Version history

This article is about previous updates of StarMade.

Updates

Version Date of Addition Additions Summary
0.136 March 15, 2014

0.135

  • New
    • added another texture pack from kupu
    • added some character model fixes from omni
  • Updates
    • personal shop permission should now cover all shopping transactions
    • reactivated head tilting (only without helmet)
  • Bugs Fixed:
    • possible fix for framebuffer error happening on some hardware when using shadows
    • fixed another inventory merge bug (when changing slots while server is still subtracting blocks from building)
    • fixed AI not shooting at objects (especially turrets)
    • fixed serverAI transmission not being in synch (lead to heavy rubberbanding and server/client position differences of AI ships)
    • fixed permissions to edit AI config (admins can now edit objects by selecting them and open the AI control panel)
    • fixed possible source for segment(chunk) errors: server took re-requests of segments which hints at a synch error
    • fixed serious server bug, where in case a sector was loaded while saving (inactive sector becomes active again), there could be a several bugs (foremost docked ships undocking without reason)
    • fixed bug where docked object were not hittable by missiles
    • fixed eject from enterable block when block gets destroyed
    • fixed core overheating timer when core destroyed by missile
    • fixed bug in animation structure where deactivated animation would prevent other animations

0.134 March 11, 2014

0.134

  • New
  • Updates
    • "skin file does not exist" should no longer spam log on multiplayer (skin files that cannot be sent will stop trying after the 5th time)
    • inventory slot merge bug should be fixed (synchronization issue)
    • personal shop buy/sell permission are now working
    • faction members can now salvage faction home in astronaut mode
  • Bugs Fixed:
    • fixed NPC-Command menu not working when exiting ship in build mode
    • fixed personal enemies of faction not working
    • fixed bug with collection not updating on block removal (e.g. weapons keep working even if all the weapon blocks got removed or shot off)
    • fixed possible deadlock (server freeze) when writing universe data
    • fixed bug where both inventory stacks of the same type would vanish when trying to merge and the sum of both exceeds the maximum stack size

0.133 March 9, 2014

0.133

  • New
    • New graphics system
  • Updates
  • Bugs Fixed:

0.132 March 8, 2014

0.132

  • New
  • Updates
    • further optimized lighting calculations for faster segment(chunk) loading (average 15% faster)
    • increased diffuse lighting (still not good as dark areas are a little bright now. Still finding a good balance)
    • optimized block collection calculation to faster ditch requested updates from removed objects in the queue
  • Bugs Fixed:
    • fixed server crash when replacing only emty segement on a structure
    • fixed server NullPointer when projectiles fly in inactive sector
    • fixed data problem when generating new planets (discovered due to the synch update of earlier patch)

0.131 March 7, 2014

0.131

  • New
  • Updates
    • right mouse click on docking beam now igores activatable blocks (doors)
    • maxDrawnSegments can now be changed ingame without problems, and with correct cleaning up (problem was always to get all threads to either finish or stop at a point where they don't currently own mesh themselves)
    • categorized and reordered options GUI
  • Bugs Fixed:
    • fixed minor source of bugs: initially newly loaded objects had no way to know their sector for one update when the object was updated before the data was inserted as a network object. Bypassing that now for the server to check directly
    • fixed a cause of server disconnects (tried to change an object on server that no longer existed. Could happen when the server removed the object and the change didn't yet reach the client)
    • fixed crash when changing options

0.13 March 6, 2014

0.13

  • New
  • Updates
    • optimizations
  • Bugs Fixed:

0.12 March 2, 2014

0.12

  • New
  • Updates
    • implemented abstract controller support
    • implemented controller custom axis support
    • implemented controller custom button support
    • implemented abstract system to apply the same system as for keyboard to any controller
    • implemented controller button duplication check
    • implemented controller saving
    • implemented controller loading
    • implemented individual controller axis sensivity
    • improved GUI a bit: no more moving when keys pressed in some menus; no more fireing weapons when deactivating menus (might still be some menus missing to be included)
    • prevented OS from giving initial value for controllers (rotation when starting until controller touched)
    • integrated controller into camera system
    • implemented remote debug system to check on raw server positions
    • removed sector physics mirroring from sectors to a planet and vice versa (physics glitches possible, but will take care of possible heavy lag and random warps, until better solution found)
    • structure panel now available for any usable structure
    • removed unaffected segments within missile blast radius from missile block update (missile performance)
    • missile damage now sends segment update directly instead of issuing re-requests on client (faster update when missile hits & better synchronization)
  • Bugs Fixed:
    • fixed some missiles not showing up
    • fixed GUI texture compression (washed out GUI textures)
    • fixed a accuracy problem in segment sorting (small alpha errors on transparent blocks can still occur)
    • fixed possible bug in updating whole segments when missiles hit (collections (ship properties) not updating correctly)

