
  • Lootchest gives blueprint to everyone in team instead of near players
  • Showing ms ping in shift menu again
  • Base war: wep drops and blueprint drops x2 slower
  • Respawn stations support teams
  • In menu showing ping as word and ms
  • Cant open emojis in vote scene
  • Handling disabled steam workshop in some blueprints
  • Clickable vote scene, with multi votes now, also showing names and randomizing if multiple scenes have the same amount of votes
  • Getting steam app ID and using it for game network version
  • Moved clickable menu funcs to c2d_ui
  • Forcing different standard pioneers for now until defualt pioneers work
  • Chasoid: random respawn station, eliminated players are red in list, new blueprints every 20 secs insted of 10
  • Gun helper also can set atomizable again
  • Loot container guns turn atomizable after 20 secs
  • Showing abandon body tip only for that client
  • Defendoid: players start with jetpack instead of grappling hook
  • Thruster less heavy and less big
  • Drone takes a bit longer to explode
  • Nicer clean up with fade out and better cleaning rules
  • Set chaseoid to delete garbage MOs
  • Removed blueprints from titleoid, they made a lot of sounds
  • Updated Tower Builder with active zones and a bit longer caves between areas to separate them for objects activity
  • Updated buildconfig.lua, removed steam_appid.txt, because it's not supposed to be shipped with build
  • Properly handling disabled workshop in planium race
  • Chaseoid - updated script, set four players
  • Updated Chaseoid, easier to move around, camera focus, background terrain holes fixes,
  • New planetoid Chaseoid prototype
  • Merge commit
  • Added new loading screen, lil updates on steam matchmaking
  • Prepared steam matchmaking callbacks
  • Steam matchmaking wip
  • Implemented newest Steam API 1.44
  • Steam_appid.txt now contains right app ID (PP or PPO), deleted in release mode before steam is init
  • Temporary workaround for speech bubbles user interface with new camera
  • Trigger on zoomed to limit only checks first controller
  • Updated sky texture in Minotaurus with new one
  • All players fade out when finishing gmae with space teleporter
  • Bird has light and less breakable when player controlled
  • Lua-wrapped another class: ConstructWrap
  • Finished CameraWrap
  • Set fading back to black instead of red (which was for a test)
  • Changed old background stars texture to new in 7 scenes
  • Made net games start with different random seed each time
  • Defendoid: players gain resources on each completed wave, more loot, steam altar in steam shop behind steam door
  • Defendoid skip wave button no 5 sec wait
  • Made gui hints compatible with new camera and enabled again
  • Emoji wheel shows just with abandon vote when no spark or assembly there
  • Not leaving scene when in edit mode
  • Better bird controls
  • Welder pull force buff
  • Made tower builder map more interesting and longer
  • Not entering selected veh in racetoid
  • Made bridge indestructible in racetoid
  • Made floaty_text FC rendering work with remote controllers
  • Disabled max packet size measure
  • Set emojis always active
  • Max packet size measuring enabled
  • Showing player names longer on game start
  • Short emoji wheel cooldown after world ping
  • Testing emoji wheel opens at mouse pos
  • Made Titleoid work with joypad, and any device currently used, updated buttons, bound ctrl:GetGameControllerType() to lua
  • Hand also blue when placing blueprint and assembling
  • Disabled assembling and atomizing in menu
  • Updated Hookoid
  • Updates on oversized packets
  • Measuring max packet size disabled in the end, seems useless
  • Updated Titleoid
  • Updates on max packet size measuring
  • Init work on max packet size measure, comments, red fade test
  • Not disconnecting from sever if game desynced
  • Made Bridge Builder a bit nicer
  • Missing space in desync warning
  • Scene fragment night sky for easy apply to other scenes
  • Made Vote Scene a bit nicer
  • Showing which players are still loading in loading screen
  • Esc while waiting others to load disconnects player and switches to menu scene
  • Cleaned up pp_camera
  • Testing effect to indicate player is in blueprint menu
  • Not going to vote scene on death if all players left
  • Using getControllersByScreen in hud.writeToScreen
  • Removed remaining old cam code from pp_respawn
  • Removed cam from wrangle and vote scene
  • Removed scene:GetShowMinimap from pp_bpmenu
  • Made zoom_map stuff work with new camera
  • Bound c2d:FlashAppWindowIconInTaskbar, safe to even every frame, it does this only once a three seconds
  • App icon flashes in taskbar when window in unfocused
  • Not showing resources bar in menu scene
  • Made emojis work with sparks too
  • "no backup" too
  • Press again to abandon body only showing on relevant screen
  • Updated attaching joypad also when Esc, Enter or Space is pressed
  • Game proj settings changed
  • Bound more Btn_.._Repeat functions
  • .....

See comeplete changelog here

Planetoid Pioneers - data010


It's been really cool seeing people have so much fun with the various game modes since launch - and it's a blast to be joining you from time to time too!

PERFORMANCE
We have also been working hard on nailing the biggest issues people have been having with Planetoid Pioneers Online, and this update addresses the performance one in two big ways:
  • First, multi-threading of the physics is working again - now alongside our perfectly deterministic networking system! That was not easy to track down.
  • Second, we have improved the way objects on the ground are being cleaned up during long or intense gameplay sessions.
Both these optimizations together have a huge impact on helping people with slow computers not also slow down the simulation for everyone else in any particular game. Read more about that here.

IN-GAME CHAT
The really neat thing coming out today though: The coolest in-game chat you've ever seen! Comic-book style speech bubbles over your Pioneer's head... cooperate, coordinate, and taunt - but try to keep it civil, please. We're working on a muting feature, so if what you're saying isn't appreciated, other players can just muzzle you.

DISCORD
We have opened up our community Discord server to everyone, and made all previous Contributor Edition owners special members there. Come join us to coordinate games with people, edit game modes, and talk shop: https://discord.gg/0uOKhubnen2sJ6bl

https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/
UPDATE HIGHLIGHTS:
  • In-game chat using comic-book style speech bubbles! Just press [T]
  • Improved performance with parallel physics solver
  • Improved performance with better scene clean up script
  • New Menu!
  • Better waves in Wave Defense mode, getting much harder!

