Cortex Command, our previous game that Planetoid Pioneers is actually a prequel of, enjoyed a vibrant - and to us surprisingly large - following in Russia. Also here, we have noticed a lot of our Russian friends and fans are paying close attention to Planetoid Pioneers, so we thought we'd start with that wonderful language for one of our first localization efforts!
So, here is build update six, which is kicking off our quest to bring this game to as many people around our planet as possible! As usual, there's a LOT of other good updates and fixes in here, so enjoy!
Most notable updates this time around:
Russian Translation, almost completely everywhere
Nicer-looking loading screens
Printed capsules can be clicked when zooming out to respawn into them
Fixed black screen on start for users playing offline or with very slow internet
Full changelog:
Fixed pioneer not respawning in right body when clicking respawn station
Fixed potential lua error in pioneer
Fixed lua error not showing locals and upvals if stack is more then 1 function deep in C
Fixed missing localization in en
Localized Paused and Unpausing using coherent text layer, removed Engine Settings.xml not using anymore
Fixed pioneer shop error and weird behavior if pioneer is not there for some reason
Fixed clean up cleaning pios
Fixed game switching to menu on game over when editing
Fixed pioneer shop pioneers selectable on minimap
Added scene cleanup option to scene setup trigger and added to defendoid for better perf in long games
Colisum zooms closer in match and on winner, doesn't show next up during fight
Synced two scenes from PPtest to repo
Updated 'Restarting' to nice screen with coherent font for localisation
Fixed PS::SetTrailTexture()
Got back and aligned loading screen PS
Including pch_geom.h
Fixed camera weirdness on unlock
Fixed coliseum getting stuck
Fixed AB stuck
Renamed the planetoid flag string too for consistency
Settings flag is seperate translation string for special solution in german
SMall sync with english loc
Error when saving failed in meta functions
Fixed AB breaking when no connection to steam
Small reorganisation of Coherent subclasses
Orb and chest also open when in vehicle
Added missing translation in steam and pioneer shop
Game over: taking longer to zoom out and letting player choose to restart now or zoom out
Not putting player in veh on load and setting things spawned on load to fly out
Improved positioning of hud vehicle arrows slightly
Fixed uneven line lengths in AB, fixed overlap with ptoid
Fixed scene name localization
Switched off html shadows for a test
Added missing vehicle to en.json
Turned save fail warning into error
Tweaked game menu background to translucent black
Steam altar opens workshop only in steam version
Repaced ApplySubstitution with LocalisedWithSubstitution everywhere
Added new featured planetoids
Fixed: allowed to play music when sounds cannot, f.e on first scene frame, when loading engine etc
Fixed positioning of center label when long
Start of Coherent Renior OpenGL21Backend
MP compile option also set to Render in DevRelease and Release
Update: setting default language on factory reset. adjusted Render project to use more memory for compiling as it failed on that often. also used MP option
Modified various scripts to use `loc()` to provide example, and re-bound translation.LocalisedWithSubstitution as well
Added lua function `loc` is global translation shorthand, works with plain string, as well as string and substitution object, substitution table, substitution list, or free substitution arguments.
Added 2 simpler versions of LocalisedWithSubstitutions for lua "find and replace" solution for mkster
Added and updated German and Russian translations from the public repo
Fixed lua error in wrangle
Fixed lua error in coliseum
Added missing mine traps to localisation and removed prototype from their name for that
Fixed lua error in lms
Added loc strings for primoid metamap markers and flight terminal tool
Spin lock barrier
Added, used in code and bound to Lua LocalisedWithSubstitution (just one sub, easy use)
Fixed wrong string in en.json
Added missing tank localization to en.json
Using file author as fallback if steam to slow
Added missing translation for "ABUI By {AUTHOR}" in english
Added lua LocalisedWithSubstitutions that accepts a lua table of subs for easier/less typing translation
Fixed text fade in on second and next loading screen
Made the two longer lines use smaller font size (13) in loading screen
Font size 15 for loading screens
Polish: replaced C2D::Translation with Translation in files
Updated localization label game mode/ edit mode and build id
Polished loading screen fading in lag and text fade
Updated ApplySubstitutionInplace to also translate the string
Release build X translation fix
Added release build to loc strings
Added Zone textures
Updaed loading screens using coherent and nice backgounds
Modified toggle button for auto download also uses star/no star indicator (like video settings boxes)
Added both menu and game scene reset on applying locale
Added settings and planetoid prompt obey translation (cannot adapt to very long strings though)
Added more localisation support to act_defendoid and act_wrangle
Added better (utf8-aware) js string conversion for writeToScreen and friends
Removed Weapon Impulse Rifle
Todd's updates on PS editor tooltips and labels
Fixed bug in PS, ScalingRatioSizing was not saved at all
Fixed BP preview picture in BP editor, updated loading engine screen
Fixed scene panel not showing localized scene name
Using localized scene name everywhere
Committing missed file changed SceneWrap.h
Added assembly feature OriginID, added and bound scene:GetAssembliesByOriginID() and assembly:GetOriginID()
Todd's updates on PS editor tool tips and labels
Fixed determinism bug in AddPSFromMaterialPSLib
Added Network Game ID to avoid frames from previous game, fixed frames corruption on client, polished network class, fixed mutex using in public functions
Localization strings for resource bars
Localization strings: loading screen, pause and other on screen messages
Update: setting language by system on first start (after language updates)
Added missing localizables to steam shop
Fixed lua error in pio
Respawn stations displays localized area names
Made primoid areas localizable
Added wrangle localization strings
Added localization to last man standing, race and coliseum
Using tokens where needed in all loc strings now
Made selecting body to respawn on zoom out work fully
Added some loc strings for colliseum and lms and renamed some strings
Forgotten file
Added loc strings for AB
Added localization strings to BPs
Made pioneer and all c2d script stings localizable
Updated locale with latest from the public repo
Scene:RespawnController(ctrl, assy) lua bind fix
Added debug list of added and deleted assemblies to editor / tests, marked problem in bp_loot_sphere.lua
Updated wrangloid and wrangloid easy with new target capture amounts (less to collect on easy mode, you get the idea pretty quick tbh) - can collect more if you want more loot "for fun" though
Added contingency to wrangloid activity
Added wrangloid primitive GUI again to prevent people getting confused (still has in-world LCDs as well)
Fixed some accidental globals in abui
Prepared bodies to be selected on minimap for respawn
Clickables can follow assemblies and can be deleted
Net game packets checking with SHA and integrity check
Todd's updates on editor tooltips, mostly Particle System
Memory overwrite error and assign missing opengl functions
Added libicu and libWTF required by osx. modified install names of libraries to use @rpath instead of @loader_path
Properly automated xcodeproj build and added opengl backend for OSX
Steamworks SDK 1.42
Fixed steam dev mode init
Added backwards compatibility for old included BPs with external file
Compiling without pre-compiled headers on ResourceFileHandler, CoherentUIView and UIViewListener for compatibility across platforms.
Osx doesn't want the precompiled headers
Fixed checking steam api init failed
Create the view.
Extern in header
Separate UIViewLIstener and ResourceFileHandler for WIN
Removed a file
Coherent gt 2.4.0 building and linking on OSX
Erny session, added log and switches for parallel loop
Added effects to determinism check
Improved determinism check debug, fixed determinism bug in UpdateActiveZones
Added translation_howto.md for explaining the translation system to translators. rough pass for now, but serviceable.
Added index.json controlling which locales are present so no recompile needed when adding/testing new locales
Modified modals reworked after miro feedback on being incompatible with some languages
Osx linker fixes
Not a pointer.
Windows compile fixes.
Sony Usleep in wrong place.
Osx compile fixes
Fixed loading alt URL since utf8 changes made it not work for local urls
Fix: sending error log immediatelly if any required GL extension not supported on target system
Improved version of ThreadPool::ParallelFor (less overhead)
Forgotten c2d package lua file for zbs
Added check of all GL extensions that we use are present on the system, quitting app with message if found a nil one.
Fix: filter out auto mount joint in:
Fixed MO:MakeHoleAtLocalPoint
Polished workd grid, tried to save terrain to scene file for faster loading but it is too big file then for Primoid
Updated LuaManDocs
Fixed resizing Coherent UI
Fixed loading PS lib and Mat PS lib in editor
New Coherent 2.4.0.0 implemented
Incremented build number (!!) Added a bumch of PSs from PPTest
Fixed stack overflow when recursive tables are displayed for error
Fixed c2d:GetRatedWorkshopItem()
Fixed upvals in error not showing table content if table
Fixed table2string not showing indexes of nested tables
Added feature EmitOneWithSpecifiedTextureFrame requested by contributor
Yet another update with a HUEG list of new features, improvements, and fixes - check them out below! Especially if the game used to crash on you at start or later, a big update to the GUI middleware we're using should clear many of these issues up (they completely replaced the memory handling system).
Now, monthly, we are automatically featuring a Contributor Community-created Planetoid
right inside the game's Asteroid Belt map! You can now subscribe to, and vote up and down on these Workshop scenes, from the in-game menu. When the author of one of these subscribed-to scenes updates them, they will automatically get pushed to your game, and indicate that they're refreshed. We're kicking off the end of May here with filipex2000's brutal zombie-bashing minigame, which will cycle to something else at the beginning of each coming month!