0.109 February 23, 2014

0.109

  • New
    • added security that on other positions so the same method of getting the server to freeze can't be used there
  • Updates
    • reduced memory consumption in several places
    • decreased consumption from lots of small groups of usable blocks
    • decreased consumption from control structure
    • improved control structure performance by using unified indexing data structure a lot better to handle in collections
    • implemented "lighten" mode for advanced build mode (makes blocks brighter)
    • improved bulk-block-connection function to be more scalable and faster
  • Bugs Fixed:
    • fixed one more GL_INVALID_OPERATION crash on 100% (on some graphics cards)
    • fixed light shining through closed doors
    • fixed "NullPointerException: Exception: REQUESTED TYPE 0 IS NULL" client crash (happened when a block-connection came in too late after the source was already removed)
    • (hopefully) fixed [KINEMATICCONTROLLER][UPDATEACTION] Exception possibly crashing the server on sector change in some situations
    • fixed faction protection from personal salvage beam
    • fixed NullPointer from AI trying to walk on object that no longer exists
    • fixed sudden change of background when changing systems (needs testing)
    • fixed huge video memory consumption when using high res procedural backgrounds with multisample (couldn't even start on powerful machines)
    • fixed mouse inversion when control is pressed
    • fixed crash when trying to talk to an NPC that has no affinity
    • fixed crash when using texture arrays
    • fixed server crash when update for a not existing network object comes in (after the object was deleted). It's normally already caught, but the debug message actually caused the crash in some situations
    • fixed server crash/freeze when a hacked old blueprint was uploaded to a server

0.108 February 18, 2014

0.108

  • New
  • Updates
    • when GUI is disabled, indicators in build mdoe are no longer drawn
    • settings no longer reset to default if one setting is no longer valid
    • using btwise operations on shader for graphics cards that support them (small fps boost for those cards)
    • improved error response when shadows are not supported on a graphics cards
    • put in some extra debug info to find the GL_INVALID_OPERATION that is happening on some cards
  • Bugs Fixed:
    • fixed crash when more then one item is sold to a player shop at a price of 0 credits (divide by zero)
    • fixed crash when recording screenshot or give with framebuffers and anti-aliasing activated (still minor bug with white background on screenshot)
    • fixed crash when in rotating cam mode and changing sectors
    • fixed occasional crash in cubatom panel when dragging from hotbar

0.107 February 13, 2014

0.107

  • New
  • Updates
    • improved self-illumination of light source blocks
  • Bugs Fixed:
    • fixed normal/bump mapping (some wrong vectors caused the lighting to change, and the bump look wrong)
    • fixed shaders for some graphics card (ATI (mostly mac ones))
    • fixed further 'vector-zero-length' exception

0.106 February 12, 2014

0.106

  • New
    • added gradient to adv build mode block preview
    • added extra alpha for block preview in adv build mode, so that blocks that are completely transparent cans till be easily seen
  • Updates
    • in case of emergency shutdown (forced termination from outside by an admin) the database will no longer attempt to compact itself (as that may under rare circumstances cause corruption)
    • improved lighting for back-shading being better handled with block light
    • improved lighting for block light to illuminate shadowed areas better
    • included tolerance for modified blueprints (server cfg). New version blueprints should be more resilient against falsely triggering blueprint modification. Still, please make sure the object is fully loaded before saving a blueprint
    • kupu updated normal maps
  • Bugs Fixed:
    • fixed possible server crash on invalid docking update
    • fixed object being declared as modified blueprint after it already has fully spawned (and then blocks where added afterwards)
    • fixed gravity bug where player would already be in velocity when activating the gravity block
    • fixed gravity (pointing somewhere other than downwards) warping the player to a seemingly random position
    • fixed glitching of active object when astronaut gets suddenly thrown out of an object(e.g. /destroy_entity was used on a ship with a player in it)
    • fixed gravity bug where player would suddenly be put out of gravity. Also made some gravity blocks look like they weren't working at all (since it was instantly stopped). Gravity lifts should now finally be usable
    • fixed shadow not working in the last version
    • fixed crash in sun sectors with shadows (light was at zero pos)
    • fixed build box flickering when trying to build in build mode on a moving object
    • fixed bug in recursive price calculation of blueprints+docked