FULL CHANGELOG:
ADDITONS
  • Added ServerMan
  • Added active games count
  • Added discord buttons
  • Added and bound c2d:SetMainWindowTitle()
  • Added and bound GetAimPointRel
  • Added effect to saw if thrown while activated
UPDATES
  • Prepared hosting and downloading workshop scenes
  • Implementing chat to network and server, wip
  • Input updates for game chat
  • Game chat, wip
  • Updated PP build number
  • Changed bubble font for more readability in chinese locale
  • Updates for chinese font to be more readable
  • Showing other lobbies count wehn in lobby
  • Using aimPointRel() in pioneer
  • Set outline color in old write to screen functions back to black
  • Updated build number for the coming perf update!
  • Enabled play while waiting, returning player to lobby if someone joined
  • Finished new scene:Write and WriteUpdate functions
  • Trap death effect
  • Stricter clean up including old tools and other assembled stuff, tweaked some blueprints to die for clean up
  • Removed out announcements from bomb ball since they dont count as typical outs anyways
  • Respawn protection effect also in pioneers tools
FIXES
  • Added server and lobby count to play while waiting, fixed some errors and warnings
  • Fixed Write javascript error
  • Fixed parallel physics solver for determinism
  • Fix:ignoring hologram MOs in auto-mounting joints
  • Fixed disconnect reason was nulled in discovery state, added kicked from lobby/game
  • Fixed blueprint category sorting when translation is missing
  • Fixed camo engine not dying when removed from body
  • Base def: improved performance, fixed negative wave counter
  • Fixed ppo settings in pp
  • Fixed pioneer jumping in opposite direction if cursor behind sometimes
  • Room rush: fixed now showing "final arena"
Planetoid Pioneers - data010

A heads up that the launch discount for Planetoid Pioneers Online expires in only a few hours, so if you had fun playing it for free last weekend, you might want to jump on it now:

https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/
Especially since our server stats show that most of you didn't even get to some of the deeper but most fun game modes, like Base Battle:
https://youtu.be/M35d_-3uZ1o
It's one that most reminds us of classic Cortex Command action: back-and-forth struggle to smash the sensitive core barricaded inside each teams' base bunker!!


Planetoid Pioneers - data010

(image by Arne and community member MaximDude)

It's a monumental day for Data Realms..
Not only are we launching our first online multiplayer game today:

https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/
But we are also letting our first baby out into the world! Cortex Command was something that started as a passion project in high school, and ended as a title with such an unexpected long-lasting community and staying power that we're very proud of.

Despite oodles of official content, many feel that Cortex Command was never "finished" - and we're actually extra proud of that fact. The game both grew into something far beyond our own hopes, and also remained open-ended and flexible enough to let others pick up and take it even further!

One of those people is Weegee, who joined us from the community, and has in recent years contributed a tremendous amount of work and features to the official codebase that we are releasing to the public today.

Not only did he add a ton of additional interfaces to the scripting and ini files for modders to use when accessing the engine, he has even worked out a functional networked multiplayer mode for Cortex Command! This is an impressive feat, and uses non-traditional techniques - albeit it only works well on local networks (LANs) for now.

Anyway, the codebase today contains all that good stuff, and can be considered as Build 33, with the short form changelog to be found at the end of this post.

Without further ado, here is the now open source'd repository:
https://github.com/DataRealms/CCOSS
We anticipate that releasing this will ensure CC lives on and stays vibrant for even longer than it already has! We wish you luck and hope you have fun digging through the high-school-era code in some of the older parts in there ;)

Major features:
LAN Multiplater
Implemented mass and passengers count constraints for crafts
Dynamic pie menus
Dynamic buy menus

Fixes:
Reworked loading screen to reduce loading time.
Added an option "DisableLoadingScreen" in settings.ini to disable loading screen completely to reduce loading time (Thanks Duh102, CrazyMLC, MaximDude)
Fixed InvincibleCrafts and ToughCrafts global scripts (Thanks 4zK)
Fixed a bug when AEmitter flash was drawn in the wrong position if emitter was not emitting.
Fixed a bug in Siege when incorrect units wear spawned.
Fixed a crash when calling TimerMan.TicksPerSecond in Lua script
Fixed a situation where flipped crafts dropped units in invalid direction.

Added shortcuts and bindings:
Added binding UI for weapon pick, drop, next, prev and reload for "keyboard only" and "keyboard" control schemes.
You can press CTRL + ~ (ConsoleMan.ForceVisibility = true) to toggle console which does not grab input.

F1 - Shortcut help
F2 - Reload all scripts
F3 - Dump console text to file
F4 - Dump console input to file
F5 - Clear console log

New global scripts:
Added Low Gravity and Faster walking global scripts.
Added bulky drop ships global script.
Added global scripts to disable buy menu constraints.
Added Global scripts Better jetpacks, Constant Gold Income and All Units Are Brains

New collections:
MOSRotating.Emitters
MOSRotating.Attachables
Scene.Deployments
Emitter.EmissionList
PresetMan.Modules
DataModule.Presets
Planetoid Pioneers - data010


Well folks, it's been a decade-long journey here, but today we launch our first internet-multiplayer game, built with our own Crush2D networked physics game engine:

https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/

To celebrate, we are making the game FREE to play this whole weekend - so get your friends in on some of the carnage! We're also giving everyone a 50% off the already low price.

Finally, those who supported us by buying Planetoid Pioneers Contributor Edition, get a free copy of Planetoid Pioneers Online to keep! We love you guys.

