To get this update, you have to opt in inside your library: Necesse -> Properties -> Betas -> Select 0.20.x in dropdown.
Reminder: It's recommended to back up your saves when playing on experimental version. You can do so in game on the load menu.
The official Discord channel is a great way to give feedback on updates like these, suggesting new features and interacting with other players. Discord invite link: https://discord.gg/FAFgrKD
This update includes a bunch of updated visuals with new cave and surface rocks, ores, walls and tiles. Doors can now be rotated based on how you place them. Because of this change, your doors might be rotated incorrectly.
To see this new generation, you have to visit a new place you haven't been to yet.
See the full changelog below.
Changelog
Additions: Added unique deep rock colors to the deep caves. Added smaller surface rocks that generate along big rocks. Added sand variation of surface rocks. Added swamp grass, mud and willow trees to swamp biome generation. Added snowstone, obsidian and deep stone walls and doors. Added a small red X to trinkets that's disabled by another one.
Changes/misc: Workstations can now also craft inventory recipes. Void wizard bouncing projectile will now not pierce targets. Updated a bunch of tile textures and added more variation to them. Updated all cave rock textures and ores. Updated ore and stone textures. Updated a bunch of object shadows. Dropped items will now slowly sink in liquid. Shallow water will now have less waves. Increased range of local maps and they will now not be consumed if nothing was found. Water and lava will now also create stone when colliding diagonally. Updated a bunch of wall textures. Updated all doors, can now be custom rotated and is easier to see. Updated skeleton and deep cave spirit textures. Grass tiles will now not be dropped, but increased chance of seeds. Surface and cave ruins will now use biome appropriate walls and floors.
Fixes: Fixed spawned cows/sheep following when changing island. Fixed workstation filters sometimes not saving for the same workstation. Fixed some items showing as obtainable when they were not.
And a bunch of other minor changes and fixes. You might have to restart Steam to get the update.
Our community has brought us a ton of new content! Users have recreated the Prop Hunt game from GMod, another group is building interactive D&D tabletop system called DelVR and there’s an airship game being built with crafting system and customizable ships. So many wonderful projects this week!
We’re getting very close to the UIX framework being completed and replacing the old Unity UI system! The 100% CPU usage issue has been mitigated, memory leaks from saving worlds fixed and the load/save process now uses less CPU and memory overall.
Our graphics designer has built a simple 3D modelling tool completely in Neos. There were some smaller additions as well, like new LogiX node for getting UV coordinates from raycast hit or internal audit log for helping diagnose cases of deleted or overwritten worlds in emergencies.
As always we will be talking about these new features during our weekly livestream, so please come join us! The livestream will be tonight at 3 PM PST (6 PM Eastern). We will be playing the Prop Hunt game on the stream so you can see it in action!
Community Highlights
D&D GameMaster systems by DelVR
DelVR is an amazing project brought to Neos by ChrisWarner103 and ToMo, who are seeking to give players an immersive system to play games like Dungeons and Dragons within VR. They have released their second devlog video, detailing the interactive GameMaster systems they have built. This video is a must-watch, this project is amazing!
Prop Hunt - Medra and Creator Jam participants!
Medra’s weekly Creator Jam had an awesome theme last week: re-creating the beloved hide-and-seek game Prop Hunt, where players would hide as an object while hunters would seek them out, looking for things that seem out of place.
This has been one of the best Creator Jams so far and everyone seems to love to play this game in Neos. Well done everyone!
These two have been hard at work creating an amazing way to build, using triangles and some very clever LogiX to create a polygon building system! Yet another amazing system to show that game development is not only possible within Neos, but can be quite fun! Awesome work guys!
Progress on the new UI framework
The new UI framework, internally named UIX (a joke combination of UI, UX and Neos’ naming scheme adding onto LogiX, BaseX, CodeX, PostX and others), is now heavily in its implementation phase!
The new system is already producing visual output and has most of the major building blocks implemented. It might not look as much on the testing videos, but there is quite a lot going on under the hood, as the system is designed to efficiently handle complex UI’s and layouts without significantly impacting the performance.