0.105 February 10, 2014

0.105

  • New
    • added (probably) final vertex component mask for cube shader
    • added correct normals for wedges
    • added correct normals for corners
    • added correct normals for penta
    • added correct normals for tetra
  • Updates
    • improved lighting
    • reduced green color in procedural backgrounds
    • implemented admin-command "/delay_save seconds" for server admins to create backups without being in danger of a writing process messing with it. Make sure to wait a bit after using this command since in case there are running write requests, they will continue to run and finish. (/delay_save 0 will turn the delay off immediately)
  • Bugs Fixed:
    • fixed crash when system tries to draw floating item that doesn't exist
    • fixed GL_INVALID_OPERATION Error happening in build mode. Happened when using multi-sampled frame buffers and reading pixels from it (in advanced build mode to check for mouse position)

0.104 February 10, 2014

0.104

  • New
  • Updates
    • slightly optimized object position transmission to reduce data that has to be sent on update
  • Bugs Fixed:
    • fixed nullpointer crash when joining multiplayer in the vicinity of an NPC player (made multiplayer on a fresh server basically unplayable)
    • fixed jiggling when traveling in docked ship or turret

0.103 February 9, 2014

0.103

  • New
  • Updates
    • inserted more tests to find a specific bug causing a gl exception
    • switched to regular textures for better compression and mipmap handling (some graphics card threw OUT_OF_MEMORY, despite having plenty on using compressed texture arrays)
    • decreased texture size of ultra quality shadows (not noticable, but cuts memory consumption in half)
    • implemented adapting procedural backgrounds in different qualities (resolution. Please note that some graphics cards don't support 4096)
  • Bugs Fixed:
    • fixed crash on loading shop AI skin (NullPointer)

0.101 February 7, 2014

0.101

  • New
    • added playername autocomplete to text input panels that require player names
    • added advanced options to deal with possible graphics driver bugs (compression, and mipmap options)
    • added mining effect
  • Updates
    • improved synchronization of server segment requests to hopefully get rid of physical chunk errors (those that won't go away after restart and cache clear)
    • compressed inventory-changed tranmission for factory blocks to be more scalable
    • improved segment sorter to be more thread safe
    • improved responsiveness of all beams
    • hopefully fixed crash from sorting factions by relation in teh faction hub panel
    • implemented proceduraly generated background (still a little slow, can be turned on in the ingame options)
  • Bugs Fixed:
    • fixed crash from pressing tab on some dialog text entries
    • fixed migration crah when trying to migrate block type taht is not known in the block config (custom blocks)
    • fixed AI error (FSMException) on servers
    • fixed bug that would cause crash on starup (ResourceException)
    • fixed bug where player character could be considered neutral for a short time. player character now set faction id to player's faction id before spawning
    • fixed bug where sector information would not be updated correctly in sql database (causing protection mode of sector not to save, respawning asteroids etc)

