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Update 01.150 DEV - Render Improvements and Bugfixes

Discussion in 'Change Log' started by Drui, Aug 25, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Staff

    Messages:
    1,390
    Summary
    Hey Engineers! In today’s update to the development branch, we're releasing the first batch of render improvements. Proper PBR rendering has been introduced, along with adding Nvidia HBAO, static decals on models, and tons of other features and improvements. Please keep in mind that this is still work in progress - more improvements and optimizations are on the way. We would also like to ask for your feedback and bug reports in the bug section of our forums: http://forum.keenswh.com/forums/bug-reports.326950/ Thanks a lot in advance!
    The main area of bug fixing this week was reducing memory leaks on planets. Other bugs fixed include sabiroids being able to dig into grids, animation of ship dampeners not showing and freezes caused by sabiroids and cargo ships. Enjoy! Also, as part of our visual tweaking, cyberhounds have been changed to wolves.
    Please note: The development branch used by players who want to play with weekly updates has been renamed to "develop" as it better matches our internal naming conventions for the branches.



    Render improvements:
    - Detailed blog post: http://blog.marekrosa.org/2016/08/guest-post-by-jan-hlousek-vrage-render_25.html
    - proper PBR rendering
    - added HBAO from nVidia
    - added static decals on models
    - new tonemapping / colorization effects
    - added atmosphere coverage of skybox in day time, re-tweaked all atmospheres
    - improved voxel rendering
    - improved spotlight shadows
    - improved bloom
    - improved emissivity
    - improved direct and ambient lighting and shadowing
    - improved grass rendering - work in progress
    - improved decals on glass (damage visuals appearing when shooting the glass)
    - improved impostor rendering (trees in distance) - work in progress
    - data driven setup of renderer (through environment.sbc)

    Fixes
    - reduced memory leaks on planets
    - updated all sound blocks to be less hardware demanding.
    - removed "red and orange" dots particle effect from alien grass
    - added correct conveyor/block icon
    - fixed cargo ship freeze
    - fixed sabroid freeze
    - fixed override on Ion Thrusters not showing animation
    - fixed dampeners animation not showing
    - fixed shaking of camera when shooting and hitting enemies
    - fixed swapping of tool level in creative while exiting/entering cockpit
    - fixed inactive landing gear still showing that it is ready to lock even tho it is not possible
    - fixed that RMB does not reset options to their default in the Options menu
    - fixed camera overlay not switching when HUD is turned off
    - fixed "ghost" drill that kept working after disconnecting from drill
    - fixed turret not resetting to idle movement after shooting at target
    - fixed turret not responding to players joining its faction in front of it
    - fixed spiders being able to dig into grid
    - fixed being able to still type to panels that were deleted/grinded
    - fixed lander oxygen levels not being correct during descent
    - fixed control panel issue with items not being displayed due to scroll bar issues
    - fixed bad precision with build block when far from center of the universe
    - fixed checkbox for destructible blocks not being saved
    - fixed that texts is auto highlighted when splitting resources in your inventory
    - fixed Atmospheric Lander dampeners not working when going up in a gravity well

    Hotfix Development version 1.150.001:
    -Fixed issue with models refering to vanilla textures,for mods,not loading properly
    -Fixed a bug with weird colors (with disabled FXAA)
    -Fixed "metalness" of gbuffer in DrawTextToMaterial
    -Fixed that hardcoded size MyDeferredRenderContext was true
    -Fixed particles lights that were broken in VT
    -Fixed crash fix for DS with new render
    -Fixed 3000RPM on rotors (sorry!)

    Important!:
    Development branch has been renamed to 'Develop'. If you use a script to update your server, you'll need to change your script or your server will default back to stable branch.
     
    Last edited by a moderator: Aug 27, 2016
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  2. Bootstrap Trainee Engineer

    Messages:
    11
    Will the develop branch be able to laod worlds from the old development branch? I currently cannot

    EDIT: All seems to be working now, no immediate non-rotor/piston related issues to report lol
     
    Last edited: Aug 25, 2016
    • Agree Agree x 2
  3. northypark Trainee Engineer

    Messages:
    30
  4. Stefan Trainee Engineer

    Messages:
    16
    Its amazing
     
  5. Bleh Trainee Engineer

    Messages:
    51
    • Doesn't want to be here.
    HAHAHAH I got my post removed for asking to bring back the old build interface?


    well BRING BACK THE OLD BUILD INTERFACE!
     
    Last edited by a moderator: Aug 25, 2016
    • Disagree Disagree x 25
    • Funny Funny x 6
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  6. KingdomBragg Junior Engineer

    Messages:
    544
    Looking good, but I'm having the same trouble as @Bootstrap.
     
