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STABLE Update 01.166 STABLE - Space Engineers Beta

Discussion in 'Change Log' started by Drui, Dec 15, 2016.

  1. Drui Keen Update Guy KeenSWH Developer

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    Summary
    Hello Engineers! Today, we are pushing all the features from last week’s enormous update to the stable branch. Just in case you missed the news, this includes the total block redesign, new multiplayer netcode, a tutorial campaign and much more! We wanted to make this great update available to all players as you’ve been asking for it all week! In combination with this today’s bug and crash fixes, you should be able to enjoy a stable gameplay experience. This update also marks the transition of Space Engineers moving to Beta phase.
    The most important thing to remember with this announcement is that there is still more content, improvements and many optimizations to come. As an example, we can confirm that one of the things being worked on currently is a new HUD which should significantly increase your immersion in the game. Beta simply means that we feel the game now has a solid foundation. Some of the new models will be receiving adjustments because of feedback from the community. Multiplayer will be seeing more optimizations and improvements to make it run even better and make it more durable. These are just a few examples of areas still in need of attention.

    Thanks to your votes last week, we made it into the top 100 of IndieDB’s Indie game of the year awards. Now, there is a second round of voting to decide the ultimate winner so we need your help by voting again even if you did last week. You can find Space Engineers under the futuristic sim category: http://www.indiedb.com/groups/2016-indie-of-the-year-awards/top100#vote26095
    Every vote counts!




    Features
    - Marek's blog post about Space Engineers Beta: http://blog.marekrosa.org/2016/12/space-engineers-entering-beta_15.html
    - New Multiplayer netcode
    - Total Block Redesign; every block has been completely reworked (textures/LODs/etc.)
    - New and redesigned Tools and Weapons look
    - New and redesigned look for Components, Voxels
    - Physics improvements
    - Render improvements
    - Added Campaign containing 5 missions
    - Added Voice Chat (dependent on antenna network, it can be enabled by pressing U)
    - Added Magnetic Boots
    - Drone AI Improvements (strafing, ramming when without ammo, can use static weapons, targeting, waypoints)
    - Drive-by Turret shooting (shooting from turrets while moving with vehicles/ships)
    - Improved building (block size is automatically picked by the grid that you are pointing to; you can change the size manually by pressing the block button on your toolbar again)
    - Double Click makes a hand tool keep working continually
    - Interacting with highlighted stuff by pressing LMB and interacting with control panel RMB (only with empty hands)
    - Added Corner Lights, Corner LCDs (thanks Arindel!)
    - Enabled interior lights for small ships
    - Added Advanced Admin Tools in the Space Master menu (thanks Rexxar!)
    - Redesigned permissions ingame, added new Scripter and Moderator roles
    - Added Zoom function to all turrets
    - Customizable Fonts
    - Added ambient occlusion setting in the Graphics Options
    - Decals are now visible from inside the Cockpits
    - Voxel hand can be used by Space Master
    - Added Steam Achievements: http://steamcommunity.com/stats/244850/achievements/
    - Raycast improvements (thanks Rexxar!): http://forum.keenswh.com/threads/new-camera-raycast-and-sensor-api.7389290/
    - Created a new way for mods to store custom data inside entities: http://forums.keenswh.com/threads/modapi-changes-12-8.7389842/
    - Added new toggle for Sensor for detecting subgrids
    - Added a new button to rotors that allows a small rotor head to be added
    - Re-worked remote access menu to be more user friendly and accessible
    - Added support for CompilationSymbols arguments in Teamcity
    - Whitelisted items (so they can be edited in scripts to avoid conflicts)
    - Added Monospace Font (thanks @Krypt! :) )
    - Trees can now be cut down using the grinder/drill tool
    - Added "Loading Wheel" when pasting a blueprint
    - Added Workshop tag "Campaign"
    - GitHub Updated