0.1 February 2, 2014

0.1

  • New
    • added penta shape
    • added tetra shape
    • added additional corners front/back
    • added additional corners left/right
    • added player name auto-complete to all command parameter as well as /pm and /f
    • added key for player slow-walking in gravity (default left shift)
    • added error handling for texture packs (to check if all files are there and if they have the right resolution), so modders get good feedback
    • added fixed helmet animation triggers
    • added auto-rotate camera (default key tilde)
    • added gif recorder (default key 'pause'). Press once for record, and again for stop and finish gif. Gif will be placed in the starmade folder
    • added info to track a faction home change (faction news) to track eventual bug causing faction home resets (made that already more robust already, also)
    • added crew tab
    • added fleet tab
    • added scaling to bone implementation
    • added rest of the new blocks to the config
    • added failsafe for path calculation to stop after a threshold is reached
    • added AI settings
    • added GUI options for personal enemies of factions consistent. Editable if the rank of the faction member has permission to edit
    • added option to rehire/discharge AI by dialog
  • Updates
    • improved character physics (hopefully no more gliding through lifts)
    • improved transformation pipeline in physics, so objects no longer fall out of other moving objects if bound (astronaut in gravity falling out of ship)
    • changed universe rotation system to local rotation of planet sectors
    • usernames now case insensitive (means, all variations of cases of the same name point to the same account [e.g. "Test", "test", "teSt" all point to the same player save-file, and have the same protection]. Same goes for white/black lists, as well as admins. It will be applied automatically, so admins won't have to rewrite any files) (needs further testing)
    • soft migration for block structure to allow for additional orientations. things get migrated as they are loaded, so no version compatibility issues will occur (unless a newly saved blueprint is loaded into an old starmade version). old->new: ok, new->old: not ok
    • implemented fast threaded AStar pathfinding in an abstract way to be usable in various parts of the game
    • cleaned up orientation system (confusing bit of code) with migration
    • spawn_entity command now works from console
    • built system to automatically include all symmetry options for all new and old shapes
    • astronauts can now align themselves with a ship by pressing the jump button. the alignment works just like in gravity without actual gravity
    • improved block-orientation system to remember last selected for each block type
    • optimized character physics further (100 characters on the same planet from 10 to >200 fps)
    • complete redesign of mid level segment data-structure into a dynamic octree structure (on top of the existing low level octree)
    • integrated new structure for more performance in memory, light calculation, physics, simple iteration, etc. (especially on structures with lots of empty space)
    • implemented cascading shadow maps with zoom fitted frustum
    • improved shadow quality and fixed some bugs in the system
    • implemented shader preprocessor to efficiently handle options and backwards compatibility
    • improved method to check on modified blueprints (hopefully won't misfire modification)
    • turrets no longer reset rotation when entered (and flight mode is used)
    • made restricted camera (turrets) homogeneous to be much easier to use for any advanced application
    • turret rotation is now persistent (does not reset when turret get loaded after being unloaded)
    • chain docked objects are no longer excluded from faction home base protection
    • player movement speed in gravity now independent from look direction
    • implemented multiple texture packs chooser
    • improved loading times of structures by setting initial sizes of maps from expected data (possible through new octree structure)
    • improved blueprint loading time using a faster method to transfer block connection data
    • improved general block-block physics collision performance
    • debug mode no longer stays active when joining a multiplayer game after activating it on single player
    • implemented directional gravity blocks. Players can walk on walls/ceiling
    • decreased network overhead by using pure primitives for buffers when applicable
    • implemented signature fetching: clients request a map of what the server knows for sure at the time and the region file is going to be empty.
 This decreases load times and network overhead because empty segments don't have to be processed in the segment-manager at all.
 And thanks to the octree system, the update of empty segments takes 0 memory and is very fast
 **chain-docked objects now also in home-base protection (if origin is home-base)
    • added info to track a faction home change (faction news) to track eventual bug causing faction home resets (made that already more robust already, also)
    • redesigned AI panel
    • implemented crew AI control
    • implemented fabricator animation control
    • docking beam origin is now currently used cockpit**implemented fabricator to harvest blocks instead of being able to remove at once
    • integrated Luaj libraries for full Lua support
    • implemented Lua interface
    • implemented new conversation system
    • implemented system to create conversations with Lua
    • implemented networked conversation
    • improved shadows to not "shine through" far away objects when close up to something else that normally should be shadowed from that far away object
    • implemented normal maps
    • implemented skin files
    • implemented transmission for full skins
    • removed lag from flying through open doors
    • further improved physics performance with advanced lookup tables
    • removed unnecessary non-scaling transformation from physics cube-cube collision process
    • improved performance of single block-updates by a lot (building, salvaging, opening doors)
    • reduced lag from load of missiles in one place by a lot
    • improved AStar path finding to avoid turning if possible
    • implemented basic path smoothing
    • implemented settings sliders
    • integrated sliders for advanced build mode
    • advanced build mode size now saved by ship entered
    • integrated sliders for weapon settings
    • implemented OAuth2 test communication
    • server config option for collision damage (damage and pyhsical response is not yet calculated perfectly, but fast block transmission to handle from physics works)
    • minor physics optimizations
    • implemented message log
    • implemented message log filters
    • implemented message log fast chat (system will place /f for faction chat or "/pm name" automatically if chat is used in message log panel with the according filter selected
    • implemented structure to handle unloaded AI entities for clients (in the future when a controlled entity e.g. fleet is not necessarily fully loaded and has to be simulated in the database)
    • implemented basic customizable AI behavior for NPC crew
    • explosion blocks (disintegrator) now cause chain reaction with each other
    • explosion blocks (disintegrator) now explode on damage
    • draw distance no longer an option (calculated over "max segments" now)
    • navigation filter setting is now saved on the client
    • fished shadows of characters being falsely frustum culled
    • buying from catalog with blocks now includes value of docked ships