NOTE: If you get one of these messages when launching the game now, don't be alarmed! It just means there's a log file from a previous crash that we would love to take a look at. The game should load fine after you click through this message box:
Most notable updates this time around:
Featured monthly Planetoids will start appearing in your asteroid belt
Many if not most of those previous random crashes should be gone now due to updated GUI middleware
Automatic error reporting which will aide us in fixing the crashes and problems some of you reported
Working component system to build your own vehicles (more on that later)
Lots of new reactor blueprints for scene makers
Full changelog:
Added one more featured planetoid
Added save slots: offline and networked
More-robust "special" styling of vote buttons
Added way to fade appropriate button when already-upvoted/downvoted
Vote buttons are square
Todd's updates on editor tool tips
Fixed AB with nil check
Got back Blank Planetoid instead of my net-test version
Switched OFF network shortcuts in release config
Fixed determinism bug with GetApproxPos
Determinism test buffer corruption check
Log update and bug fix on net game
Made all new code in network thread-safe
Easier connecting and creating net game on one or two computers
Net test small update
Net update - waiting for clients to finish loading
Net game testing updates
AB reacts to auto DL setting
Fixed lines in the way when unlocking new ptoid ,added shakes
Added simple camera.shake()
Fixed AB errors without steam, added warning if steam isnt running
Blank Planetoid net version test
Server UDP discovery test
Added functions to start / stop client / server and bound them to shortcuts
Net frame update fix and Client time catch up
Updates on net game and bp menu handling
Polished ui in ab
Polished unlock hints
Added optional gravityPoint arg to fade around to math.fadePosition()
Made AB spark travel much smoother
Fixed ui lines wrong for one frame
Fixed lines appearing for one frame when starting scene in AB
AB: tweaked spark pos and size depending on zoom to be always well visible
AB: showing which planetoids get unlocked by completing, cleaned up some code
Added measuring of network ping and game delay between computers
Applied lua syntax and other errors catching also to LuaMan::RunScript()
Matched TO colors with fog of war in AB map
Made lua syntax error and other errors appear in lua errors window
Adjusted AB TO color to match fog of war
Adding scene to RemovedScenes immediately on Unsubscribe call
Fixed and polished fading to game and back to menu
Removed debug warning and some old TODO MIRO comments
Removed debug line to create crash
Fixed MagnetizeMOs caused crash in AB map when PS with explosion was used
Fading into game remembers zoom in AB, then fades back to menu to that zoom value, clamped to 0.3 .. 2.0
Fixed some scenes disappearing from AB
Forgotten file
Added temp warning for miro about workshop info not found
Updated dofile
Fixed AB error when steam not running
Saving disabled if playing networked for now
Using Lua dofile instead of dostring, for the debug info file name. switched back ON the game saving
Added missing button press sounds to some buttons
Fixed some wrong PS effects in AB
Added PS effect when unsubbing
Fixed AB UI not updated when subbing/unsubbing
Can zoom select into any AB ptoid
Removed debug measure disabling AB intro sequence
Modified subscribed or not correctly identified [removed] modal for unsub
Added subscribe button and logic to show that, the unsub/up/down buttons or nothing appropriately + calling the passed onsub callback as well
Replaced GetHumanController() in some places
Updating net game input flow
Fixed lua err in analytics
Added util.getPrimaryPlayingPioneer/controller() and replaced getHumanController() in some places with it
Disabled analytics when playing networked for now
Fixed zooming to and from AB due to menu min zoom change
Net game input update
Zooming much closer into selected planetoid in ab
Updating input flow of network game
Changed min zoom for menu and game
Fixed lua err when clicking deleted scene
Fixed download progress to 1 when item added
Ps eff when resubbing scene
Fixed downloaded state of workshop item
Polished subbing/unsubbing
Can resub deleted scenes in AB by clicking them
Ab_ui calls funcs in ab for sub/unsub
Fixed refreshing scenes list and auto downloaded location after unsubscribe
Print() shows empty strings as "" instead of nothing
Featured scenes are handeled by wsID everywhere to avoid problems
Fixed featured scene would not be found if subbed already
Short floaty texts stay up a little longer
Added do_steam_subscribe() to ab ui for maxk
Utf8 fixed StringFunc::Narrow and StringFunc::Widen used too small buffer up to 256 chars, what caused crash
Added and bound c2d:GetWorkshopBlueprintInfoByID and GetWorkshopSceneInfoByID
Added pio target to resp station
Fixed slow particles still destroying pios gun
Showing rating of workshop planetoids
Removed some debug stuff
Added workshop button functionality
Added name to workshop ID temp funcs
Added steam unsub/upvote/downvote buttons to asteroid belt
Updated MakeHoleAtLocalPoint returning pos of triangle
Added requested feature mo: MakeHoleAtLocalPoint and MakeHoleAtWorldPoint
Added and bound to lua c2d:IsPlayingNetworked
Fixed Lua err in AB
Added util.getAllBrokenOffMOs
Drone flashes before explode
Fixed showing planetoid pic in menu when that scene is from other than main library, also temp-fixed loading that pic for planet that has '(Featured)' added in the name
Fixed planet picture was not showing up in menu due to utf8 change
Fixed showing standard pio texture in editor due to utf8 change
Temp workaround for IO setting things inactive that should stay active
Added setting to add assembly trigger to clean up dead stuff
Added save.getSavingDisabled()
Respawn station doesn't say game saved if saving disabled
Updated list of featured planetoids
Add assembly reactor can set position targets by assembly too
Finished error handling and sending to server, even when nothing is yet initialized
More details for exceptions handling, updated Debug Configuration with /bigobj
Fixed coherent resource reader issue
Set working directory by exe path on engine init
Coherent resource reading test
Utf8 fix opening blueprint Lua file with ZBS
Added reactor score counter
Removed testing forced error
Fixed copying error logs
Set all projects to catch more error exceptions, to log them
Added Error logs sending, more errors catching. updated network to auto-close window when one is disconnected from net test
Fixed resource filler and added on/off target
Lots of progress on base defendoid
Removed print
Added team tag option to assembly spawner
Added reactor set active
Bot spot: nerfed, can use its jetpack when picked up
Fixed lua err in bot spot
Added setting to not loop to sequence trigger
Added reactor trigger for each player
Added reactor trigger
Fixed featured scene not working when scene wasnt downloaded yet
First version of code free defendoid
Fixed showing lua src in error
Fixed ZORder of the two lcd panels
Fixed add assembly trigger going inactive an not triggering on assembly death
Added fail scene trigger
Added on destroyed to power core
Added reactor no flash
Added warning about weird bug that can happen in AB
Polished code for converting strings to lower and upper case
Utf8 fixed editor images loading when in other than 'Textures/' path. also some cleanup in EditWindow class
Utf8 fix on Drag and Drop
Fixed wrong triggering lcd timer
Added reactor sequence
Added on target death trigger to add assembly reactor
Added trigger limit to trigger repeatedly
Fixed that weird camera bug on defendoid start
Added reactor add assembly
Added triggers to lcd panel
Fixed lua err in pio
Http class (post/get) based on curl library
Updates on net game input handling
Marked problems for miro in act_asteroid_belt
Fixed some weirdness in asteroid belt when steam not running
Todd's updates on Editor tool tips
Updates on net game controllers input handling and sending
pioneer shop deals better with auto DLs turned off, removed global from shop manager
Fixed featured not always highlighted
Added a little more info on featured ptoid and showing in panel too
Simplified some asteroid belt code
Lua error shows locals and upvals when error happens in C func too
Added missing light to featured ptoids
If not featured scene given using most recent well rated
Fixed lua err when steam not running
Added featured planetoids to AB
Set ws min score to 0.5, removed some old code
Added util.getDateTime()
Fixed scenes maybe never auto downloading
Updating controller input to meet network game specs
Disabled saving in trigger tut
Disabled analytics for now
Set disc map to 0.1,0.1,0.1 again
Eliminated 'OnThisComputer' functions from scripts
Lighting up entire mount pile of pickup focus
Removed a print
Fixed pioneer not entering vehicles sometimes and not choosing closest veh
Changed GetIsHumanAndPlayingOnThisComputer to GetIsHuman in lua scripts
Initial work for initializing Controllers for network game
Removed a print
Partial fix for entering wrong joints
Shortenign hud names of component vehicles
Fixed components unmounting from tools when mounting
Added frag with some component vehicles
Fixed lua err in pio
Added feature to play song that is included in scene as soundset with c2d:PlaySceneSong( sound set name [, fade-out time of current music] )
Not saving driven vehicle if its component, tagged components Component
Fixed pioneer not able to enter component vehicles sometimes when he should
Fixed wheel component mounting wrong
Removed print from wheel
pioneer can not pick up things in mount pile of vehicle, caused problems with components
Minigun component lighter, doesnt eat resources
Tweaked components, made wheel work with scene fragments
Switched off net client test on start
Added Added Constructs and Controllers to determinism checker
Fix of determinism checker
Oversized debug packets support for determinism debugger
More updates on determinism debugger
More improvements on determinism debugger
Improving determinism debugger
Network determinism checker implementation
Added new button in PS edit to select next PS of the same name
Added DevFastStart to start pp even faster without preloading things, for dev purposes
Fixed white border when rendering scene screenshot in transition to menu
Fixed: Edit PSs collided in world grid and caused weird behavior
Added help button to sound sets
Added component seat boosted
Todd's bunch of updates on editor tool tips
First Network stuff, minor changes in Renderer
Added balancer component
Added thruster component
Added reactor random pick
Fixed mount joints on some components
Fixed seat and wheel component doing crazy physics
Fixed defendoid not working
Fixed info terminal closing bubble immediately
Better feedback for broken pop plant
Removed debug print from pioneer AIf
Added weapon blacklist to lms and blacklisted bolt action from all arenas
Removed tier tag from cold launcher since its not deadly
Even though these recent updates have been juicy, they're nothing compared to the really big deal features we're working toward behind the scenes. So hold onto your old space butts this summer!