    Fixes
    - fixed crash while pasting specific blueprints on DS
    - fixed ingame script finalizers crashing the game
    - fixed rare crash related to Refinery
    - fixed fire disappearing when shooting reactors, gravity generators, cockpits and other blocks
    - fixed spotlight losing glare effect after being repainted
    - fixed Vegetation View Distance not changing in game
    - fixed personal light turning off when using remote control
    - fixed phantom power drain when using merge block
    - fixed outdated instructions in step 1 of tutorial 8
    - fixed gun particles at close range
    - fixed issue with conveyor sorter working even when turned off
    - fixed rifle shooting constantly after entering the menu
    - fixed thruster flame animation freezing
    - fixed issue with copy/pasting station turning into ships
    - fixed issue when welding solar panels
    - fixed issue with ore spawns in rock
    - fixed issue with voxel tearing and the wrong texture appearing
    - fixed a part of the issue where only pressing C activates thrusters
    - fixed the no clip part of the laser antenae
    - fixed issue where the output angle for PBs did not show on LCD
    - fixed mirroring issue with oxygen farm
    - fixed mirroring issue with 3x3 wheels
    - fixed mirroring issue with 5x5 wheels
    - fixed mirroring issue with large antenna
    - fixed mirroring issue with small conveyor frame
    - fixed mirroring issue with small/large atmospheric thruster
    - fixed mirroring issue oxygen generator
    - fixed issue with dead bodies cluttering the server (improved sim speed)
    - fixed crash at System.Array.Clear(Array array, Int32 index, Int32 length)
    - fixed crash at System.Console.ReadKey(Boolean intercept)
    - fixed crash at System.Text.StringBuilder.get_Chars
    - fixed issues with loading the star system scenario
    - fixed bug that was occurring when using welder on projection
    - fixed issue with connectors not being locked on server restart
    - fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
    - fixed crash at Sandbox.Game.Entities.Cube.MyRefinery (Again)
    - fixed crash during timerblock preview while trying to paste it
    - fixed issue with ship pasted into voxels not turning into station
    - fixed issue with procedural asteroids not rendering correctly
    - fixed issue where you are unable to pick up objects in between doors
    - fixed not being able to place text panel on the tip of the armor slope
    - fixed issue where you were unable to place voxels over projections
    - fixed issue which caused the local area grid bound to disappear
    - fixed issue where pillar could be attached to armor slope block from the side
    - fixed issue with ship Grinder/Welder blocks range
    - fixed issue with Hydrogen Thrusters being added to ships and making them lose altitude in gravity
    - fixed issue with warping sounds with large number of ship Grinders/Welders
    - fixed issue with respawn ships appearing outside of world size limits
    - fixed issue with ships spawning without a physical presence in worlds
    - fixed issue with wheels not behaving properly when used in the Visual Scripting tool
    - fixed issue where tools continued running even when entering into the menu
    - fixed issue where blocks with "+" reverting to default block when changing grid size
    - fixed issues where asteroids were not present in "Asteroid" scenario or spawned too far away
    - fixed issue with projections casting shadows
    - fixed issue with crosshair appearing when going into spectator mode while still in the cockpit
    - fixed issue with thrusters acting dead (turned off) when locked to a grid with a landing gear
    - fixed issue where players could change in to a space wolf while on survival using the med bay
    - fixed crash at System.ThrowHelper.ThrowInvalidOperationException
    - fixed space ball air tightness issue (no longer airtight)
    - fixed issue with cargo ships not despawning
    - fixed issue with explosions appearing pixelated and with squares on edges
    - fixed issue where double clicking during the loading screen caused a crash
    - fixed crash at Sandbox.Game.Entities.MyCubeGrid.MultiplyBlockSkeleton
    - fixed crash when pasting planet too close to yourself on a dedicated server
    - fixed issue with certain blocks not being welded by the ship welder when using projector
    - fixed issue with ThrustMultiplier property being disregarded in ModAPI.IMyThrust
    - fixed issue where you are unable to control turrets from control panels on DS upon a character death
    - fixed issue with pasted grids aligning themselves to grids locked with landing gear rather than grid being aimed at
    - fixed issue where sound alert 2 was not working in visual scripting
    - fixed issue where in the G-screen you were unable to grab the scrollbar with your mouse
    - fixed issue with mirror mode planes causing a strobe effect when placed at the edge of grids
    - fixed issue where particle effect while flying through space was not visible
    - fixed issue where gatling guns were unable to target missiles (by slowing them down)
    - fixed issue that 1x1 Window Inv is not part of the 1x1 Window face group
    - fixed issue where the "red box" appeared when using the voxel hand tool in 1st person
    - fixed issue with ctrl+scroll not working when using the voxel hand tool
    - fixed issue with strafing and rolling while using the AZERTY keyboard (Hon hon hon!)
    - fixed issue where moving your mouse during pause would shift your POV regardless
    - fixed particle effect from bullet impact being too big and having too many sparks
    - fixed some more the hard edgings on explosions
    - fixed issue where snow particles from running were brighter than the snow on the ground
    - fixed the ugly muzzle smoke from the rifle when firing
    - fixed crash during launch when there is no audio device
    - fixed 2 crashes related to Customizable Fonts
    - fixed issue where tools would continue to run when bringing up the control panel
    - fixed issue when adding a hydrogen thruster to ship made the dampeners behave incorrectly
    - fixed issue with control panel message appearing briefly
    - fixed mirroring issue with the small grid 5x5 wheel
    - fixed issue where it was difficult to select a button on the control panel
    - fixed issue where rotor displacement would not refresh when options were changed in the control panel
    - fixed crash at Sandbox.Game.Entities.MyCubeGrid.IsAabbInsideVoxel
    - fixed crash at Game.Entities.Blocks.MyMechanicalConnectionBlockBase.Brea
    - fixed crash Sandbox.Game.Entities.Cube.MyRefinery.ChangeRequirementsToResults
    - fixed crash SharpDX.SharpDXException
    - fixed the trash removal tool to function properly
    - fixed issue with turrets targeting meteors through grids
    - fixed issue were settings from Info tab from the control panel did not refresh even when changing save games
    - fixed camera issue where exiting it would not preserve the POV
    - fixed issue where landing gear would stay lit yellow even when turned off
    - fixed issue where you were unable to paste when in Creative mode if you are not a admin
    - fixed issue where on survival the transparent build preview when using "Lines" or "Grids" would not show
    - fixed arm animations when holding gun in and viewing your character in 3rd person
    - fixed issue where dying made you look into the center of the planet (very uncomfortable bright flashing colors)
    - fixed issue with accuracy on guns not syncing up with the crosshair
    - fixed minor issue where going into the menu gave you a slight upward boos when flying with jetpack
    - fixed minor issue where interior turrets would remain collapsed when welding
    - GitHub source code updated
    - removed breathing, suffocating and oxygen sounds for creative mode
    - increased number of characters for LCD panels to 100,000 characters
    - rotors had their negative limits re-added ( Sorry for the blueprint issues that this may have/will cause)
    - removed error message for 3D export function (ctrl+alt+e shortcut)
    - ship drills are now working slightly faster
    - reduced the amount of memory leaks and fixed issue with reloading save file increased the memory consumption
    - hitting trees should no longer make the trees fly away into the atmosphere