    • if not enough blocks to buy from catalog, a list of total blocks needed will be sent to the player (using new chat-log panel to view)
    • core can now be entered on the same ship if someone already is in the build block
    • now skipping docked structures that are already occupied when up/down was pressed in flight mode
    • auto-completion of player name not puts right case
    • auto-completion of player name now works outside of commands
    • docking on faction base with faction exception will no longer change faction of the docked ship
    • homebase protection now extends to all docked ships (e.g. if faction permission block was used)
    • ship indicators of docked ships are now again displayed in structure (in build mode)
    • immensely decreased lag from loading in big structures with a lot of usable blocks (weapons etc) by first eliminating an unnecessary network transmission, using a better data structure in the grouping algorithm, and removing an inefficient exception
    • changed faction_create to include name of initial member, and added faction_create_as to also include faction Id to create faction as (useful when importing sectors)
    • Turret/ship AI no longer engages targets in invisibility mode
    • AI now shoots on turrets
    • improved AI engagement behavior
    • improved menu vs ingame activity behavior
    • reorganized initial items a bit and added helmet
    • faction owned blocks can now be activated by docking beam of a ship without a faction signature, but being flown by the pilot of that faction
    • increased maximal number of missile trails
    • further decreased lag from missiles
    • improved long term performance of server by fixing a bug that could possibly prevent sector from unloading (even if players are no longer present)
    • implemented personal enemies of factions
    • made personal enemies of factions consistent
    • attack on hostile action now will add a non-faction-player to the personal enemies, and no longer consider all neutrals enemies
    • filled in some shop employee dialog
    • implemented buttons light up on mouse over (used in dialog options to make navigation easier on the eyes)
    • not checking if all textures use the same color depths for a texture array (prevent texture glitches)
    • used chance for migration to set all 3sided (e.g. grass patches) blocks as TOP orientation in preperation for them to be able to be rotated in any direction
  • Bugs Fixed:
    • fixed crash on recipe (number overflow)
    • fixed lighting not updating all surrounding segments when a block is added/removed
    • fixed ugly little graphical glitch in planet atmosphere (white parts)
    • fixed a memory leak that would fill up over a longer time (mostly on clients)
    • fixed occlusion bug that would cause areas to be brighter when there is non-opaque objects near (flora, glass, etc)
    • fixed bug that may have cause faction ids to be wrongly set on server restart
    • fixed bug where case of the names of members in a faction would cause bugs when logged in with a different case
    • fixed bug from new system where single blocks are not updated on server
    • fixed turrets not being controllable by players (in hotfix)
    • fixed received a player buys (coarse/refine) will now refund credits instead of blocks if the recipe cost credits
    • fixed command auto-complete
    • fixed turret movement in chain docking
    • fixed graphical glitch where stars/sun would be visible through glass/water (or through any other transparent object) even when there is a solid block somewhere in the background
    • fixed client turret glitching if rotation has been already modified by another client before the client enters a the sector containing the turret
    • fixed docked structures becoming physical on client when the docking process was not completed yet (major lag)
    • fixed faction offer/relation id's possibly colliding leading to random war/peace declarations (in hotfix)
    • fixed character getting stuck on ceiling when jumping
    • fixed new-block-transmission not generating segments other then 0,0,0
    • fixed bug that caused clients to have a 5-10 second delay when adding/removing/harvesting blocks or open/closing doors (in hotfix)
    • fixed background when using framebuffer only
    • fixed out-of-direct-memory danger for 32bit java when using texture arrays
    • fixed method of saving virtual memory (memory outside the heap). Out-Of-Memory crashes on 32bit systems should now be eliminated
    • fixed faction home not resetting when removing faction block
    • fixed 6 sided gravity
    • fixed bug that would cause brightness on blocks when a ship is exited when using shadows
    • fixed block modding tool not to crash when reflection reports non accessible field
    • fixed block modding tool not to crash when reflection reports non accessible field
    • improved shadows to not "shine through" far away objects when close up to something else that normally should be shadowed from that far away object
    • fixed some shader issues for mac-graphics card drivers
    • fixed source of bugs: on unloading entities were triggered to save twice. one time for the sector unload, and one time on unload of the object itself. This was a source of various random bugs like Objects completely vanishing
    • fixed characters controlled by players falling of moving objects when in gravity (or in sector change)
    • fixed small synch problem with octrees (server didn't apply the data it sent to clients (marking a segment as empty), and since the clients had the data, empty segments where never requested and therefor checks if a segment has been loaded returned false on the server which sometimes lead to gravity not being applied
    • fixed several chunk error sources
    • fixed hidden flag not being updated correctly after docking process
    • fixed lag/bug on docked structures after the object has already loaded in, the server tells the client that the object is physics active
    • fixed extension error in skin transmission
    • fixed pirates attacking the NPC character in shops
    • fixed bug where gravity block cannot be turned off
    • fixed migration problem when a sprite style block was activated
    • fixed bug where an object would be displayed from cache after spawning if before an object with the same name was deleted
    • fixed bug where would not be able to pick up core as astronaut
    • fixed docking beam not resetting to core when cockpit changed to core
    • fix for AI not firing on turrets
    • fixed bug where cache would be considered newer even if object has been modified in absence
    • fixed mass calculation in docking situations
    • fixed build orientation arrow
    • fixed bug where docking zone is not drawn in buildmode when the ship itself is docked
    • fixed possible crash in shutdown
    • fixed shield hit effect
    • fixed missile sector positioning for new system
    • fixed several bugs that might cause a crash of the lighting threads
    • fixed synchronization bug that lead to crash or other glitches when re-requesting segments (missile battles)
    • fixed freeze on faulty transformation orientation
    • fixed narrow-octree invalidation by repeatedly removing the same position
    • fixed exploding block update not triggering
    • fixed stations, because faction members weren't able to pick up blocks
    • fixed missile head graphics
    • fixed clustering of shops (for newly generated sectors)
    • fixed naming in AI dialog
    • filled in some shop employee dialog
    • fixed AI exception (caused by another bugfix)
    • fixed texure bug for some graphics cards (mac)
    • fixed possible server block service hang-up when placing autoconnected blocks like disintegrator (ty tominosama)