The last update had some unfortunate crashes for some folks - here's the known fixes to those issues - and another BOATLOAD of additional improvements (see below). We're also making things more robust with our build system, with nightly builds going to the open beta branch on Steam - so if you're having trouble with the default branch, try switching over to beta. We might have fixed it since!
Most notable updates this time around:
Automatically expanding Asteroid Belt with workshop scenes
Hopefully fixed new crash bug
New editor tutorial scene to explain triggers
New wearables, reactors and new armored skeleton blueprints
Full changelog:
Trap Grider: PS stop on death. Dies when area < 10%
Door Dungeon: Removed globals
Coalition Turret: Increased durability and ammo
Bot Spot: Fixed lua error Bot Flip: only triggers io once Bot Phoenix: removed debug wire
Fixed lua error in pioneer
Removed hud.add_zone_tip everywhere and deprecated functions
Ship landing fuel tanks don't explode again (works on planium)
Removed planium from AB since there is no goal
Plutas and Samroid updated
Made trigger tutorial Data Realms scene
Tweaked physics behaviour of grappling hook
Fixed globals in primoid endings + beginning scripts
Fixed issues with defendoid and reactor custom code with new globals rules
Fixed errors with voiceover if voice volume set to zero
Modified asteroid belt ui script stopped using self overzealously - and many global functions turned local
Fixed extensive issues with wrangloid
BP menu: Fixed lua error
Rover Shocks: Removed globals
Added Construction Elevator Concrete Constructs: Reduced density so windows can be damaged by the machine pistol
Coalition Turret: Fixed turret getting stuck at some angles
Pioneer: Fixed lua error @ line 3531
Removed test junk from Blank Planetoid
Recomputed day light anim for planium
Prototype Drone Defense: Fixed lua error
Fixed Planium beginning area, could not get out of pit
Made Test Scene Tentacle not Mappable
Fix: added activating zones also by camera position if camera is used by script
Plutas new version from pptest and resaved undiscovered
Fix PS heat on fly set to 0 for older versions
Fixed last man standing bug
Fixed: pioneer doesn't move reactors and triggers anymore when jumping
Fix: speed of rotating construct with mouse wheel was dependent on FPS
Fix" intro video was not rendered at all occasionally
Fix: stops all burning PSs of MO when changed AllowBurning to false, the same with melting
Showing target string value up to 16 chars in game viewport
Added tip to screen how to disable / enable lua output
Including Todd's work on blueprint edit page tips
Added ability to disable/enable showing lua errors to screen with Shift + L
Added PS feature - Heat / Cool on fly through (not on collision)
Todd's updates on scene editor tips
Fixed radars now not colliding with non-colliding MOs
Doors: Can open and close again. Radar is only created in auto-control mode
Pop Plant: Applied velocity to the pioneer is now the same when a tool held by a pioneer touch the plant as when just the pioneer touch the balloon
Fixed weird light map in menu scene when zoomed out
Polished game menu button colors
Race: Omni and ray lights are 10% of original
Changed look of game menu, buttons still need to improve
Pioneer: Can no longer ride a tool like a pogo-stick
Removed globals and unused locals
Removed debug print from Lua/bp_Door
Polished editor colors
Fixed coop blueprint share recategorize for all on completed.
updated pp_bpmenu.lua to use tables instead of c++ bound structures for added blueprint info
Added random reactor
Added and bound assy:GetConnectedTargetNames, fixed GetAllTargetNames
Added and bound assy:GetAllTargetNames()
Fixed seat and wheel component
Removed global from ship landing seat
Removed more globals
Loot Orbs: Updated sprites
Trap Doors: Reduced the risk of the door penetrating TOs
Golems: Adjusted mass to 999kg
Bot Acid, Mecha, Phoenix, Wrom & Walker now follow the Pioneer that printed the bot
Machine Dropper: Joints of cargo is set not to break on spawn. Bot Guard Box & Bot Spot: Can hibernate
IO: Debug no longer throws errors if an assy have no master MO
Lua Docs: Added tips about pointers to some classes
Added wip seat component
Made components work proper by looking through whole mount pile for ctrl with input
Correctly loading script of tether
Tweaked joint stability, size and texture of concrete structures
Removed Globals Coalition Turret: The body no longer rotates on its own when not mounted to terrain
Added reactor trigger repeatedly, added to trigger tut
Added trigger tutorial scene
Removed go external button from editor window, changed editor color
Now making backup of log file into Logs folder, if the log contained error message. polished out of memory error catching
Added one more borderless window mode with ctrl+shift+enter, fixed loading windows layout
Added features to select PS, Light, TO or Activity blueprint that are far away from scene, not visible in view, but causing quad tree to be huge
Fixed io debug things collidable
Finished sound source twins optimization
Fixed rope set BG done wrong
Added io.isTriggeredOnStart(asm, connector), fixed door bug with it
Added text trigger to info terminal to replace zone
Disabled auto control by default on most doors
Made exception to play ambient sound loops via sound streams
Bot Spot: Can follow waypoints and allied pioneers
Reactor Set Waypoint: Can set AIs to follow assemblies
Adding workshop scenes when reaching end of Asteroid Belt
Flying AIs stay above friendly assemblies when following them
Fixed Wrangloid and Wrangloid Easy to run with new Lua rules
Set mem align always to 32 - runs faster. and more error log polish
Birds: Added some more target circles
Rover Carrier Hover: No longer rotates when parked on the ground
Silverback: Eats its victims properly again
Auto DL of workshop scenes now fully working with addWSPlanetoid()
Removed globals in bpmenu, terminal
Reenabled save delete when scene completed
Fixed atomizing object right after it was assembled whn holding a button and it was a construct that was assembled partly before or was a construct included in scene
Optimized grid algo and eliminated one lag on fade to game
Fixed atomizing through door
FIX in sounds (huge memory consumption eliminated), lots of updates in error logging, updated memory consumption logging
Skeleton Armored: No longer rolls around when dead
The last update had some unfortunate crashes for some folks - here's the known fixes to those issues - and another BOATLOAD of additional improvements (see below). We're also making things more robust with our build system, with nightly builds going to the open beta branch on Steam - so if you're having trouble with the default branch, try switching over to beta. We might have fixed it since!
Most notable updates this time around:
Automatically expanding Asteroid Belt with workshop scenes
Hopefully fixed new crash bug
New editor tutorial scene to explain triggers
New wearables, reactors and new armored skeleton blueprints
Full changelog:
Trap Grider: PS stop on death. Dies when area < 10%
Door Dungeon: Removed globals
Coalition Turret: Increased durability and ammo
Bot Spot: Fixed lua error Bot Flip: only triggers io once Bot Phoenix: removed debug wire
Fixed lua error in pioneer
Removed hud.add_zone_tip everywhere and deprecated functions
Ship landing fuel tanks don't explode again (works on planium)
Removed planium from AB since there is no goal
Plutas and Samroid updated
Made trigger tutorial Data Realms scene
Tweaked physics behaviour of grappling hook
Fixed globals in primoid endings + beginning scripts
Fixed issues with defendoid and reactor custom code with new globals rules
Fixed errors with voiceover if voice volume set to zero
Modified asteroid belt ui script stopped using self overzealously - and many global functions turned local
Fixed extensive issues with wrangloid
BP menu: Fixed lua error
Rover Shocks: Removed globals
Added Construction Elevator Concrete Constructs: Reduced density so windows can be damaged by the machine pistol
Coalition Turret: Fixed turret getting stuck at some angles
Pioneer: Fixed lua error @ line 3531
Removed test junk from Blank Planetoid
Recomputed day light anim for planium
Prototype Drone Defense: Fixed lua error
Fixed Planium beginning area, could not get out of pit
Made Test Scene Tentacle not Mappable
Fix: added activating zones also by camera position if camera is used by script
Plutas new version from pptest and resaved undiscovered
Fix PS heat on fly set to 0 for older versions
Fixed last man standing bug
Fixed: pioneer doesn't move reactors and triggers anymore when jumping
Fix: speed of rotating construct with mouse wheel was dependent on FPS
Fix" intro video was not rendered at all occasionally
Fix: stops all burning PSs of MO when changed AllowBurning to false, the same with melting
Showing target string value up to 16 chars in game viewport
Added tip to screen how to disable / enable lua output
Including Todd's work on blueprint edit page tips
Added ability to disable/enable showing lua errors to screen with Shift + L
Added PS feature - Heat / Cool on fly through (not on collision)
Todd's updates on scene editor tips
Fixed radars now not colliding with non-colliding MOs
Doors: Can open and close again. Radar is only created in auto-control mode
Pop Plant: Applied velocity to the pioneer is now the same when a tool held by a pioneer touch the plant as when just the pioneer touch the balloon
Fixed weird light map in menu scene when zoomed out
Polished game menu button colors
Race: Omni and ray lights are 10% of original
Changed look of game menu, buttons still need to improve
Pioneer: Can no longer ride a tool like a pogo-stick
Removed globals and unused locals
Removed debug print from Lua/bp_Door
Polished editor colors
Fixed coop blueprint share recategorize for all on completed.