Any changes to the UI are collected and registered synchronously as they happen, with minimal amount of computational work on the main thread. The heavy lifting of propagating the updates, sorting items, computing layout and geometry is then done on background threads, spreading the work onto other CPU cores and avoiding stalling the main thread and freezing all the visuals.
The system already handles masking and has a clever way of splitting the layout hierarchy into multiple “graphics chunks” - mostly independent pieces that calculate their own geometry in parallel and isolate the changes happening within the UI to reduce the overall amount of computation needed for each update.
For example the root of a scroll region will become its own graphic chunk, so instead of having to recalculate the geometry to shift all the vertices, the whole chunk is just moved. Graphic chunks are also used to implement masking, naturally splitting the geometry into regions with their own stencil buffer parameters.
Because the graphic chunks can be easily dynamically created and removed anywhere within the hierarchy, we can also implement auto-balancing optimizations. If the system notices a part of the layout frequently changing, while other parts remain static, it will simply insert a graphic chunk at the right point in the hierarchy and isolate the recomputations only to the frequently changing parts.
More memory optimizations and 100 % CPU usage fix
After more reports of memory leaks caused by saving worlds, part of the save and load procedures have been rewritten to be significantly more efficient and work around a memory leak in a BSON library that is currently being used.
Thanks to this loading into worlds and saving them should now be smoother, taking less CPU time and significantly lower amount of RAM, reducing the stutters and the memory used when saving worlds will now get properly reclaimed, preventing the RAM usage from bloating over time.
We have also tweaked the video playback engine selection after the introduction of youtube-dl integration. This should significantly mitigate random 100% CPU usage reported by many users. The change will now favor native Unity playback engine to better utilize system’s native video decoding (including HW acceleration) when playing YouTube videos in Neos and avoid triggering the CPU usage bug in the 3rd party libVLC playback engine.
Simple 3D modelling tool
Aegis_Wolf, our graphics designer, has built a simple 3D modelling device completely in Neos! You can build models out of triangles or quads, with vertex snapping and coloring and using several symmetry modes.
The built model can then be then baked into a single mesh and used as any other model inside of Neos, even exported into FBX or made into an avatar. Aegis is still actively working on this tool, so expect more additions and updates. If you’d like to play with it, you can find it in Neos Essentials or the MTC Art Room.
New LogiX nodes and audit log
We have gotten some new LogiX node contributions from Coffee! There are two new operator nodes x2 and x3 for quickly squaring and cubing numbers. There’s also HitUVCoordinate node under the Physics category, which allows extracting a UV coordinate from a raycast that hit a mesh collider, allowing for some potentially interesting applications.
Neos backend now also has an audit log for any changes being done to worlds and items. This will help us investigate worlds or items disappearing and provide a safety net to restore accidentally overwritten or deleted items and worlds.
However this is meant only for emergency use-cases. If you have important creations you don’t want to lose, it’s a good idea to keep backed up copies and versions of those. In case you lose something you can’t recover, contact Neos staff and they’ll be able to help you.
What’s Next?
There is still quite some work to do on UIX, the new UI framework, namely layout components, interactions and implementing a proper set of components and behaviors so it can fully replace the current hybrid Unity UI system, but after the long design phase it’s finally in the last stretch.
We expect that the swap will happen sometime next week and usher a new era of lag-less inspectors and allow us to finally begin on overhauling the UI visuals and interactions to make Neos significantly easier to use for both new and existing users.
Thank you again for joining us on this week’s edition of the Weekly Update! We hope to see you all at our livestream tonight. And thank you again to all of our Patreon supporters and creative users, without you this project wouldn’t be the same!
It's official, everybody. HyperDot is available now on Steam, Xbox, itch.io, and Microsoft Store. That feels…bizarre to say.
I want to thank everyone who has supported me throughout years of me making a game about a dot. This past year in particular has been childhood dream after dream being fulfilled. I couldn't have done this without you all — friends, family, players, business partners, and collaborators.
Hey Panda Peeps! Or should we say, 'Allo Bonjour Pandas!