0.0947 November 11, 2013

0.0947

  • New
    • added server config REQUIRE_STARMADE_AUTHENTICATION, to only allow clients that do an authentication
    • removed possible source of lag when new players log in
    • added ban/whitelist-by-starmade-account
    • added admin commands to manage banning whitelisting by account
    • added login backlog for players with time, ip, name, and starmade account (if authenticated)
    • added server.cfg option to define the size of the player login histroy back log
    • added admin command /player_info <name> to retrieve detailed information about a player (even if player is offline)
    • added admin commands /player_protect <playerName> <accountName> to manage playername protection from within the game
    • added admin commands /player_unprotect <playerName> to manage playername protection from within the game
  • Updates
    • removed possible source of lag when new players log in
    • players may now protect multiple names on a server (amount cutomizable in server.cfg)
    • implemented asteroid using dynamic physics (in server.cfg default of for testing)
    • improved general physics performance (mirroring because of sector borders had a bug where the game would calculate costly but unnecessary collisions up to 6 times more often)
  • Bugs Fixed:
    • better fix for glitching around in single cores (fast rotation when leaving core)
    • fixed loading of some corrupt blueprints done in a special pre-build
    • fixed bug where astronauts of other players would be glitching out at random places on other clients (bug in jBullet where a vital clean up was missing) (this was a long existing one that was hard to spot)
    • fixed massive slowdown for server when multiple astronauts where in the same area

0.09442 October 31, 2013

0.09442

  • New
    • added server config REQUIRE_STARMADE_AUTHENTICATION, to only allow clients that do an authentication
    • added ban/whitelist-by-starmade-account
    • added admin commands to manage banning whitelisting by account
    • added login backlog for players with time, ip, name, and starmade account (if authenticated)
    • added server.cfg option to define the size of the player login histroy back log
    • added admin command /player_info <name> to retrieve detailed information about a player (even if player is offline)
    • added admin commands /player_protect <playerName> <accountName> to manage playername protection from within the game
    • added admin commands /player_unprotect <playerName> to manage playername protection from within the game
    • implemented asteroid using dynamic physics (in server.cfg default of for testing)
  • Updates
    • removed possible source of lag when new players log in
    • players may now protect multiple names on a server (amount cutomizable in server.cfg)
  • Bugs Fixed:

0.0944 October 28, 2013

0.0944

  • New
    • added borderless windowed mode to advanced options in the startup
    • new admin command: /faction_set_entity (changes faction of any entity)
    • new admin command: /faction_set_all_relations ally/neutal/enemy (sets all non-NPC faction relations to neutral, ally or enemy)
    • added spam protection for spawning cores
  • Updates
    • mineral recipes now 1:10. Recipes for hull -> wedge etc (thanks to starcitsura)
    • items in space are no longer picked up if inventory is full
    • inventory management for building has been moved to server to combat duplication/loss due to lag
    • AMC balance (more damage causes more time to reload) (impact has been reduced since the pre build. Still not final of course)
    • weapon slot assignment is now saved by player+ship
    • controls gittering should be gone (only happened on lower fps)
    • shield recharge not deactivated under fire, but only reduced (the less shields left, the less the nerf is (up to 25%))
    • secondary weapon more for AMC: right click now fires weapons without focusing on the same point when aiming
    • shift clicking on full box no longer eats the item (stashes where that happened in the previous version should be removed and reset)
    • private messages can now be sent from console
    • non turret local AI search range from 750 to 2500 (about what a player can target)
    • AI will now engage at a weapon range that is more sure to do damage
    • implemented chaindocking to work with the blueprint system
    • optimized file management to not stall as much for header writing
  • Bugs Fixed:
    • finally fixed long lasting bug that was cauing an astronaut to be at local position 0,0,0 for one frame. This for example caused the sudden planet-kill (even if only in orbit) was it to happen near a planet that had lava at the center
    • fixed physics ray detection (optimization calculated bounding box too small)
    • fixed server freezing from running out of buffer pool
    • fixed chain docking position
    • fixed client being able to kill server by purposly sending malformed command
    • fixed connection map not working (hash code did not produce valid values): weapons/connecting did not work
    • fixed server crash when admin attempted to sector change player in a docked ship
    • fixed vulnerability where clients could cause the server to "pause"
    • fixed bug that forbid client to dock in some cases
    • fixed core duping bug exploit with using symmetry
    • fixed HUD display when switching from missile lock-on mode
    • fixed AI shooting at dead target (and doing no damage)
    • fixed chain docking's wrong orientation
    • fixed physics duplication problem with chain docking when undocking the middle link
    • fixed crash when switching to wedge in adv build mode from upside down spike
    • fixed bug where AI simulation would spawn blueprints with a name longer then the limit in the SQL database (name gets truncated now)
    • fixed bug where writing/reding headers was not thread safe (causing NoHeaderException)
    • fixed bug where projectiles and beams seem to be shot from another position than the blocks that are firering are