Pass around the trailer to get some people interested in joining you for some bashin':
https://youtu.be/yl-rqUCakUI
Planetoid Pioneers - data010
LAUNCH DAY IS TOMORROW!
Here's today's super intense game modes:

PvE with your buddies against waves of baddies coming after your hide!
https://youtu.be/tMggKW_vEPM
Who will be the last pioneer standing - one of the most intense modes!
https://youtu.be/7BPcv-18O6g
Planetoid Pioneers - data010
This month marks exactly TEN years since we started building the Crush2D game engine, which now finally also supports networking with perfect sync the super detailed game-affecting physics on up to four computers over the internet! We are proud to present Planetoid Pioneers ONLINE:



This technology has allowed us to make some really crazy physics-driven game modes for networked multiplayer, TWELVE of which will ship with even the Early Access launch of Planetoid Pioneers Online THIS WEEK!

Leading up to that big day, we are doing a video series showcase, demonstrating two unique game modes every day until launch. These are the first three days' worth:

PvP back-and-forth battle, room by room
https://youtu.be/E0ul0VbL9hw
Co-op building of structures to reach the highest heights
https://youtu.be/JPqSr3AidtI
Co-op defense of you and your pals' base against AI baddies
https://youtu.be/eZWLowHqj_o
Race customized rovers around entire planetoids; don't die
https://youtu.be/iMLYGaapV0g
PvP battle on tiny sky islands which can be bridged
https://youtu.be/MG0XA5LeIwE
Frantic race with grappling hooks ONLY - concussions guaranteed!
https://youtu.be/AXUPBRVC23E

Stay tuned for the coming modes in the coming days - and the Early Access launch of Planetoid Pioneers Online itself on Thursday!
Planetoid Pioneers - MKSTER


We had a bit of a date-based meltdown after the new year rolled around, so the game would start but the ship would be stuck on the loading screen forever... oops. This, along with the Cyrillic characters in the install path preventing the game from even starting, are only two of many (enjoy scrolling below) fixes and improvements in Release Build 9, out now!!

HIGHLIGHTS:
  • 2k19 bug fix
  • Game start with russian and other computer names now
  • Prep for upcoming online multiplayer (oh snap)

FULL CHANGELOG:
ADDITONS
  • Added settings flag to multiplayer menu scene too
  • Added emoji wheel
  • Added util.scheduleUpdate(func, time, ...)
  • Added util.getClosestAssembly(pos, tag, filter, maxRange), util.flash also takes tables as argument
  • Added screen ID to controller, bound it to lua, mixing cameras by screen id
  • Added and bound scene:ActivateZonesAtPoint(pnt)
  • Added math.noise(x,y)
  • Added color.gray
  • Temp: auto adding missing pioneers on build
  • Added pio.destroyIncludingTargetAssemblies()
  • Added and bound c2d:DisconnectPlayerFromServer(ctrlID)
  • Added GetGameInfo().players.disconnected and desynchronized
  • Added and set SNNeoNoire font
  • Added force start
  • Added and bound c2d:GetGameInfo
  • Added and bound c2d:LobbyStartGame()
  • Added gameNetVer to lobbies, discoverying servers all time for now
  • Added and bound c2d:GetLobbies(), JoinGame and CreateGame
  • Added c2d:GetNetworkState()
  • Added c2d:ConnectToServer(id) and added id to discovered servers
  • Added game keys mechanism to filter out pirated versions from servers
  • Added PP_ONLINE_GAME def, disabled workshop
  • Added SimpleDoc JSON parser, getting online servers from ServerMan
  • Added minimal reaction chat test
  • Added to bomb tennis: scoring, game win, effects, outs
  • Added util.schedule(func, time, ...)
  • Added new scene: bomb tennis
  • Added new tool racket
  • Added util.boomPSAssembly(psName, target) and util.addTrail(target, time)
  • Added respawn.setRespawnAsStandardPio(set) to make all players respawn as standard pioneer in respawn station
  • Added util.flash(asm, time, lightness)
  • Added vehicle building phase in racetoid
  • Added little feedback to construction elevator
  • MiroMode adds 3 loot bubbles and resets every 5 mins
  • Added more info into det. debug frame - obj added from Lua/engine, deleted timers info
  • Added miroMode
  • Added created timers debug info
  • Added checkbox to show/hide net status
  • I shortcut disabled in net game, added shortcut 7 to start game with debug
  • Added debug determinism setting before starting game
  • Added hud.add/stop_floaty_PS(name, target)
  • Added gun_helper.setAllowGiveBPOnExplosion(set)
  • Added random seeds check also to simple determinism check
  • Added info about server's determinism frames checked
  • Added frames-behind status
  • Filled all ammotoid arenas, added sounds
  • Gun_helper: added addGunModifier(func) and removeGunModifier(id) to apply and remove modifier to/from all current and future guns
  • Ammotoid: prepared all arenas, added shape to planet, set mappable
  • Added cleanup to ammotoid for better performance
  • Added missing pp_ai function
  • Ammotoid: added crowns for winners, more AIs in loot bubbles, loot bubbles dont spawn items players have in hands, nicer effect and random delay for loot bubble respawn
  • Ice bug checks all broken off pieces to explode, added particle System trail effect when falling down dead
  • Loot bubble spawns helper AIs, floats around randomly, added particle Systems
  • Added start tips to ammotoid
  • Added trail white particle System
  • Added tiny tool activation delay after pickup to avoid firing first shots out of control
  • Added net traffic info also in bits/sec
  • Added simple version of determinism checking, without debug info
  • Ammotoid added temporary winning
  • Added AI player to ammotoid
  • Added effects to booster
  • Pop plant doenst add trail to tiny stuff
  • Ammotoid: added some juice
  • Added tool booster prototype
  • Added total packets sent and received to network info
  • Added client PPS limit, disabled SHA packets check
  • Added data flow info and debug determinism checkbox
  • Added ask for missing frames delay
  • Netgame - added run-time-settable option to limit Packets per Second sent by server game
  • Pop plant adds trail to target shot up
  • Added loot bubble
  • Added feedback to shield metal when blocking a shot
  • Net settings exposed in gNetCfg and games connect controls added into Editor
  • Added respawn.setAllowRespawning(bool)
  • Added ammotoid prototype
  • Added state indicators to both knuckles