updated pp_bpmenu.lua to use tables instead of c++ bound structures for added blueprint info
Added random reactor
Added and bound assy:GetConnectedTargetNames, fixed GetAllTargetNames
Added and bound assy:GetAllTargetNames()
Fixed seat and wheel component
Removed global from ship landing seat
Removed more globals
Loot Orbs: Updated sprites
Trap Doors: Reduced the risk of the door penetrating TOs
Golems: Adjusted mass to 999kg
Bot Acid, Mecha, Phoenix, Wrom & Walker now follow the Pioneer that printed the bot
Machine Dropper: Joints of cargo is set not to break on spawn. Bot Guard Box & Bot Spot: Can hibernate
IO: Debug no longer throws errors if an assy have no master MO
Lua Docs: Added tips about pointers to some classes
Added wip seat component
Made components work proper by looking through whole mount pile for ctrl with input
Correctly loading script of tether
Tweaked joint stability, size and texture of concrete structures
Removed Globals Coalition Turret: The body no longer rotates on its own when not mounted to terrain
Added reactor trigger repeatedly, added to trigger tut
Added trigger tutorial scene
Removed go external button from editor window, changed editor color
Now making backup of log file into Logs folder, if the log contained error message. polished out of memory error catching
Added one more borderless window mode with ctrl+shift+enter, fixed loading windows layout
Added features to select PS, Light, TO or Activity blueprint that are far away from scene, not visible in view, but causing quad tree to be huge
Fixed io debug things collidable
Finished sound source twins optimization
Fixed rope set BG done wrong
Added io.isTriggeredOnStart(asm, connector), fixed door bug with it
Added text trigger to info terminal to replace zone
Disabled auto control by default on most doors
Made exception to play ambient sound loops via sound streams
Bot Spot: Can follow waypoints and allied pioneers
Reactor Set Waypoint: Can set AIs to follow assemblies
Adding workshop scenes when reaching end of Asteroid Belt
Flying AIs stay above friendly assemblies when following them
Fixed Wrangloid and Wrangloid Easy to run with new Lua rules
Set mem align always to 32 - runs faster. and more error log polish
Birds: Added some more target circles
Rover Carrier Hover: No longer rotates when parked on the ground
Silverback: Eats its victims properly again
Auto DL of workshop scenes now fully working with addWSPlanetoid()
Removed globals in bpmenu, terminal
Reenabled save delete when scene completed
Fixed atomizing object right after it was assembled whn holding a button and it was a construct that was assembled partly before or was a construct included in scene
Optimized grid algo and eliminated one lag on fade to game
Fixed atomizing through door
FIX in sounds (huge memory consumption eliminated), lots of updates in error logging, updated memory consumption logging
Skeleton Armored: No longer rolls around when dead
Holy moly, warm up your scrollwheels for this one! The Data Realms team has been cranking real hard on the third and BIGliest update since launch, totally crammed with improvements and upgrades that you have been pining for. Without further ado...
Most notably:
Fixed save wiping bug (really now); your old saves should even be loaded again now
Subscribed-to Workshop scenes appear as unlocked scenes in the Asteroid Belt
Added resolution and screen options!
Improved loading times
Improved performance
Much more useful Lua error messages
Visual debug mode for reactor logic
Game quits immediately
Full changelog:
Added Ctrl F1 performance measuring for c2d_update parts
Asteroid belt using scene:GetSceneExists(sceneName) again
Fixed all auto downloaded scenes being added to AB on build
Much faster loading of workshop on engine load
Removed light glow over planetoids in Asteroid Belt
Fixed potential lua errors spam caused by buggy WS pioneers
Added meta.getVanillaPioneers()
Scene rectangle fixes for menu
Set engine loading screen background to gray
Renamed reactor set joints lose -> loose
Renamed concrete construction items slightly to appear grouped in Blueprint menu
Updated scene is mappable check only when in main lib, auto mappable when in other libraries
Removed newline from no matching overload found err
Fixed including downloaded scenes in user config all scenes list
Fixed out of memory log in File class
Added lua error information when the error comes from workshop blueprint or scene
Throwing special lua error for Workshop stuff
Prepped asteroid belt for auto dl scenes
Added modal dialog warning "Out of graphics memory!"
Lua Docs: Fixed a bug that caused some functions to be ignored
Removed path from error and optimized debug.getInfo calls
Corrected a wrong control hint on controller
Also canceling abandon body hint correctly on controller
Canceling abandon body hint when doing so
Also added missing trigger on veh entered
Added forgotten to revert files lost in mar 1st incident
Committed bot spot to repo, used in Primoid
Using steam user name now when writing author to Blueprint or scene file, polished code storing and using one instance of mUserNameCompName in Userconfig only.
Print() stays for 10 instead of 5 secs and also stays after opening editor
Looking up asteroid belt scenes in Workshop for steam name as author
Fast game exit, not deleting objects, we'll use it for testing only
Added information about low memory for running the game
Using new func isSubscribedScene() in AB
AB: always unlocking subs, fixed 3 planetoids unlocked on new game, added unlock PS to some missing places, fixed a lua err
Added and bound c2d:IsSubscribedBP and IsSubscribedScene
Defined 'tostring' for all lua-bound classes
Removed new line from lua error report
Lua errors catch polish
Error handling for activity build/update
Lua error checking on engine side at some places
Got rid off compile warning, using string to pass workshop item id to lua and back instead of UINT64
Selecting or dragging activity Blueprint target now also selects it in editor list of Blueprint targets
Checking lua error occurrence by the first line only
Fixed lua error in reactor control tip caused by wrong PS name
Some more formatting polish of error message
Removed debug thing
Finished error handler and using everywhere
C2d_io: No longer throws errors because of a missing timer
Fixed AI Reactor's target names
Work in progress new lua error handler
Fixed lua error in bee nest
Added io debug, enabled with io.setDebugMode(set) or open editor
Cleaned up lua files build/update code, xpcall()ing for stack traceback in errors there too
Polished targets editing - bool value on click, string and number value shown next to target name if defined
Wrapped Light class to LightWrap, for improved stability
Added tag "Dont Save IO Events" and added to reactor trigger once to replace hardcoded exception
Fixed delayed trigger triggering wrong when activated on frame 0 and potential stack overflow
Io passes to reactor funcs if they were called during load
Dereferenced nil object error report via new lua error handling system
Prints always visible in edit mode
Picture man twin pictures optimization error fix
Activity and c2d build and update via new safe call
Added c2d_update.activity_and_c2d_build(presetID, objectID) and update to update activity from lua too
Calling also .Build and .Assembled via new safe lua call system
Blueprint:Assembled() can also be called lua side with new func c2d_update.blueprints_assembled(t)
Overwriting type() correctly using closure
Added and bound == operator for SoundSetMan
Added and bound SoundSetMan::type
Trigger In Area Loss revert after wrong merge
Got back lost changes by wrong merge
Added stack traceback to new Blueprint lua error handling
Polished lua object and preset registering to not use UINTPTR
Optimized Rocket Bob PS, contained huge and many smoke particles
Fixed Asteroid Belt ui creating lots of timers
Eliminated white rectangle on start
Reverted Reactor Add Control Tip
Fixed Blueprints Build and Update optimization, nil check
Applied the same optimization to Blueprints Build call on scene build
Bit more polish on Blueprints update optimization
Polished Blueprint update call optimization
Blueprints update optim wip
Added error to Asteroid Belt if missing primoid.png
Fixed lua err
Added wip c2d_update.run_Blueprint_function(t)
Protected calling lua folder builds and updates for better performance and avoiding error breaking execution of all builds/updates
Added and bound scene:ThrowLuaError(err)
30 steps for c2d_update and update in just one step
Changed how various animals interact with constructs
Changed how various bots interact with constructs
Rover Carrier: Can fly higher if there are TOs nearby
The AI can attack planks that have been printed by the player
Trap Flamer can be turned on by sentry camera
Removed old trunks again
Pioneer passes self in toolActivate/Deactivate funcs
Tweaked some of the Asteroid Belt effect PSs
Added some effects to AB
Trigger On Pain & Sighting: Only triggers once
Another try to fix drawing to canvases due to Coherent render optimization
Constructions: No longer mounts to the Pioneer that printed it. Inherits team tag when printed
Construction Window: BG sprite is destroyed on death
Laser Assault Rifle: Can damage Construct Wall
Detection of constructs is improved on several bots
Construction Walls: Changed death conditions
Fixed looped sounds that are played via sound stream instead of sample, for sounds optimization
Construction Walls: Sprites look like concrete
Fixed picture twins optimizationa
Divided lua c2d_update.build() to more separated calls,
Pioneers are assigned a team based on controller ID insead of assy ID
Materials: Moved Reinforced Concrete from legacy materials
Revert of the wrong merge
Finished DefaultManExt and used everywhere where it makes sense
DefaultManExt, almost finished, committing to ensure not lose this
Added latest laval PSs from Anton
Reverted Blueprint Bot Imperatus rock head mistake
Rover Carrier: Can fly higher if there are TOs nearby