0.094398 October 27, 2013

0.094398

  • New
  • Updates
    • optimized file management to not stall as much for header writing
  • Bugs Fixed:
    • fixed physics duplication problem with chain docking when undocking the middle link
    • fixed crash when switching to wedge in adv build mode from upside down spike
    • fixed bug where AI simulation would spawn blueprints with a name longer then the limit in the SQL database (name gets truncated now)

0.09439 October 26, 2013

0.09439

  • New
  • Updates
    • non turret local AI search range from 750 to 2500 (about what a player can target)
    • Shield under-fire base value to 25%
    • AI will now engage at a weapon range that is more sure to do damage
    • implemented chaindocking to work with the blueprint system
  • Bugs Fixed:

0.09438 October 25, 2013

0.09438

  • New
    • added spam protection for spawning cores
    • new admin command: /faction_set_entity (changes faction of any entity)
    • new admin command: /faction_set_all_relations ally/neutal/enemy (sets all non-NPC faction relations to neutral, ally or enemy)
  • Updates
    • weapon slot assignment is now saved by player+ship
    • controls gittering should be gone
    • shield recharge not deactivated under fire, but only nerfed (the less shields left, the less the nerf is (up to 40%))
    • secondary weapon more for AMC: right click now fires weapons without focusing on the same point when aiming
    • shift clicking on full box no longer eats the item (stashes where that happened in the previous version should be removed and reset)
    • private messages can now be sent from console
  • Bugs Fixed:
    • fixed client being able to kill server by purposly sending malformed command
    • fixed connection map not working (hash code did not produce valid values): weapons/connecting did not work
    • fixed server crash when admin attempted to sector change player in a docked ship
    • fixed vulnerability where clients could cause the server to "pause"
    • fixed bug that forbid client to dock in some cases
    • fixed core duping bug exploit with using symmetry
    • fixed HUD display when switching from missile lock-on mode
    • fixed AI shooting at dead target (and doing no damage)

0.09437 October 21, 2013

0.09437

  • New
  • Updates
  • Bugs Fixed:
    • fixed bug where only one ship can be docked at once
    • fixed weapons not working (hashcode optimization didn't calcualted good values)
    • fixed ray collision not always working

0.09434 October 20, 2013

0.09434

  • New
    • Added chain docking.
  • Updates
  • Bugs Fixed:

0.09433 October 18, 2013

0.09433

  • New
    • added borderless windowed mode to advanced options in the startup
  • Updates
    • mineral recipes now 1:10. Recipes for hull -> wedge etc (thanks to starcitsura)
    • items in space are no longer picked up if inventory is full
    • inventory management for building has been moved to server to combat duplication/loss due to lag
    • test for AMC balance (more damage causes more time to reload)
  • Bugs Fixed:
    • finally fixed long lasting bug that was cauing an astronaut to be at local position 0,0,0 for one frame. This for example caused the sudden planet-kill (even if only in orbit) was it to happen near a planet that had lava at the center
    • fixed transmission synchronization of point distribution. (damage, speed, etc not changing, or saving)