    Hotfix 166.011
    - fixed crash while joining server
    - fixed crash in piston
    - fixed crash in Giant leap for mankind
    - fixed pink mods
    - fixed pink steel plate
    - fixed invisible grids in multiplayer
    - fixed player getting put in control respawn ship
    - improved sun
    - improved stability of render initialization
    - fixed solar panel textures
    - fixed landing gears not working on client
    - fixed modded blocks LODs
     
    Last edited by a moderator: Dec 16, 2016
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  2. MrJinx

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    YEp... Did it!
     
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  3. SilentSymphony

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    2st
     
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  4. K Man

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    Sweet.
     
  5. Phoenix84

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    THIS IS ALPHA BETA!

    EDIT:
     
    Last edited: Dec 15, 2016
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  6. Masked Death

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    Damn, that's a milestone!
     
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  7. Nick_A

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    YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY

    Seriously though, I was refreshing vigorously.
     
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  8. PhoenixTheSage

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  9. byLeandroid

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  10. Breanox

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    Good Job !
     
  11. Quevin

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    Amazing Update!
     
  12. zerek528

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    I was worried there would be no update. That is a LOT of bug fixes.

    So excited for stable to get the same nice things so quickly!

    Thank you Keen!
     
    Last edited: Dec 15, 2016
  13. Deepflame ME Producer KeenSWH Developer

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    Did I make it to the first page? :D
     
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  14. Whiplash141

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    Now timers are broken in both branches and armor textures still look like garbage :/

    I'm not sure if I'm alone on this, but I don't consider that an improvement. An option for the "R" to switch block sizes would be appreciated.
     
    Last edited: Dec 15, 2016
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  15. Leadfootslim

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    Do we have any list of fixes between this and the Dev release last week?
     
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  16. Robotnik V

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    This is just for visual scripted A.I., not the actual in game programming/remote control A.I., right? If so, you may want to clarify that.
     
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  17. bastelork

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    Improvements on visual scripting?
     
  18. crazyrobban

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    I feel proud for staying with the game up until this day, and I shall keep following it throughout the beta. :'-)
     
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  19. Echillion

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  20. Speshal_Snowman

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    What!? YAYAY! Very excited for the new HUD!
     
  21. Pie

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    Landing gears still don't lock when built in survival. Prevents survival play especially on DS :-(
     
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  22. Bistro187

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    This is like the first game I've followed almost since the beginnings.... I feel like I've taken this journey to the next stage together *cue tear-jerking dramatic music*
     
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  23. [LP] OMG Shadow®

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    Will the DEV branch also receive an update today?
    Good job on STABLE though:tu:
     
  24. Hyomoto

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    Hey, if it works better than it did over the weekend I'm glad. Bit buggy with all the new content it seems.
     
  25. chrisb

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    Guess its the end of an era.. Well done. ;)
     
  26. Wonkatoad

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    You fixed the floating spotlight glares! Awesome!

    They made it into the beta trailer though :p

    [​IMG]
     
    Last edited: Dec 16, 2016
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  27. KingdomBragg

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  28. DigitalStone

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    Congratulations on the shift towards Beta guys. Well deserved.
    Besides the upcoming HUD-update (which i'm excited about), is there any chance for the Control Panel and the quick-menu's of cockpits etc?
    I think you should know what i mean.
     
  29. kcjunkbox

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    So are we DEV players supposed to switch to Stable now? I'm confused...
     
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  30. Commander Rotal

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    I was about to switch to Stable to escape the bugs :/ anyone know if the block bugs (orientation resetting, block selection etc) got fixed? 'cause last week's Dev patch was HORRIBLY broken and should NOT have made it to Stable as-was. Seriously guys. Come on.

    Also this; is this week Stable-only? @Drui @Xocliw ?
     
    Last edited: Dec 15, 2016
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