Bird Hostile: Does not steal tools from allies
Fixed a bug where 2 other random planetoids would be unlocked on first game start and bug with calculating when to unlock new ptoids
Print stays on screen 10 secs instead of 5
Finished picture twins optimization
Bird Neutral: Friendly birds steal enemy tools and bring them to the pioneer
Fixed Blueprint script revert after blueprint save - now removing it from blueprints cache immediately
Picture twins optimization in progress
Door Curved: MOs cannot get trapped between the doors
Added Construction Wall & Window Added material Reinforced Concrete
[added] ending draft for primoid, trigger it with `primoid_ending:start()` in console on primoid for now
Pioneer: Can create a custom pose for pioneers with unusually long legs
Pioneer: Can be set to FlyOutAssembly with a vehicle mounted to the world
Fixed pio shop showing wrong amount of aur substracted
Forgotten stuff
Mouse art for the remaining triggers and reactors
Added some mouse art to a few reactors
Removed most control tips from primoid script since they are replaced
Fixed control tip can not be started deactivated
Control tip reactor always starts activated
Added warning if action not defined in control tip
Fixed lua error in pioneer status reactor
Added trigger proximity construct
Added on menu opened/closed triggers to pioneerstatus reactor
Added reactor zoomed to limit
Control tip: fixed incorrectly placed tip, and tip getting stuck in air
Added range target to control tip reactor
Added percent setting and icon to area loss trigger
Added trigger on veh entered
Reactor control tip adds tip over pios in range if no target set
Optimization of loading and preloading pictures data - part 1
Mega Worm Long: Can be jointed to terrain with constructs again. Body segments scale up when eating an MO
Bot Imperatus: No longer has a rock for head
Better target names for reactor control tip
Added reactor add control tip, supporting future control changes through options and multi tips in local mp
Fixed file type in BlueprintsCache
Enabled little spark and rocket in Asteroid Belt for testing
Syncing in a bunch of new/udpated Audio and new/updaed PSs for metagame
Bit more optimization on BlueprintCache
Special optimization: Blueprints cache, for much faster loading of Blueprints and PSs
Fixed a lua error in grapple
Optimization: playing and loading audio files of size over 50 kb as audio streams, saved memory and load time
Using inner SHA to compare scenes and faster load, resaved all scenes
Added inner SHA for upcomming loading optimizations
Bot Walker: Increased toughness and damage output
Spider Climber: Can walk properly on MOs
Pioneer: Broken off MOs can always be atomized
Spider Climber: Lights are smaller Aurium & Fire Crab: No longer burns
Rover Spider Climber: Moves faster
Fixed SetAtomizable(Yes) when assy is broken off, at three places
Got back that feature SetBrokenOffMOsAtomizable code
Fixed saving/loading blueprint for the new feature
Commented out mSetBrokenOffMOsAtomizable
Fixed bugs in setting display modes
Added functions for setting broken off MOs to atomizable. Not bound to lua yet
Fixed settings prompt going missing if you opened planetoid panel with video panel open
Added sections of the video menu don't get visually removed, they just go low opacity and stop responding to mouse events/become unselectable
Fixed "dispalymodes" typo
Added gamepad support for video settings
Added (and then disabled cause it looks bad) friendly display name along with display number from sdl for each display
Modified fade for planetoid/settings prompt is 2x as fast [added] more video settings work - almost done
Fixed accidental double-bind
Added options select element for Asteroid Belt UI
Modified some bindings for the video settings+separated resolution and display number "should render" calls
Optimized reload texture, should shorten add assembly time in huge planet
Pioneer: Set all MOs to not atomizable again
Lua Docs: DisplayMode functions
Prepared display settings functions, polished and reworked switching modes functions
Added dummied-in video controls
Removed misunderstood target only reactor complete from the objective reactor (now all require reactor completion)
Fixed potential lua error in egg Blueprint when area goes from 100%->0% in one update (ie when crushed)
Fixed needless every-frame update of asteroid UI toggle for workshop enable/disable
Lms: fixed no arm hint on bots
Not displaying pause message
AB: fixed bug where new scenes could not be unlocked, fixed light not updating when unlocked, fixed unlocking deleted scenes, colored completed message green
Added and bound c2d:IsLibraryScene()
Updated C2DGame::GetGameSceneLoadedAndPlaying with GetSceneFinished()
Auto-sharing scnned blueprints in coop mode, also immediate sharing scanned mass when atomizng more players together
Added assembler scan to Starman
Trap Grinder: Added PS that do damage when the trap is on
Bot Worm: Wheels only do damage when rotating
Pioneer AI: Tools held in hands cannot get shot
Updated auto mounting and showing right the overlapping / automount
Updates: play sound on construction cancel, atomize while assembling
Pioneer AI: No longer tries to pick up broken off parts of weapons
Fixed Asteroid Belt name not correctly centered above scenes
Moving Platform & Trap Door Long: Added the "Interactible" tag and functions
Pioneer: Added code for ignoring up/down input when standing on an assy with the "Interactible" tag
Pioneer: The pioneer is pushed down when stopping, if the legs are not in contact with antything. The feet are not pinned when opening the Blueprint menu if the pioneer is standing on an MO
Increased resp station range so it works with vehicles
Testing pioneer only heaving jumps
Lowered pioneer skidding intencity so he doesnt slip in the air
Print() messages turn invisible after 5 secs of no printing
Pioneer also calls self.onInteractibleUp/DownPress() on interactibles overwriting input if found in target
C2d logger polish and thread-safe error log
Binding calls out of event, added mutexes to event handers for thread safety
Added disabled option and lua_check_obj to editor's textbox component, updated it in editors too.
Uncommitted file push
Fix for Auto-Download Content toggle to be toggled right on game start
Applied the fix to master branch
Fixed bug in new saving discovery maps
Removed another test scene
Meaga Worm Long: Added "Big Ailien" sound effects
Removed four test scenes comitted by mistake
Fixed Asteroid Belt not shwoing scene completed
Makes pioneer die if it's not mounted to an assy that has "Spaceworthy" tag when it reaches exit altitude
Steam fixes
Fix: RandomSeed sometimes got stuck at 0
Updated the space travel PS, and also added the ship explosion when player presses button to start
Fixed last merge
Reworked assembling update, fixed bugs and updated scan effect with the same rules as when assembling
Improved look/realism of the intro travel scene background PS, lots of planetoids instead of random images, as bob is traveling through the Asteroid Belt fixed a small cosmetic issue in Carnageoid
Tuned the stopping power force a little so it's not overly obvious
Pioneer: Reverted to only jumping when feet are touching the ground
Made "New Area" text smaller Added "SPaceworthy" tag on Ship Rocket, and made pp_game check for that on all attached assys to player pioneer when reaching the exit altiude, needs help from max to kill player if they're not in a craft Made abandon body confirmation text more clear
Bird Neutral: Detects tools held by Pioneer
Fixed placing hologram / adding it on build, assembly position and rotation
Fix: the same search and ray cast algo for aiming construct, assembler effect and assembling the hologram
Updated auto download from workshop
Incremented release build number!!
Synced in some PSs and latest Samroid to repo from pptest
Holy moly, warm up your scrollwheels for this one! The Data Realms team has been cranking real hard on the third and BIGliest update since launch, totally crammed with improvements and upgrades that you have been pining for. Without further ado...
Most notably:
Fixed save wiping bug (really now); your old saves should even be loaded again now
Subscribed-to Workshop scenes appear as unlocked scenes in the Asteroid Belt
Added resolution and screen options!
Improved loading times
Improved performance
Much more useful Lua error messages
Visual debug mode for reactor logic
Game quits immediately
Full changelog:
Added Ctrl F1 performance measuring for c2d_update parts
Asteroid belt using scene:GetSceneExists(sceneName) again
Fixed all auto downloaded scenes being added to AB on build
Much faster loading of workshop on engine load
Removed light glow over planetoids in Asteroid Belt
Fixed potential lua errors spam caused by buggy WS pioneers
Added meta.getVanillaPioneers()
Scene rectangle fixes for menu
Set engine loading screen background to gray
Renamed reactor set joints lose -> loose
Renamed concrete construction items slightly to appear grouped in Blueprint menu
Updated scene is mappable check only when in main lib, auto mappable when in other libraries
Removed newline from no matching overload found err
Fixed including downloaded scenes in user config all scenes list
Fixed out of memory log in File class
Added lua error information when the error comes from workshop blueprint or scene
Throwing special lua error for Workshop stuff
Prepped asteroid belt for auto dl scenes
Added modal dialog warning "Out of graphics memory!"
Lua Docs: Fixed a bug that caused some functions to be ignored
Removed path from error and optimized debug.getInfo calls
Corrected a wrong control hint on controller
Also canceling abandon body hint correctly on controller
Canceling abandon body hint when doing so
Also added missing trigger on veh entered
Added forgotten to revert files lost in mar 1st incident
Committed bot spot to repo, used in Primoid
Using steam user name now when writing author to Blueprint or scene file, polished code storing and using one instance of mUserNameCompName in Userconfig only.