We’ve got a new Phone Fling all cooked up and ready to serve! But like a fine French soufflé, this one should be savored. Grab yourself some “grape juice”, kick back, and meet Francine.
Francine may seem like an ordinary French girl. But anyone who has ever dated a French girl knows - none of them are ever “ordinary”. The closest they come is in the word “extraordinary”. And Francine is no exception.
We hope you enjoy Francine’s story. As always, let us know what you think and what you’d like to see in future Phone Flings.
It is the 1 year Anniversary of Foundation hitting Early Access on Steam and GOG!
To celebrate this important moment with you, we are releasing an Anniversary Update containing a special surprise!
After updating the game you can find the surprise under the Decoration building menu.
The update also contains some fixes and improvements to the recent Winter Content Update and you can see the changelog below.
That's not all! We are also giving away multiple game keys on Social Media. Like and comment on our Anniversary post on Facebook or Retweet us on Twitter for a chance to win a Steam key!
Finally, you can get 20% off the game in our special Anniversary Sale starting today on Steam!
If you would like to play and help shape the final stretch of development then it’s a perfect time to jump in.
A Year in Review
Both the team and the game have come a long way in the past year. The team has risen in number, recruiting some fantastic talent that is showing through in the gameplay, assets, and technical expertise.
The Hurricane engine is constantly evolving and improving with new in-house tools and optimizations to allow everyone to get the best playing experience. Gameplay and in-game assets have also been worked on heavily, with new and updated monuments, game mechanics and systems being introduced such as the recently expanded military missions.
We are extremely impressed by the display of love we are receiving from the community and this is fueling us to continue the work on further development on the road to the Full release.
Updated Roadmap
Hitting the 1-year Anniversary is also a great time to look at the future and what is in store for the further development of Foundation. You can take a look at our updated roadmap on Trello.
Road to Full Launch
Just as Foundation is organic, so too is Foundation’s development. As the game evolves, we are continually brainstorming and developing exciting new ideas that we are bringing to the game.
Ultimately, we want Foundation to be as we envision it, and with this in mind, we have decided to extend the Early Access development so that we can complete the roadmap and vision for Foundation.
We would like to thank everyone that has backed the Pre-Alpha and subsequent Early Access Alpha and for those who just bought the game, welcome!
Anniversary Update Changelog
Add: desirability tooltip display
Add: Expose additional content to modders
Fix: Crashes in various rare instances
Fix: UI scale bugs
Fix: Comonners now stay in level 1 house but get a satisfaction modifier
Update: remove distance from village center in villager view
Update: Housing Desirability Adjustments
Update: Desirability Added to Roman + Legacy church
* Added Operator Overview info-window, showing attributes and stats, and current effects of Applied Effects * Adjusted so Operators now skip predict and aim straight towards target if it is within 'Perception / 4.0' meters * Added Inspecting a book now triggers a speech-bubble of the Operator reading out the title * Minor adjustment to Minimap visual look * Adjusted Actor Highlight from Operator selection down to 'Perception / 4.0' meters * Adjusted Jason Shanahan Special Ability from Light Flare to Pulse Nade * Adjusted Pieter Thommen Special Ability from Boost Injection to Motion Mine * Adjusted Robert Wideman Special Ability from Motion Mine to Boost Injection * Minor adjustment regarding naming of Special Abilities
AI has had another revamp and they will do things like use corkscrew to dodge incoming weapons (dumbfire and slow turning) and will also use augmentations intelligently like e.g. fire extinguisher if on fire, energy to shield converter if high on energy, but low on shields etc. The higher level the ship is the more likely they are to do this kind of stuff... They might even do a corkscrew as a taunt after killing you.... This is all on top of the recently change where they now will do things like attack from the side only + I am going to add more...
I am pleased with this as i think it makes the enemies less predictable, and more human-like. But there might be some initial issues, so let me know if anything seems off....