UPDATES
  • Set vote scene not mappable
  • More varied featured planetoids
  • Turned off fake online mode
  • Visual polish for multiplayer shift user interface
  • Fixed util.scheduleUpdate passing wrong time to update function
  • Emojis scale by zoom
  • Updated showing player info and shift click highlight
  • Setting ctrl cam target after cam update, because script can change ctrl's cam pos
  • Ammotoid uses controller cameras only
  • Ammotoid: always activating active zone in current arena
  • Optimized NetGames:GetGameByID
  • Joystick input over network (vector instead of abs point), wip
  • Optimized NetClients:GetByAddr with hash table lookup
  • Also showing all zone activating points yellow X in active objects and zones wires (ctrl+shift+K)
  • Disabled game controller functions for PPO - returning constants.
  • Deleting all workshop blueprints and scenes on start if workshop not enabled
  • Updated and used (not) STEAM_WORKSHOP_ENABLED for PPO
  • C2d:GetDateTime returning 'not avail...' when network game and not edit mode
  • Disabled switch to menu when zoomed out in PPO
  • Returning to vote scene after finished rounds on all planetoids, made hookoid completable
  • Game can be completed in multiplayer too by leaving with rocket
  • Showing player info with shift test
  • Ctrl+N to show/hide netgame on-screen status
  • Optimized det. debug frames
  • Checking edit mode in det. debug
  • Finished server to work in fast devrelease mode
  • Turned OFF client catchup
  • Turned ON client catch up for a test and turned OFF activating zones by camera
  • Updates on Server
  • Can only create 2 plr gmae for ammotoid for now
  • Disabled restarting game when no backup found and double pressing X
  • Showing if a player left or this computer lost connection
  • Showing esc button hint in vote scene
  • Finished server will be closing feature
  • Updates on server user interface
  • First implementation of Server user interface
  • Net game uses camera pos now to activate zones
  • Removed camera:GetFocusArea
  • Temporary solution for net game: attaching keyb to all controllers so GetAttachedGameControllerType() returns 3 as it should
  • Disabled ctrl+X in PPO in game mode and when network is enabled
  • Terminating game if client is the last remaining player on server
  • Temp: hold ESC to leave game
  • Tracking disconnected players, can leave in vote scene with esc
  • Temp: deleting all pioneers without controller in multiplayer on build
  • Turned off client catch up
  • Got back client catchup for test
  • Forced to load vote scene for game scene on startup to load game faster. anyway the game scene re-loads on network game start
  • Editors disabled in PPO release
  • Drag and drop allowed in edit mode only for PPO
  • Optimized - deleting old net debug frames
  • Renamed pp_chat to pp_multiplayer and cleaned up code
  • Voting now happens in vote game scene
  • Optimizing game recording to keep only several seconds of game in buffers, to save memory mainly for server games
  • Got back original font
  • Fixed WriteToScreenRel, updates on net game
  • Titleoid change
  • Showing player names
  • Pp_chat emoji test
  • Always refreshing lobbies after disconnect
  • Floaty particle System polish
  • Floaty particle Systems move up
  • Updated crush2d domain everywhere
  • Showing more lobby and connection state info
  • Included server version in statistics
  • Can choose lobbies and create new ones
  • Updated and bound c2d:DisconnectFromServer and ConnectedToServer
  • Showing lobbies instead of servers
  • Update: discovery after load only, not during load engine anymore, otherwise ping is incorrect
  • Lobby test
  • Disabled our debug warnings and hints in release version
  • Floaty texts stack smoothly
  • Multiple floaty texts stack
  • Can only vote to abandon once
  • Join first server with E btn
  • Esc triggers test abandon vote in multiplayer
  • Net code polish and some clean up
  • Scene no more paused when waiting for connected game to start
  • Working scene vote prototype
  • Set up communication between map and menu
  • Titleoid scene vote test
  • Chat disabled in single player
  • Tower builder 3p
  • Bomb tennis 3p
  • Pioneer height ray canclel test
  • Updates on determinism debug
  • Update on finding suspicious det debug frame
  • Always debug determinism updates
  • Always debug determinism update wip
  • Checking game network version, so only players with the same version can connect to the same game
  • Checking server version, bound c2d:GetServerVersion and GetGameNetworkVersion
  • Saved Jet race scene to Hookoid, scaled down whole planet, added two gates, updated ceilings
  • Game now sends error log to db from dev debug sessions
  • Set Titleoid to menu scene, enabled grids, disabled zooming into game and menu
  • Updated discovering servers
  • Updated Earthoid to start on any key press, and not loading it as game scene if set so from last play/edit
  • Created PP Online project, made Earthoid its menu
  • Auto connect to server with ctrl+shift+1..4, only connects to specified IP now in editor
  • Server statistics update
  • Server gains and sends statistics
  • Server registration updates
  • New scene: tower builder
  • Server now registers with ServerMan, updated SimpleDoc with JSON output
  • Bomb tennis: respawns, sounds, effects
  • Racket checks LOS to target
  • Polished racetoid: enter vehicle to get ready, can upgrade animals too, no AIs in network play, other small polish
  • Made grappling hook more responsive
  • Can always respawn in networked play
  • Done rotating hologram in net game
  • Updates on blueprint menu handling over network
  • Polished bridge builder
  • Welder is more powerful
  • Made assembly lock work with reactors
  • Garage is alwyas ready to produce if nothing is linked to set it ready
  • Blueprint menu over network - wip
  • New scene: bridge builder
  • Removed old assembly
  • Polished ammotoid clean up
  • Ammtoid restarts after game over
  • Ammotoid AIs use booster randomly
  • Chnages to ammotoid
  • Russian lang updates from PPTest
  • Pause game when determinism debugger finds error
  • Freeing memory of checked debug frames
  • Finished determinism debugger working now over internet
  • Debugger update
  • Debug slows down game when waiting for missing data
  • Updates in det debug
  • Updates on determinism debugger
  • Disabled drag and drop when playing over network
  • Jet Race prototype
  • Ammotoid showing Bot/controller type with icon over player
  • Ammtoid turned off restart tip and gun helper giving blueprints
  • Fixed rencent update on radnom seeds check
  • Updated random seed desync check in simple det. test
  • More info on pp_respawn missing game controller error
  • Spikes grenades synchronize timers with connected grenades
  • Disabled clamping gui hints to screen border for now cause it breaks determism
  • Switched off determinism debug for other testing
  • Deleting old det. debug check frames
  • Slowing down game when some client's computer is slow
  • Strings are displayed with "" in debug things
  • Showing line of code it happened at in error
  • Removed determism breaking relative camera pos funcs from carnageoid
  • Pause not allowed with O in net game, optimized determinism checking
  • Network game pausing and unpausing
  • Determinism debug updates
  • Determinism debug updates
  • Updates on determinism debg
  • Updates on determinism debug
  • Determinism debugger updates
  • Updated on determinism debug, wip
  • Network - finished over-sized packets sending and re-sending lost parts
  • Loot bubble starts dead so AIs dont attack it
  • Updated oversized packets on server
  • Ammotoid changes
  • Heavy machine gun now has dual shot
  • Gun_helper supports shooting multiple bullets at the same frame and takes particle System link to MO direction into account for aim correct
  • Dx11 topology
  • Network updates
  • Ammotoid: loot bubble contains group of drones
  • Loot bubble loot doesnt collide with looter for 0.5 secs
  • Loot bubble can have multiple loot items
  • Radar helper: doesnt trigger '?' if enemy got killed
  • Simplified particle System debug string
  • Minor changes and code comments
  • Not fading from black when restarting with editor mode, hacky lua way for now
  • Net game updates, loading scene, temp. determinism fix in c2d:GetNDRandom functions
  • Re-throwing error exception in non-release mode, updates on network
  • Handling and writing on screen desync and disconnected state of all clients
  • Updates on determinism check and clients connection timeout disconnecting
  • Polished booster controls more
  • World pin unmounts from world if mounted object gone
  • Up to 4 players
  • Blank planetoid for three players test
  • Default players count 1 for my faster tests
  • Port change
  • Server updated: handling client disconnecting and empty games deleting
  • Ammotoid: set up teams, AI players always see enemies, more bubble loot with better randomization
  • Loot bubble supports vehicles as loot
  • Default players to 2 for a game for faster testing on two computers
  • Updates on net game. ping measuring, number of players setting
  • Started on vertex buffer code for dx11
  • Updates on missing frames and simulated packets drop
  • Updates on net game
  • Older net code clean up
  • Updates on C2DServer and network game
  • Updates on C2DServer
  • Updates on C2DServer
  • Loot bubble can not be shot to collect loot
  • Ammotoid: smoother cam, testing vertical cam follow
  • Lots of updates on server and net communication
  • Ammotoid cam set by arena borders now working with all screen resolutions
  • C2DServer wip
  • Ammotoid: pioneers die when not functional, updated arenas
  • Booster breaks harder, doesnt work when pioneer dead
  • Reactor set background also sets assemblies to not collide with particles
  • Grenade spikes explodes when damaged, only attaches to destructible assemblies
  • Sticky launcher can only shoot 3 grenades at a time
  • Reactor set indestructible also includes joints of target
  • Pioneer cancels tool name tip if tool broke
  • Ammotoid: assemblies thrown at enemies head are lethal, loot bubbles respawn, added some particle System effects, updated arenas, fixed incorrect blueprint images in loot bubble
  • Grappling hook can not connect rope to other ropes (at your own risk)
  • Disabled perf log again
  • Pioneer turns when aiming behind him and shooting, but doesnt shoot while turning anymore
  • Pioneer lua optimization: calculating some values only once per frame
  • Removed expensive particle System impulse check from pioneer only checking for area loss to flash from shots
  • Pioneer can not lift alive enemies with an area bigger than 3
  • Removed warning about locale settings being in development
  • Updated client send timing
  • Updated net game start with proper loading state message
  • Updates on net game code
  • Splitting constant buffers for dx11 shaders
  • Forgotten changes
  • Simplified net code using net states, made connect and game start communication work with lost packets
  • Polished loot bubble
  • Ammotoid: added stomping rule, new arenas, updated loot bubble
  • Applying jump velocity control to carried items too for smoother, reliable jump
  • Removed debug thing
  • Net game update: handling and sending missing frames optimally
  • Implemented GameRec in network data
  • Start of advanced GameRec game recording class
  • Testing some new ideas in ammotoid
  • Blank Planetoid for testing
  • Simplified Assembly, MO and camera strings
  • Updated build number
  • Start of loading shaders in dx11
  • Extracting RenderToTextureMan into reusable across API code
  • Gun helper guns dont explode when touching structures
  • Removed weapon tag from oil vase
  • Blacklisted OP bots dalek, pixelsoilder and beef worm in coliseum