Print() stays for 10 instead of 5 secs and also stays after opening editor
Looking up asteroid belt scenes in Workshop for steam name as author
Fast game exit, not deleting objects, we'll use it for testing only
Added information about low memory for running the game
Using new func isSubscribedScene() in AB
AB: always unlocking subs, fixed 3 planetoids unlocked on new game, added unlock PS to some missing places, fixed a lua err
Added and bound c2d:IsSubscribedBP and IsSubscribedScene
Defined 'tostring' for all lua-bound classes
Removed new line from lua error report
Lua errors catch polish
Error handling for activity build/update
Lua error checking on engine side at some places
Got rid off compile warning, using string to pass workshop item id to lua and back instead of UINT64
Selecting or dragging activity Blueprint target now also selects it in editor list of Blueprint targets
Checking lua error occurrence by the first line only
Fixed lua error in reactor control tip caused by wrong PS name
Some more formatting polish of error message
Removed debug thing
Finished error handler and using everywhere
C2d_io: No longer throws errors because of a missing timer
Fixed AI Reactor's target names
Work in progress new lua error handler
Fixed lua error in bee nest
Added io debug, enabled with io.setDebugMode(set) or open editor
Cleaned up lua files build/update code, xpcall()ing for stack traceback in errors there too
Polished targets editing - bool value on click, string and number value shown next to target name if defined
Wrapped Light class to LightWrap, for improved stability
Added tag "Dont Save IO Events" and added to reactor trigger once to replace hardcoded exception
Fixed delayed trigger triggering wrong when activated on frame 0 and potential stack overflow
Io passes to reactor funcs if they were called during load
Dereferenced nil object error report via new lua error handling system
Prints always visible in edit mode
Picture man twin pictures optimization error fix
Activity and c2d build and update via new safe call
Added c2d_update.activity_and_c2d_build(presetID, objectID) and update to update activity from lua too
Calling also .Build and .Assembled via new safe lua call system
Blueprint:Assembled() can also be called lua side with new func c2d_update.blueprints_assembled(t)
Overwriting type() correctly using closure
Added and bound == operator for SoundSetMan
Added and bound SoundSetMan::type
Trigger In Area Loss revert after wrong merge
Got back lost changes by wrong merge
Added stack traceback to new Blueprint lua error handling
Polished lua object and preset registering to not use UINTPTR
Optimized Rocket Bob PS, contained huge and many smoke particles
Fixed Asteroid Belt ui creating lots of timers
Eliminated white rectangle on start
Reverted Reactor Add Control Tip
Fixed Blueprints Build and Update optimization, nil check
Applied the same optimization to Blueprints Build call on scene build
Bit more polish on Blueprints update optimization
Polished Blueprint update call optimization
Blueprints update optim wip
Added error to Asteroid Belt if missing primoid.png
Fixed lua err
Added wip c2d_update.run_Blueprint_function(t)
Protected calling lua folder builds and updates for better performance and avoiding error breaking execution of all builds/updates
Added and bound scene:ThrowLuaError(err)
30 steps for c2d_update and update in just one step
Changed how various animals interact with constructs
Changed how various bots interact with constructs
Rover Carrier: Can fly higher if there are TOs nearby
The AI can attack planks that have been printed by the player
Trap Flamer can be turned on by sentry camera
Removed old trunks again
Pioneer passes self in toolActivate/Deactivate funcs
Tweaked some of the Asteroid Belt effect PSs
Added some effects to AB
Trigger On Pain & Sighting: Only triggers once
Another try to fix drawing to canvases due to Coherent render optimization
Constructions: No longer mounts to the Pioneer that printed it. Inherits team tag when printed
Construction Window: BG sprite is destroyed on death
Laser Assault Rifle: Can damage Construct Wall
Detection of constructs is improved on several bots
Construction Walls: Changed death conditions
Fixed looped sounds that are played via sound stream instead of sample, for sounds optimization
Construction Walls: Sprites look like concrete
Fixed picture twins optimizationa
Divided lua c2d_update.build() to more separated calls,
Pioneers are assigned a team based on controller ID insead of assy ID
Materials: Moved Reinforced Concrete from legacy materials
Revert of the wrong merge
Finished DefaultManExt and used everywhere where it makes sense
DefaultManExt, almost finished, committing to ensure not lose this
Added latest laval PSs from Anton
Reverted Blueprint Bot Imperatus rock head mistake
Rover Carrier: Can fly higher if there are TOs nearby
Bird Hostile: Does not steal tools from allies
Fixed a bug where 2 other random planetoids would be unlocked on first game start and bug with calculating when to unlock new ptoids
Print stays on screen 10 secs instead of 5
Finished picture twins optimization
Bird Neutral: Friendly birds steal enemy tools and bring them to the pioneer
Fixed Blueprint script revert after blueprint save - now removing it from blueprints cache immediately
Picture twins optimization in progress
Door Curved: MOs cannot get trapped between the doors
Added Construction Wall & Window Added material Reinforced Concrete
[added] ending draft for primoid, trigger it with `primoid_ending:start()` in console on primoid for now
Pioneer: Can create a custom pose for pioneers with unusually long legs
Pioneer: Can be set to FlyOutAssembly with a vehicle mounted to the world
Fixed pio shop showing wrong amount of aur substracted
Forgotten stuff
Mouse art for the remaining triggers and reactors
Added some mouse art to a few reactors
Removed most control tips from primoid script since they are replaced
Fixed control tip can not be started deactivated
Control tip reactor always starts activated
Added warning if action not defined in control tip
Fixed lua error in pioneer status reactor
Added trigger proximity construct
Added on menu opened/closed triggers to pioneerstatus reactor
Added reactor zoomed to limit
Control tip: fixed incorrectly placed tip, and tip getting stuck in air
Added range target to control tip reactor
Added percent setting and icon to area loss trigger
Added trigger on veh entered
Reactor control tip adds tip over pios in range if no target set
Optimization of loading and preloading pictures data - part 1
Mega Worm Long: Can be jointed to terrain with constructs again. Body segments scale up when eating an MO
Bot Imperatus: No longer has a rock for head
Better target names for reactor control tip
Added reactor add control tip, supporting future control changes through options and multi tips in local mp
Fixed file type in BlueprintsCache
Enabled little spark and rocket in Asteroid Belt for testing
Syncing in a bunch of new/udpated Audio and new/updaed PSs for metagame
Bit more optimization on BlueprintCache
Special optimization: Blueprints cache, for much faster loading of Blueprints and PSs
Fixed a lua error in grapple
Optimization: playing and loading audio files of size over 50 kb as audio streams, saved memory and load time
Using inner SHA to compare scenes and faster load, resaved all scenes
Added inner SHA for upcomming loading optimizations
Bot Walker: Increased toughness and damage output
Spider Climber: Can walk properly on MOs
Pioneer: Broken off MOs can always be atomized
Spider Climber: Lights are smaller Aurium & Fire Crab: No longer burns
Rover Spider Climber: Moves faster
Fixed SetAtomizable(Yes) when assy is broken off, at three places
Got back that feature SetBrokenOffMOsAtomizable code
Fixed saving/loading blueprint for the new feature
Commented out mSetBrokenOffMOsAtomizable
Fixed bugs in setting display modes
Added functions for setting broken off MOs to atomizable. Not bound to lua yet
Fixed settings prompt going missing if you opened planetoid panel with video panel open
Added sections of the video menu don't get visually removed, they just go low opacity and stop responding to mouse events/become unselectable
Fixed "dispalymodes" typo
Added gamepad support for video settings
Added (and then disabled cause it looks bad) friendly display name along with display number from sdl for each display
Modified fade for planetoid/settings prompt is 2x as fast [added] more video settings work - almost done
Fixed accidental double-bind
Added options select element for Asteroid Belt UI
Modified some bindings for the video settings+separated resolution and display number "should render" calls
Optimized reload texture, should shorten add assembly time in huge planet
Pioneer: Set all MOs to not atomizable again
Lua Docs: DisplayMode functions
Prepared display settings functions, polished and reworked switching modes functions
Added dummied-in video controls
Removed misunderstood target only reactor complete from the objective reactor (now all require reactor completion)
Fixed potential lua error in egg Blueprint when area goes from 100%->0% in one update (ie when crushed)
Fixed needless every-frame update of asteroid UI toggle for workshop enable/disable
Lms: fixed no arm hint on bots
Not displaying pause message
AB: fixed bug where new scenes could not be unlocked, fixed light not updating when unlocked, fixed unlocking deleted scenes, colored completed message green
Added and bound c2d:IsLibraryScene()
Updated C2DGame::GetGameSceneLoadedAndPlaying with GetSceneFinished()
Auto-sharing scnned blueprints in coop mode, also immediate sharing scanned mass when atomizng more players together
Added assembler scan to Starman
Trap Grinder: Added PS that do damage when the trap is on
Bot Worm: Wheels only do damage when rotating
Pioneer AI: Tools held in hands cannot get shot
Updated auto mounting and showing right the overlapping / automount
Updates: play sound on construction cancel, atomize while assembling
Pioneer AI: No longer tries to pick up broken off parts of weapons
Fixed Asteroid Belt name not correctly centered above scenes
Moving Platform & Trap Door Long: Added the "Interactible" tag and functions
Pioneer: Added code for ignoring up/down input when standing on an assy with the "Interactible" tag
Pioneer: The pioneer is pushed down when stopping, if the legs are not in contact with antything. The feet are not pinned when opening the Blueprint menu if the pioneer is standing on an MO
Increased resp station range so it works with vehicles
Testing pioneer only heaving jumps
Lowered pioneer skidding intencity so he doesnt slip in the air
Print() messages turn invisible after 5 secs of no printing
Pioneer also calls self.onInteractibleUp/DownPress() on interactibles overwriting input if found in target
C2d logger polish and thread-safe error log
Binding calls out of event, added mutexes to event handers for thread safety
Added disabled option and lua_check_obj to editor's textbox component, updated it in editors too.
Uncommitted file push
Fix for Auto-Download Content toggle to be toggled right on game start
Applied the fix to master branch
Fixed bug in new saving discovery maps
Removed another test scene
Meaga Worm Long: Added "Big Ailien" sound effects
Removed four test scenes comitted by mistake
Fixed Asteroid Belt not shwoing scene completed
Makes pioneer die if it's not mounted to an assy that has "Spaceworthy" tag when it reaches exit altitude
Steam fixes
Fix: RandomSeed sometimes got stuck at 0
Updated the space travel PS, and also added the ship explosion when player presses button to start
Fixed last merge
Reworked assembling update, fixed bugs and updated scan effect with the same rules as when assembling
Improved look/realism of the intro travel scene background PS, lots of planetoids instead of random images, as bob is traveling through the Asteroid Belt fixed a small cosmetic issue in Carnageoid
Tuned the stopping power force a little so it's not overly obvious
Pioneer: Reverted to only jumping when feet are touching the ground
Made "New Area" text smaller Added "SPaceworthy" tag on Ship Rocket, and made pp_game check for that on all attached assys to player pioneer when reaching the exit altiude, needs help from max to kill player if they're not in a craft Made abandon body confirmation text more clear
Bird Neutral: Detects tools held by Pioneer
Fixed placing hologram / adding it on build, assembly position and rotation
Fix: the same search and ray cast algo for aiming construct, assembler effect and assembling the hologram
Updated auto download from workshop
Incremented release build number!!