  7. beelzerob Apprentice Engineer

    Messages:
    429
    Heh, never even got a chance to watch that part of the twitch video, and now it's out!
     
  8. SilentSymphony Apprentice Engineer

    Messages:
    201
    Cant wait to try it out, Thanks for the hard work guys!
     
  9. Cruzz999 Apprentice Engineer

    Messages:
    264
    No light source, in a small metal box. "Now have proper dark feeling"
    But it's actually as bright as day.

    What. That room should be completely black. The suit have lights. Give us a reason to use them.
     
    • Agree Agree x 30
    • Disagree Disagree x 1
  10. Tygra Trainee Engineer

    Messages:
    44
    There will be mods tomorrow to tweak the lighting. Or you can do it in the .sbc yourself
     
    • Informative Informative x 1
  11. Shuro Apprentice Engineer

    Messages:
    114
    They sayed they go to it later, right? ö.ö; did you finish the video?
     
  12. Speshal_Snowman Apprentice Engineer

    Messages:
    175
    THIS IS AN AMAZING UPDATE!!!!!
     
  13. Replic TuaniOne Apprentice Engineer

    Messages:
    482
    Oh I like this!

    also hype on those new visual improvements of the reactor, refinery and building blocks, keep it up guys !
     
  14. Gwindalmir Senior Engineer

    Messages:
    1,000
    Please make the 'develop' notice much larger and more visible. So people are aware. @Drui
     
  15. beelzerob Apprentice Engineer

    Messages:
    429
    Cyber hounds to wolves?? That's...interesting. Will they still be chewing up my base armor blocks and dropping components as loot? Seems a strange thing for a wolf to do.

    I didn't have any problem with the cyber hounds....they just didn't have any context (like a nearby pirate base or alien wreckage).

    Shrug. Maybe wolves are the first step to introducing ME deer...
     
    • Funny Funny x 3
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  16. KingdomBragg Junior Engineer

    Messages:
    544
    I can't access the new dev build in the betas menu. The only one available is 1_147_003 develop?
     
  17. AutoMcD Senior Engineer

    Messages:
    2,362
    DAT DRILL
     
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  18. SGCam Trainee Engineer

    Messages:
    6
    Yay! The wolves have been liberated from the cyber collective!

    Also, thank you keen. Finally.


    ....wait. Did he say "newly formed team working on netcode"..........
     
    Last edited: Aug 25, 2016
    • Funny Funny x 2
    • Agree Agree x 1
  19. Harrekin Master Engineer

    Messages:
    3,077
    "Newly formed team for improving multiplayer"...?

    I thought it was already being fixed?

    Wheres Dusan?

    I'm scared...
     
    • Agree Agree x 3
  20. Tygra Trainee Engineer

    Messages:
    44
    Steam just updated it. It's the correct build now.
     
    • Like Like x 1
  21. carnivore Apprentice Engineer

    Messages:
    153
    Cyberhounds are dead! WOOT!
     
    • Agree Agree x 8
  22. Cruzz999 Apprentice Engineer

    Messages:
    264
    That's a good thing, indeed.

    While my post was a knee jerk reaction, I did watch it all. I just hope they'll get to it. I get a bad feeling about the fact that the values they decided to use to show off the feature are this bright though.
     
  23. KingdomBragg Junior Engineer

    Messages:
    544
    Huzzah! Thanks guys :D
     
    • Agree Agree x 1
  24. Armada115 Trainee Engineer

    Messages:
    34
    Nice Update... but no more hotfixes for all the bugs that got brought from the last Stable Branch Update?
     
  25. Entersprite Apprentice Engineer

    Messages:
    107
    The update killed my server world with a 250km planet. But we got improved rendering which is nice.
     
    • Like Like x 1
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  26. druppi Apprentice Engineer

    Messages:
    175

    when will you people learn that you have (every week again) wait for the moders to update to the new brace and that this means usually Saturday or Sunday until you can play again
     
  27. Scorpion00021 Senior Engineer

    Messages:
    1,410
    Awesome work! And I'm glad cyberhounds have been replaced with wolves :)
     
    • Agree Agree x 2
  28. AedanXaelan Apprentice Engineer

    Messages:
    307
    For those interested in, but unable to check, nighttime on earth-like, here it is :)

    [​IMG]
     
    • Like Like x 12
  29. Harrekin Master Engineer

    Messages:
    3,077
    Wolves wouldn't be able to chew through light armour tho...
     
    • Agree Agree x 1
  30. Conradian Senior Engineer

    Messages:
    2,596
    Go to the debug settings (Shift+F12 I think), go to render, go to Lighting-ambient or lighting-atmosphere. Turn down the intensity of the back lighting (It has two sliders). Enjoy.
     
    • Informative Informative x 6
    • Like Like x 4
Thread Status:
This last post in this thread was made more than 31 days old.