FIXES
  • Fixed starting network only if PP_ONLINE_GAME defined now
  • Fixed util.getDateTime() in net play
  • Fixed featured planetoid not working in years > 2018
  • Fixed ugliness with even number of emojis in wheel
  • Fixed util.schedule not scheduling multiple things for the same frame
  • Fixed lua error in analytics when toggling net play
  • Fixed particle System crash in editor when render in user interface and ticked off render in scene or lightmap
  • Fixed hologram orientation, unbound unused camera functions
  • Fixed player leaving game not returning to menu
  • Fixed some cases where multiplayer game could switch to menu, added pp.leaveScene() to switch correctly
  • Fixed all players leaving if one player disconnects
  • Fixed space teleporter in mp, text positioning and player fade out effect
  • Fixed 4 player setup in bomb tennis
  • Bomb tennis player order fix attempt
  • Fixed wrong player count abandon game
  • Fixed bomb tennis for up to 4 plrs, fixed bat not setup correctly on respawn
  • Server: new stuff fixes and polish
  • Fixed welder starting on
  • Fixed lua error in vote scene
  • Fixed silent crash and bugs when user name is wide string
  • Fix: much smoother picture motion after removed time catch up in client, what is now handled by slowing down game by server
  • Fixed GameRec resets for new game on server
  • Fixed game recording optimization
  • Fixed server start into db statistics and server version
  • Fixed and enabled start tips in ammotoid
  • Fixed WriteToScreenRel pixel offsets
  • Fixed network communication while loading scene or engine
  • Fixed waiting load finish
  • Fixed loading done on server
  • Oops fixed disconnect doesn't work
  • Server fixes
  • Fixed scene completion with space telporter and made it return players to vote scene in multiplayer
  • Server fix and server discovery call right after disconnected
  • Fixed server lobby
  • Fixed floaty text not using delta time
  • Fixed server receive data threading
  • Fixed threading of network data receive
  • Fixed calling create game
  • Added more scenes to vote and fixed invalid voter
  • Fixed http functions, getting servers now on game load, also starting network engine on load
  • Fixed error in pp_respawn
  • Fixed lua error in title scene
  • Fixed racket for 3p
  • Fixed error log scene field
  • Fixed menu in det debug and closing menu
  • Fixed tool tether targeting itself
  • Fixed can atomize somtimes in ammotoid
  • Fixed lua errs in jet rocket and pio_ai
  • Fixed jet dissapering from back
  • Fix in debug frame compare
  • Shards particle System fix for determinism
  • Fixed lua error in gun helper
  • Fixed load scr fade out, added reset scene to net game
  • Fixed pioneer ai not restoring friction of items on death
  • Fixed pioneer_ai.knockout() and ragdoll() funcs not working right
  • Fixed booster and jet rocket always active
  • Fixed AI spamming !s when target has a grappling hook in hands
  • Fixed enemy hint positioning on defendoid
  • Fixed lua error in defendoid, fixed skip wave tip not above terminal
  • Fixed tool rope hanging in air when attaching to terrain
  • Fixed data write of det. frame checked
  • Fixed ZOrder of crowns in ammotoid
  • Quick fix for racetoid breaking determinism
  • Small fix in determinsm debug
  • Fixes in determinism debugger
  • Improved errorHandler: fixed nil upvalues not showing, displaying key value pairs the same everywhere, showing depth of retrieved locals and upvalues, improved code
  • Fixed pioneer not mirroring tool about to explode
  • Fixed wearable problems like mirroring on pioneer and incorrectly setup blueprints
  • Fixed gun going crazy when pressing both mouse buttons
  • Fixed GetPacket params
  • Temporary fix for net game: standard pioneer is Crazy Bob for all
  • Fixed aurium staff projectiles going crazy when throwing tool
  • Fixed determinism checking was bugged on server
  • Fixed ice bug shard cone on death unpredictable
  • Fixed lua error in pp_ai
  • Fixed analytics error
  • Fixed lua error in analytics
  • Radar helper: fixed AI getting triggered constantly when touching tools
  • Fixed input lag cumulating in server's game client input buffer
  • Workaround fix for missing tostring() of nil objects causing errors in error handling and print functions
  • Jetpack has more reliable controls, also fixed not working with controller
  • Fixed birds stealing from friends
  • Fixed lua error in grinders
  • Fixed ropes possibly breaking shortly after build
  • Fixed net game player focus by net client ID
  • Net game ping fix
  • Net game small fixes
  • Net game fixed sending / receiving missing frames
  • Fixed AIs going nuts when encountering constructs, added pp.ai.set_default_enemy_tag(tag, set) to overwrite standard enemy tags for all AIs
  • Fixed lua error when pioneer lifts off with rocket for the first time
  • Ammotoid: added active zones, better instructions, fixes and polish
  • Fixed lua error in pioneer when collision dissapeared
  • Added loot bubble.setLoot() and fixed some weapons missing preview images
  • Fixed ropes breaking on build in some cases
  • Fixed ropes wobbling a lot on start
  • Fixed loot bubble items where atomizable
  • Fixed sticky bomb launcher shooting through assemblies
  • Fix on loading done net messages
  • Fixed pioneer could not take grappling hook from other pioneers back
  • Fixed booster lua error
  • Fixed loose world joints in cable and rope
  • Fixes in stomping rules and loot bubble, higher booster cooldown
  • Fixed flamethrower not strong enough
  • Fixed 2 bugs making pioneer jump unreliably
  • Fixed pio.set_ignore_knockouts() not working correctly
  • Small fix in netgame code
  • Fixed somme ammotoid bugs, added random weapons
  • Fixed workshop scenes textures and sounds FN adjust, fixed asteroid belt TOs
  • Fixed structure tag missing from space teleporter
  • Fixed lua error in knuckles
  • All enemies flash when knocked out, flip bot freezes and falls over instead of slacking, tweaked breaking values of many bots, fixed swinging broken pieces on broken flip bot
Planetoid Pioneers - MKSTER