Synced in some PSs and latest Samroid to repo from pptest
Little over a week after launch, we have made an even bigger batch of improvements, fixes, and polishings on Planetoid Pioneers, based on your patient feedback and our observation of many hours of playtests.
Most notably:
Final preventative fix for rocket parts not adding up in Primoid
Improvements to Pioneer responsiveness
Fixed crashes and some other bugs in Co-Op
Fixed problems with resolution on some screens
What's next:
Further control and feel improvements
Reducing long loading times
General performance
Full changelog:
Fixed the save-wiping bug (hopefully the last one!)
Fixed AddBlueprintToMenuPartlyScanned returns false only when scanning already finished
Temp fixed rover min and shocks controlling when BP menu is open
Fixed pio getting pinned when opening BP menu in vehicle
Updated atomizing - now can atomize through voluntary mounted assemblies
Assembling now has better visual feedback of where placed holograms can be assembled right away
Fixed crash in coop when atomizing and assembling
Disabled J key shortcut
Fixed AddBlueprintToMenuPartlyScanned not triggering eff when parameter is false
Fixed ctrl:AddBlueprintToMenuPartlyScanned, fixed scan effect sometimes appeared without progress bar
Saving discovery maps to user config (also on cloud) and fixed loading / saving / cleaning discovery map
Removed gate XOR is in gate AND now, and replaced everywhere in primoid
Allowed atomizing/assembling in all rovers
Added new snowboard BP
BP Loot chest stays removed over save games
IO load warning only triggers once
Added screen_print.clear()
Added percentage target to BP chest
Pioneer: Added a magic force to make stopping more predictable
Fixed restart not possible when whole last pioneer gone
Added confirmation for abandoning body
Fixed take over hint showing on capsules with already taken over player inside
Made neutral birds more successful in stealing gun in beginning of Primoid
Fixed pioneer using interactibles with mouseclick too when liftable in hands
Gun helper does not give blueprint % on explosion if the blueprint can not be obtained from atomizing
Fixed carnageoid slowing down game when zooming out in wrong moment
Fixed bindleoid uncompletable
Mega Worm Long: Fixed lua error
Added Machine Camera Aurium. It has a green light and only detects pioneers by default
Spider Climber: Pioneer cannot burn while inside the rover
Savegame can not be overwritten anymore if load interrupted by lua error, showing warning instead and disabling saving
Showing if entered area is new
Fixed potential saving bugs where data could get lost and unloadable
Carrier Hover: Lift is decresed after ~20m above ground
Spider Climber: Cools pilot with PS. Cannot burn. Better movement
Fixed close blueprint menu sound not playing wehn closing with ESC
Added antons new flame effect to flamethrower
Pioneer jump grunt has only 20% chance to play
Added todds new descriptions and goals for planetoids
Pioneer: Increase the radius from 1.1 to 1.5 for mounting vehicles, so the Spider Climber can be reliably mounted
Plasma Rifle: Now use gun helper and needs one Aurium to fire one shot
Gun Helper: Activates and sets BrokenOffMOsFriction to 0.9, if not already activated
Pioneer: Better compatibility with broken workshop weapons
Added multiple settings tweaks
Added settings/planetoid prompt has "glowy" mouse hover image
Removed old html stuff from before coherent was understood
Modified: (x) for "start" button matching spec (and correct image)
Weakened impulse pioneer applies to things he walks over
Pioneer shop 4x cheaper, blueprint shop up to 2x cheaper
AB: turned off bugged time after completion, status messages appear under planetoid
Added steam altar to defendoid
Fixed chests decomression PS not stopping anymore
Fixed: showing master object points huge on some machines
Updated: allow burning and melting is set to MO when you change material, controls are close to material choosing so the change is visible
Fixed lua error in respawn code
Fixed waking up player falling asleep instantly
Added missing assembler scan PS to test dummy
Sparks from cable do not cause fire anymore
Maybe fixed parts of dead pioneers not Atomizable
Crazy bob doesn't cause error when deleting his eyes
Pioneer: Can aim tools that don't have a "Tool Mount Shoulder" joint
Drone Defense: Increased the req scanning mass to 700%. Added tag "Tier 3"
Drone Defense: Added sound loop. Fixed aim so the drone does not shoot low anymore
Lamps: Added on/off sound
Ice Bird: Moves at random when LOS to the target is blocked by friendlies
Bot Vendor: Follows the Pioneer that printed it even when not in hostile mode
Trap Grinder: Added sound loop
Fixed AllowBurning, MOs with value set to false didn't burn up but catched fire
Fix: disabled zooming on joypad when blueprint menu is open. also a bit smoother zooming with joypad
Fixed fullcreen was stretched on some machines
Fixed 'F9' hints in editor to reset scene
ESC closes blueprint menu
Bound controller:CloseMenu
Atomizer no more atomizes half made holograms
Ice Bird: Attacks with ice shards and drags the player to its nest Bot Phoenix: Increased durability
In coop pioneer stays awake when atomizing/assembling
Shield and welder drop in loot orb
Slightly bigger preview image in AB UI - can already see it in the AB though, maybe a bit pointless
Removed rewards description (they're the same each time) and a lot of vestigial code about unlocking/cost/reward
Description and goal are adaptive - they vanish neatly if empty strings are passed in
Incremented build number
Fixed lua errors in grenade cood and simple
Fixed lua error in pioneer
Pioneer: Feet are pinned to the world when opening the blueprint menu
Little over a week after launch, we have made an even bigger batch of improvements, fixes, and polishings on Planetoid Pioneers, based on your patient feedback and our observation of many hours of playtests.
Most notably:
Final preventative fix for rocket parts not adding up in Primoid
Improvements to Pioneer responsiveness
Fixed crashes and some other bugs in Co-Op
Fixed problems with resolution on some screens
What's next:
Further control and feel improvements
Reducing long loading times
General performance
Full changelog:
Fixed the save-wiping bug (hopefully the last one!)
Fixed AddBlueprintToMenuPartlyScanned returns false only when scanning already finished
Temp fixed rover min and shocks controlling when BP menu is open
Fixed pio getting pinned when opening BP menu in vehicle
Updated atomizing - now can atomize through voluntary mounted assemblies
Assembling now has better visual feedback of where placed holograms can be assembled right away
Fixed crash in coop when atomizing and assembling
Disabled J key shortcut
Fixed AddBlueprintToMenuPartlyScanned not triggering eff when parameter is false
Fixed ctrl:AddBlueprintToMenuPartlyScanned, fixed scan effect sometimes appeared without progress bar
Saving discovery maps to user config (also on cloud) and fixed loading / saving / cleaning discovery map
Removed gate XOR is in gate AND now, and replaced everywhere in primoid
Allowed atomizing/assembling in all rovers
Added new snowboard BP
BP Loot chest stays removed over save games
IO load warning only triggers once
Added screen_print.clear()
Added percentage target to BP chest
Pioneer: Added a magic force to make stopping more predictable
Fixed restart not possible when whole last pioneer gone
Added confirmation for abandoning body
Fixed take over hint showing on capsules with already taken over player inside
Made neutral birds more successful in stealing gun in beginning of Primoid
Fixed pioneer using interactibles with mouseclick too when liftable in hands
Gun helper does not give blueprint % on explosion if the blueprint can not be obtained from atomizing
Fixed carnageoid slowing down game when zooming out in wrong moment
Fixed bindleoid uncompletable
Mega Worm Long: Fixed lua error
Added Machine Camera Aurium. It has a green light and only detects pioneers by default
Spider Climber: Pioneer cannot burn while inside the rover
Savegame can not be overwritten anymore if load interrupted by lua error, showing warning instead and disabling saving
Showing if entered area is new
Fixed potential saving bugs where data could get lost and unloadable
Carrier Hover: Lift is decresed after ~20m above ground
Spider Climber: Cools pilot with PS. Cannot burn. Better movement
Fixed close blueprint menu sound not playing wehn closing with ESC
Added antons new flame effect to flamethrower
Pioneer jump grunt has only 20% chance to play
Added todds new descriptions and goals for planetoids
Pioneer: Increase the radius from 1.1 to 1.5 for mounting vehicles, so the Spider Climber can be reliably mounted
Plasma Rifle: Now use gun helper and needs one Aurium to fire one shot
Gun Helper: Activates and sets BrokenOffMOsFriction to 0.9, if not already activated
Pioneer: Better compatibility with broken workshop weapons
Added multiple settings tweaks
Added settings/planetoid prompt has "glowy" mouse hover image
Removed old html stuff from before coherent was understood
Modified: (x) for "start" button matching spec (and correct image)
Weakened impulse pioneer applies to things he walks over
Pioneer shop 4x cheaper, blueprint shop up to 2x cheaper
AB: turned off bugged time after completion, status messages appear under planetoid
Added steam altar to defendoid
Fixed chests decomression PS not stopping anymore
Fixed: showing master object points huge on some machines
Updated: allow burning and melting is set to MO when you change material, controls are close to material choosing so the change is visible
Fixed lua error in respawn code
Fixed waking up player falling asleep instantly
Added missing assembler scan PS to test dummy
Sparks from cable do not cause fire anymore
Maybe fixed parts of dead pioneers not Atomizable
Crazy bob doesn't cause error when deleting his eyes
Pioneer: Can aim tools that don't have a "Tool Mount Shoulder" joint
Drone Defense: Increased the req scanning mass to 700%. Added tag "Tier 3"
Drone Defense: Added sound loop. Fixed aim so the drone does not shoot low anymore
Lamps: Added on/off sound
Ice Bird: Moves at random when LOS to the target is blocked by friendlies
Bot Vendor: Follows the Pioneer that printed it even when not in hostile mode
Trap Grinder: Added sound loop
Fixed AllowBurning, MOs with value set to false didn't burn up but catched fire
Fix: disabled zooming on joypad when blueprint menu is open. also a bit smoother zooming with joypad
Fixed fullcreen was stretched on some machines
Fixed 'F9' hints in editor to reset scene
ESC closes blueprint menu
Bound controller:CloseMenu
Atomizer no more atomizes half made holograms
Ice Bird: Attacks with ice shards and drags the player to its nest Bot Phoenix: Increased durability
In coop pioneer stays awake when atomizing/assembling
Shield and welder drop in loot orb
Slightly bigger preview image in AB UI - can already see it in the AB though, maybe a bit pointless
Removed rewards description (they're the same each time) and a lot of vestigial code about unlocking/cost/reward
Description and goal are adaptive - they vanish neatly if empty strings are passed in
Incremented build number
Fixed lua errors in grenade cood and simple
Fixed lua error in pioneer
Pioneer: Feet are pinned to the world when opening the blueprint menu
Planetoid Pioneers had quite the launch this week!! Highlights include someone having a special birthday for over twelve hours on launch day, and another champ became a total ninja playing the game with their feet!