Changes:
When you respawn now, you can use the steering controls to choose where you respawn within a circle, this circle gets bigger as your lives get fewer
More AI improvements will be more noticeable at higher levels and legendary enemies, they will use corkscrew and augmentations
Can now sort your cargo/storage alphabetically and by price
4 New weapons: Javelin Storm, Flounder torpedo, hyperspace harvester
Murk rocket
Hyperspace recharging time reduced to 10 minutes (might put it back up, I dunno)
Fixed a problem with the same saving ai ship locations, now if you leave a sector and immediately go back in, the same ships should be there
More station textures fixed
Fixed a problem with planets in the background, but there are still issues with this
Can now deactivate various camera views if you dont use them
Can now mouse over ship effects to see what they do
Can no longer use a microgate to access a system too high level for you
Close button added to incoming messages
Prospector 3 now works on in station map (if equipped on your active ship)
Hopefully got the hackign notification to tell you the correct level of an item now
This update introduces new tools for professional debriefings, as well as numerous improvements, optimizations, and fixes for your favorite simulators.
Thanks to the community and to our professional partners for all the invaluable feedback and suggestions throughout the last few months!
FEATURES & CHANGES
ADDED Time-Jump tool to quickly go at a specific time
ADDED Polish translation by Michał Plichta (work in progress)
ADDED support for DCS: JF-17 Thunder
ADDED support for A-4E-C for DCS World
ADDED support for MB-339A for DCS World
ADDED latest DCS: Normandy 1944 Map and runways
ADDED IL-2 pilot name auto-fix add-on by BuzyBee
ADDED support for pilot’s head movements (XP11)
ADDED Radar range & field of view is now supported and displayed in the 3D view when available
ADDED Kurile Island 1.3a for BMS
ADDED Database Builder add-on to easily create new objects database with Tacview Enterprise
ADDED support for sorting/dpi in the event-log importer
ADDED numerous objects and 3D models to the database
ADDED x20 playback speed
ADDED Ctrl/Page Up/Down to move quickly forward/backward in time
ADDED to set real-time telemetry and remote-control ports to 0 will disable them in DCS World
ADDED support for DMS coordinates in terrain custom textures declaration
IMPROVED 3D models are now loaded in background for faster debriefing startup
IMPROVED updated Earth magnetic field up to 2025 (IGRF-13)
IMPROVED labels are now always visible, they do not interact anymore with the terrain
IMPROVED improved camera behavior and auto-selection when starting a new debriefing
IMPROVED object height is now always represented even for selected objects
IMPROVED heavy shells trails are now thicker
IMPROVED KML track files are now considered as FixedWing objects
IMPROVED right-click to edit an unknown object from the 3D view
IMPROVED registration and Squawk are now always displayed regardless of the distance from the observer
IMPROVED registration and Squawk are now exported in csv and xml the flight logs
IMPROVED error messages in the event-log importer
IMPROVED only a few official add-ons are now enabled by default to not overload the UI
IMPROVED it is now possible to store add-ons and the database in C:\Tacview\
IMPROVED Time-Shit tool direction has been inverted to make it more intuitive
IMPROVED resilience to typos in latitude/longitude coordinates in various data
OPTIMIZED xml documents loading time
REMOVED DCS World client telemetry password option (was too confusing)
FIXES
FIXED "cubes" exported by IL-2 are now filtered-out and masked
FIXED Blue events for selected objects were not displayed anymore in the timeline
FIXED Time slider tooltip was always displaying zulu time instead of local as requested
FIXED if DCS exporter profiling period was set to 0 it would spam the log
FIXED Objects tagged as [Static] will not display trails anymore
FIXED Launching the Steam edition of Tacview from the command line or Windows Explorer was displaying a warning
FIXED 32-bit Tacview could re-start via Steam in some edge cases
FIXED radar-lock lines from the event-long were not always removed
FIXED It was not always possible to visualise an object time-shifted into the future
FIXED Incomplete Dynon SkyView efis csv files are now gracefully handled
FIXED UTF-8 file names are now supported by Lua lfs.dir() and lfs.attributes() functions
FIXED SDK function Telemetry.Load() does not display error message anymore
FIXED several errors in the C# SDK
FIXED Automatic creation of ProgramData/Tacview folder as admin could preventing other users from accessing it
FIXED Tacview would not sleep after having loaded an acmi file (regression from 1.8.0)