Well folks... the Planetoid Pioneers team have outdone themselves yet again, and brought you much closer to the intended experience of this labor of love! If you were bothered by the long load times before, or the old segmented ropes/cables, or any of the loooong list of issues listed below now fixed and polished, it's high time to dive right in anew.

We are working hard to improve all these critical areas in preparation for some far bigger things we are cooking up for this fall, so stay tuned for very exciting announcements here soon!

--> Please remember to write a Steam review of what you think about the game! <--

HIGHLIGHTS:
  • SEXY ROPES with curved rope renderer
  • Ice can now melt from heat
  • Major performance and loading time improvements
  • Most enemies indicate if they are hunting someone with a "!" and if they lost a target with "?"
  • Re-tweaked a lot of breaking values and fixed many unbreakable blueprints
  • Tons of bug fixes and polish thanks to feedback from the steam forums, discord and twitch streams
FULL CHANGELOG:
ADDITONS
  • Added and bound JointSet:SolveSoftlyCancel
  • Added and bound Joint:SolveSoftlyCancel()
  • Added back Aurium Sarcophagus
  • Added warning to loot chest if assembly doesnt extist
  • Added util.testAssemblies() function to test correct setup of breaking, atomizing, etc on assemblies
  • Added and bound scene:SetActivateZonesByCameraPosWhenNoPlayerPresent
  • Added and bound MO::GetCollidedWithTOPoint
  • Added ? and ! indicators to sentry camera, all birds, zombies and vendor bot
  • Added ? and ! indicators to all AIs using pp_ai radar helper
  • Added AI funcs to indicate enemy found and lost with ! and ?, testing with bot flip
  • Zombies can only see whats in front of them
  • Defense drone adds more flying power to carry things up that mounted it
  • Added latest romanian translation
  • Added little cooldown to entering vehicles to avoid sound spam and weird physics
  • Added debug info to LoadDiscoveryMap
  • Added latest pl.json
UPDATES
  • Deleting temporary texture, audio and script files on startup, if detected this is an update
  • Birds drop carried stuff when dying
  • Removed rope renderer from tentacle
  • Directx11 compiles; now the real work begins
  • Set ice blueprints to break to less pieces, causes a lot of decals, sounds and geometry perform
  • Changed default breaking values for new MOs
  • Set up breaking for all junk blueprints
  • Setting blueprint auto mount joints to involuntary on load, just for blueprints that are older than this version. newly saved blueprints will not change involuntary option on load
  • Flamethrower also has sharpness damage to be useful against metal things too
  • Set all Construction blueprints mount joints involuntary
  • New material feature: melting from heat, added Melt Water PS, updated materials
  • Directx graphics will compile (hopefully no opengl breakages)
  • Lump and Ice blueprints set to not allow burning
  • Renamed too long function name to SetActivateZonesByCameraPos
  • Stopping loop sound when linked object inactivates
  • Splitting CPUMemStat class into own file and aligning DX classes to current platform independent renderer
  • Tweaked material decals density, was too high on some materials, like ice and snow
  • Made Ice and Snow material break decal not that huge
  • DXRenderMesh and DXRenderTexture initial work
  • Start of dx11 work
  • Updated hull and core labels color in editor
  • Updated editor MO breaking core value disabled when allow break core disabled
  • Updated setting min impulse to break hull and core of MO
  • Set more blueprints not to burn
  • Set a lot of blueprints to not allow burning
  • Fixed recent update on joint solver - it fixes vehicles breaking
  • Updated materials, replaced old funky decals with nicer
  • Fading out some text in asteroid belt when zooming out too far to avoid overlapping text
  • Updated drag and drop to auto extract files from cache, fixed saving scene sounds
  • Saving terrain to Scene only if it contains more than 10.000 terrain objects
  • Force load Primoid when P is pressed three times on start
  • Adapted scene saving to new cache system
  • Lots of updates on reading files directly from packed and cached PNGs, extracting blueprint that is loaded to editor, editor can load files from packed blueprints too
  • Renamed pp.ai:indicate_hostile to pp.ai:on_target_found
  • Update sound playing and managing due to new data caching
  • Adapted pictures twin optimization to new data cache
  • Removed old caching small pictures
  • Updated Scenes cache
  • All textures and sounds now load directly from cached packed scene and blueprint PNGs
  • Simplified no matching overload error
  • Simplified VectorF string output
  • Pioneer properly colors all broken off parts when dead
  • Doesn't lose the high precision setting.
  • Shader load flavour
  • Vendor bot pushes enemy away when grabbed by it
  • Bomb and ice bugs also carry things with more power
  • Removed rope renderer from tentacle and silverback, tweaked some breaking values
  • Tool rope connects to MOs too
  • Floaty text uses highest point + 0.5 if no offset passed
  • Displaying assemble tip with better position using highestPointAboveCenter function
  • Removed 'test' error label
  • Finding assembly to respawn now done lua side, prioritizing bodies in the same area and then outside the area
  • Fix: rendering closing app text after calling c2d_update.on_game_quit()
  • Update: hiding c2d error text after 15 seconds
  • Bound Assembly::GetFrameWhenCreated and SetFrameWhenCreated
  • Update: added Reset and Save Scene option when script changed to Activity editor
  • Finished and bound ctrl:GetTeamTag, GetLastKnownPosition and GetFrameWhenCreated
  • DX / GL renderer inherit in Renderer.h
  • Prepped lua side getAssemblyToRespawn() with preference for assemblies in the same area
  • Removed updateStretching() from all ropes