Wow.
We also got a boatload of direct feedback and observed issues that players were running into. Even after years of playtesting, nothing can fully prepare a game getting out in the hands of thousands of passionate players in the real world - especially a chaotic physics-driven one like Planetoid Pioneers.
Over the past three days since launch, the whole team has been listening, watching, and working feverishly to fix and improve the problems, starting with the most important ones. One of those was that sometimes, the Rocket wreckage scattered around the first Primoid adventure would not amount to a whole Rocket Blueprint when collected! Which is obviously a predicament if you're trying to get off that rock and complete its story.
In order to address this for anyone with a save stuck in that situation, we have provided an emergency drop (as in a "drag-and-drop") for you:
Fire up the game at that save, make it windowed by pressing alt+enter, and simply drag and drop the above image of the box in your browser right next to your Pioneer in the game window!
Next, we will focus on optimizing loading times, fixing some reported issues with co-op, and continue to improve the Primoid based on further feedback from you all!
Changelog since launch:
Made Pioneers not slide/wiggle down steep inclines on their own
Fixed editor crash bug when typing into text fields
Bosses death states are saved properly
Added [F] tip to some vehicles in Primoid
Placed first hologram higher in tutorial to avoid it not respawning
Added all four resource golems to appropriate dungeons
Some switches in Primoid remain pressed in when pressed
Made all skeleton BPs drop zombie again
Fixed completed scenes count in Asteroid Belt map not updating
Prepared fix for half-assembled capsules death screaming
Fast fall asleep time a bit higher
Maybe fixed capsules not being atomizable sometimes
Focused Planetoid is centered again in AB for smoother zoom out and in
Added feature to set indestructible trigger to affect broken off parts too
Pioneer prefers pickup over activate, but activate over drop
Set Pio shop interactive for to avoid accidental buying
Pressing [E] at steam altar opens workshop
Fixed switch liftable
Silverback flashes when hitting weak point and pulses a bit
Rover Climber activates spikes with down
Gun helper explosion breaks robots too
Fixed bad joint on Steam sign
Newly joined players fall asleep quickly in the first 10 secs then only after 20 secs of no input
Fixed gear being destructible again
Synced PPTest with AB map HUD markers, some mountain BPs, and Updated Primoid script for the Area tweaks
Fixed loading alt url, unescaping passed url to compare
Pioneer: Reduced pull force on feet when standing still
A lot of BP'acquirement balancing based on playsessions
Loot orbs give smaller percentages
Not calling IO On Death in frame 0
Added reactor break apart and set dead for bosses
Knuckles Boss: Increased toughness Knuckles & Boss: No longer atomize things
Plasma weapon penetration down from 375k to 10k
Plasma Rifle: Now use gun helper
Fixed unhinging ice trap, can be broken, feedback when broken, flamethrower trap feedback when broken too
Fixed resp station could unhinge
Fixed tank wreck giving invalid BP
Switch Sandstone: Added "Stay Down" target
Adjusted some HUD icons
Fauna Egg Bird: Egg cargo no inherit the team of the egg
Bot Vendor: Always friendly to the player if printed
Drone Defense: Added engine sound. Follows any enemy if gun is destroyed
Resouce Golems: Activates HUD icon on spawn
Defendoid enemies, added more variety
Defendoid waves required for complete = 10
Defendoid: described goal, more pio shops, lower steam shop timer
LCD timer limit can be set with number
Fixed loot orb offset effect
Sandstone less fragile
1T Ice block harder to break for easier transport
Reactor trigger objective potentially global function?
Added unified gamepad interaction in AB UI - fixed restart modal missing
Fixed some bridges not connecting to assemblies when printed
Added asteroid belt UI never removed, only closed - should deal with the sometimes-missing-ui bug, thanks to Miro's separation of layers (so they don't show up in-game)
Added modal fades out the stuff behind it (blocks hover effects and adds visual focus)
Remove "Publicly display" as something that's prohibited in our EULA - we invite people to stream the game and editors, of course
Disabled voting in WS shop for now, needs improvement
Added assembler scan PS to remaining pios
See what we are updating here and see some of what's next here
Planetoid Pioneers had quite the launch this week!! Highlights include someone having a special birthday for over twelve hours on launch day, and another champ became a total ninja playing the game with their feet!
Wow.
We also got a boatload of direct feedback and observed issues that players were running into. Even after years of playtesting, nothing can fully prepare a game getting out in the hands of thousands of passionate players in the real world - especially a chaotic physics-driven one like Planetoid Pioneers.
Over the past three days since launch, the whole team has been listening, watching, and working feverishly to fix and improve the problems, starting with the most important ones. One of those was that sometimes, the Rocket wreckage scattered around the first Primoid adventure would not amount to a whole Rocket Blueprint when collected! Which is obviously a predicament if you're trying to get off that rock and complete its story.
In order to address this for anyone with a save stuck in that situation, we have provided an emergency drop (as in a "drag-and-drop") for you:
Fire up the game at that save, make it windowed by pressing alt+enter, and simply drag and drop the above image of the box in your browser right next to your Pioneer in the game window!
Next, we will focus on optimizing loading times, fixing some reported issues with co-op, and continue to improve the Primoid based on further feedback from you all!
Changelog since launch:
Made Pioneers not slide/wiggle down steep inclines on their own
Fixed editor crash bug when typing into text fields
Bosses death states are saved properly
Added [F] tip to some vehicles in Primoid
Placed first hologram higher in tutorial to avoid it not respawning
Added all four resource golems to appropriate dungeons
Some switches in Primoid remain pressed in when pressed
Made all skeleton BPs drop zombie again
Fixed completed scenes count in Asteroid Belt map not updating
Prepared fix for half-assembled capsules death screaming
Fast fall asleep time a bit higher
Maybe fixed capsules not being atomizable sometimes
Focused Planetoid is centered again in AB for smoother zoom out and in
Added feature to set indestructible trigger to affect broken off parts too
Pioneer prefers pickup over activate, but activate over drop
Set Pio shop interactive for to avoid accidental buying
Pressing [E] at steam altar opens workshop
Fixed switch liftable
Silverback flashes when hitting weak point and pulses a bit
Rover Climber activates spikes with down
Gun helper explosion breaks robots too
Fixed bad joint on Steam sign
Newly joined players fall asleep quickly in the first 10 secs then only after 20 secs of no input
Fixed gear being destructible again
Synced PPTest with AB map HUD markers, some mountain BPs, and Updated Primoid script for the Area tweaks
Fixed loading alt url, unescaping passed url to compare
Pioneer: Reduced pull force on feet when standing still
A lot of BP'acquirement balancing based on playsessions
Loot orbs give smaller percentages
Not calling IO On Death in frame 0
Added reactor break apart and set dead for bosses
Knuckles Boss: Increased toughness Knuckles & Boss: No longer atomize things
Plasma weapon penetration down from 375k to 10k
Plasma Rifle: Now use gun helper
Fixed unhinging ice trap, can be broken, feedback when broken, flamethrower trap feedback when broken too
Fixed resp station could unhinge
Fixed tank wreck giving invalid BP
Switch Sandstone: Added "Stay Down" target
Adjusted some HUD icons
Fauna Egg Bird: Egg cargo no inherit the team of the egg
Bot Vendor: Always friendly to the player if printed
Drone Defense: Added engine sound. Follows any enemy if gun is destroyed
Resouce Golems: Activates HUD icon on spawn
Defendoid enemies, added more variety
Defendoid waves required for complete = 10
Defendoid: described goal, more pio shops, lower steam shop timer
LCD timer limit can be set with number
Fixed loot orb offset effect
Sandstone less fragile
1T Ice block harder to break for easier transport
Reactor trigger objective potentially global function?
Added unified gamepad interaction in AB UI - fixed restart modal missing
Fixed some bridges not connecting to assemblies when printed
Added asteroid belt UI never removed, only closed - should deal with the sometimes-missing-ui bug, thanks to Miro's separation of layers (so they don't show up in-game)
Added modal fades out the stuff behind it (blocks hover effects and adds visual focus)
Remove "Publicly display" as something that's prohibited in our EULA - we invite people to stream the game and editors, of course
Disabled voting in WS shop for now, needs improvement
Added assembler scan PS to remaining pios
See what we are updating here and see some of what's next here