  • Using rope renderer in silverback arm, chain, tentacle, balloon rope, rope grenade
  • Update: special bezier curve rendering for ropes and cables
  • Disabled texture compression for sure
  • Not asking to confirm if pioneer shows abandon body hint already
  • Experimental: exploding guns explode instantly on contact
  • Polished zoom slecting in asteroid belt a bit
  • Replaced down arrow with down button in all trap doors
  • Removed empty print in weapon container
  • Hot fix: crash in PS. many updates on non extracting files version, wip, switched OFF so far
  • Updated saving config to cloud
  • Testing: weps from loot container set not atomizable
  • Simplified remaining english blueprint names
  • Using GetAllBrokenOffAssemblies in ai onDeath function
FIXES
  • Fixed camera shake in intro
  • Fix: keeping menu scene files in cache
  • Fixed multiple skeltons spawing at respawn station if clicking many times
  • Fixed zombies not setting lifted item back to old friction when dying with it in hands
  • Fixed out of shape joints in golem metal causing weird floating body when broken
  • Bp_grappling_hook.lua - fixed ropes mirroring soft joints solve bug.
  • Fixed Rover Climber with radar nil checks
  • Fixed all functions returning empty AssemblyWrap to return nil instead (including AddAssembly func)
  • Fixed and optimized particle Systems visibility check
  • Fixed bug slide joints weird moving
  • Fixed lua errs in assembly lock
  • Fixed climber rover spikes not working when one wheel broke, creating radar differently
  • Fixed nail gun not damaging some things
  • Fix: on load a non mount joint is also to involuntary if the joint auto-mounts objects
  • Fixed breaking assembly adding slide joints to the logic
  • Fixed activating inactive and collided objects when active zones list and active circles didn't change
  • Fix: particle disappears and does nothing else when it hits inactive object
  • Documented good numbers for breaking in util and tweaked all breaking values for all animals and fixed unbreakable animals
  • Fixed GetHighestPointAboveCenter also looking for hidden MOs
  • Fix: activating inactive object when hit by active object
  • Fixed active flickering when respawing into something very close
  • Fixed pioneer flying through MO hes standing on when continuing save
  • Fixed things become inactive too soon when respawn sparking
  • Fixed fly-out of assemblies when gone from sleeping
  • Fixed respawn spark taking longer for traveling longer distances again
  • Fixed lag when respawn spark is flying through map by not setting things along the way active unnecessarily
  • Fix in physics: objects started to collide with fly-out objects sometimes after gone from sleeping state to not sleeping
  • Fix: un-mounting involuntary mount joints when assembly becomes dead (not always when dead)
  • Fixed sorting blueprint menu sub lists items by original blueprint name now
  • Fixed particle System align particles to grid, didn't work for child particle Systems
  • Fixed particle System emitting from sleeping particles
  • Fixed sometimes missing particle System glow
  • Fixed burning, added hot triangles red option to material, set to false for ice, snow and water materials
  • Fixed IO activating everything on load and causing lag for 5 secs
  • Fixed sounds handling when there's corrupted sound loaded
  • Fixed sound handles were not released properly
  • Fixed paths in material decals files
  • Fixed Golem Ice, had light linked to non hidden eye
  • Fixed rope ending curve when attached to different assembly than self
  • Fix:some small sized and corrupted OGGs caused freeze in gorilla when played as audio stream from memory
  • Fixed, optimized and tested terrain saving in scene
  • Fixed lua error in pp_respawn
  • Fixed error in error handler when calling error() with no arguments
  • Fixed bird feathers on ground flying up again if bird thrown
  • Fixed weak leg joints in pink horror and red devil that would break to easy
  • Fixed tool rope flying glitch and polished mounting
  • Fix: physics - gear joint solving, much less crazy physics on objects break
  • Fixed joints solving, less crazy physics, more stable gear joints
  • Fixed entry hole particle System direction
  • Fix: set joint break angle max value to 160
  • Fix: CleanUp Scene and start new button didn't clean up all in scene
  • Fix: AddPercScannedToBPInMenu now doesn't trigger blueprint effect added when it was already completed
  • Fix: re-saved blueprints with wrong preview pictures to fix them
  • Fixed rendering blueprint preview picture when asembly is small
  • Fix: blueprint types sort alphabetically by localized string again in blueprint menu
  • Fixed little omni pioneer's light in Carnageoid to be not ray light
  • Fixed rope segment texture Y flip
  • Fix of the red channel use also in older version of shader Discovery Map Light Render.fs
  • Fix: tweaked rope connection joint position on Tool Tether
  • Fixed could abandon body with blueprint menu open
  • Fixed incorrect take over hint before controller attached
  • Fixed minimap selection font color not always unique per player
  • Fixed loot orb spark effect not having aurium color
  • Fixed ai getting angered by pioneer atomizer particle System
  • Fixed loot orb smoke flying away weirdly
  • Fixed workshop store not filtering out badly rated items
  • Hot fix: rendering to discovery map shader fixed
  • Fixed asteroid belt handling deleted scenes etc like they where not
  • Fixed featured scene has rocks on in asteroid belt
  • Fixed asteroid belt not letting player zoom into planetoid sometimes
  • Fixed lua error in gun helper
  • Fix: renderer was swapping buffers twice
  • Fixed extracting files in extracting all version
  • Fixed dropper spawning bomb when placing
  • Fixed grinders grinding when they shouldnt be grinding
  • Fixed minigun and assault rifle are too easily obtained
DEPRECATIONS
  • Deprecated util.getAllBrokenOffMOs() use scene:GetAllBrokenOffAssemblies() instead

Planetoid Pioneers - data010


Hey folks, good news for our Deutschen followers. We now support your native language throughout the game and all menus! Have fun and tell your friends - there's some nice lil updates in here too:

COMPLETE CHANGELOG:

ADDITONS
  • Added drag and drop string to all languages
  • Added one more store string to all languages
  • Added german translation
  • Tweaked and added bone material effects
  • Added function to generate ordered, formatted steam log from git output

UPDATES
  • Updated all languages with new translation strings
  • Simplified some more blueprint names
  • Simplfied most english blueprint names
  • Resaved all Particle Systems with optimized sounds
  • Made internal tool to resave all particle Systems with optimized sounds
  • Gitignore my audio convert folder C2D/Audio/!audio convert
  • Optimally converted 3800 sound files correctly, keeping twins optimization
  • Made internal tool to update all sounds to optimally converted
  • Resaved all Blueprints with optimized sounds
  • Update: added internal tool to optimize all Blueprint sounds
  • Update: optimized Bluepritn textures even more by cropping the ones that can be cropped
  • Update: auto-optimize blueprint button in Blueprint editor now available, with even better optimization including cropping the pictures.
  • Included act_kill_the_target in scene
  • Removed old blueprints from carnageoid
  • Added some synced sfx from pptest
  • Included asteroid belt lua file in scene
  • Removed primoid lua files and included in scene
  • Converted race and coliseum to in scene lua file

FIXES
  • Fixed lua error when loading save game with custom pioneer wihtout necessary function
  • Fixed sounds for bones material
  • X86 build compilation fix
  • Fix: removed test code from Blank Planetoid
  • Fix: blueprint menu items selecting now scrolls when holding WSAD key or joypad stick
  • Fixed join player hint overlapping blueprint menu
  • Fixed some overlapping UI in carnageoid
  • Fixed carnageoid lua error and included lua file
  • Fixed Reactor Scene Setup
  • Fixed activity script was un-escaped when changed

...

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