0.0943 October 15, 2013

0.0943

  • New
    • added admin command to destroy structures and all their docked objects at once (/destroy_entity_dock)
    • added server cfg option to deactivate skin distribution (for clients the upload will display but the server just throws away the data)
    • added upload logs to serverlog
    • added advices for loading screen
  • Updates
    • database set from table to lock to entry lock strategy
    • redesigned segment (chunk) request system to be more robust, and more efficient
    • structures are now completely loaded on servers without having to move around
    • optimized ray test physics to be more scalable. Makes a difference from 1 to 130 fps in some situations (e.g. shooting a hole though a planet horizontally)
    • switched from synchronized to ReentrantReadWriteLock for raw block IO operations (multiple readers may acquire lock. all wait for writer)
    • increased max value for "draw distance" and "max segments" settings
    • optimized IO operations by using thread pools and a finer lock granularity
    • eliminated client lag (short freeze) when leaving areas with many objects loaded
    • optimized routine for simulation thread a little to not hog less database performance when triggered
    • mothership no longer stops when undocking an object
    • sector protection now includes shield hits
    • improved concurrency of segment generation (depending on type multiple segments(chunks) can be generated at once) -> better multicore usage -> faster object creation when generated (e.g. asteroids)
    • target chasing missiles will now fly in a straight line when the target no longer exists
    • slightly increased speed for target chasing missiles
    • indicator of targeted entity now appears yellow when in missile target mode (to ensure right aiming with objects in the same line of sight)
    • re-enabled local segment caches and improved them with new request system (pooled requests from local disk)
    • Modified ships that have changed the type of the core to something else are now checked on spawn and destroyed should there be no block at the center, or if it's of the 'core' type
    • improved readability of log (consistent format) and scale (smaller timestamps and no unnecessary info)
    • blueprint/catalog transaction (buy/save) are now logged in serverlog
    • spawn/renaming of structures is now logged in serverlog
    • death/kills are now logged in serverlog
    • locked on missiles will now loose target when it gets unavailable (2 sector distance, killed, entered a block as astronaut)
    • death by missile is now displayed correctly
    • missile trail graphics will no longer glitch when changing sector
    • increased slowest turning speed by axis by 50%
    • increased basic value for shield recharge
  • Bugs Fixed:
    • fixed crash on faulty sector loading
    • fixed crash when missile is trying to be updated in sector that gets unloaded
    • fixed crash when object tries to get added into sector that just unloaded
    • fixed memory leak where segments would not be cleaned up on client
    • fixed explosion not refreshing all affected segments (causing ghost blocks)
    • fixed chasing missile target mode
    • fixed bug that would stop requesting segments
    • fixed crash when ships are loaded with metadata that exceed the buffer size
    • fixed a source of segment(chunk) errors
    • fixed server local crash (causes freeze and spams exceptions) when player enters a ship directly from the gravity of another ship (physics cleanup wasn't done properly in some occasions)
    • fixed bug in target chasing missile that would cause the client not to have a reference for the target (glitches in flight path)
    • fixed bug where entering a space station that reaches over in another sector from that other sector, the sector context would be wrong and the spawning points would get set wrong
    • fixed bug in AI calculating missile range
    • fixed bug where astronauts would be physically pushed on server by "no-contact-response" physics helper objects
    • fixed bug where astronauts cannot be hit by missiles
    • fixed light-beacons spawning in space without the block
    • fixed bug where player would have to have the credits to buy a blueprint although it's set to buy-with-blocks**fixed missiles not exploding (just stopping) but damage was done (last prebuild)
    • fixed GUI for faction hub (player was able to click on things even with open dialog)
    • fixed a long existing bug that caused the game stop displaying new segments
    • fixed GUI bug where in some resolutions the "click-area" would be incorrect. Apparently LWJGL Display resolutions aren't always pixel perfect

0.09425 October 15, 2013

0.09425

  • New
  • Updates
  • Bugs Fixed:
    • fixed "too many open files" bug.

0.09424 October 14, 2013

0.09424

  • New
    • added upload logs to serverlog
    • added advices for loading screen
  • Updates
    • increased slowest turning speed by axis by 50%
    • increased basic valus for chield recharge
  • Bugs Fixed:
    • fixed light-beacons spawning in space without the block
    • fixed bug where player would have to have the credits to buy a blueprint although it's set to buy-with-blocks
    • fixed missiles not exploding (just stopping) but damage was done (last prebuild)

0.09423 October 14, 2013

0.09423

  • New
    • added server cfg option to deactivate skin distribution (for clients the upload will display but the server just throws away the data)
    • added admin command to destroy structures and all their docked objects at once (/destroy_entity_dock)
  • Updates
    • Modified ships that have changed the type of the core to something else are now checked on spawn and destroyed should there be no block at the center, or if it's of the 'core' type
    • improved readability of log (consistent format) and scale (smaller timestamps and no unnecessary info)
    • blueprint/catalog transaction (buy/save) are now logged in serverlog
    • spawn/renaming of structures is now logged in serverlog
    • death/kills are now logged in serverlog**AI will automatically switch to the according program now when docked/undocked
    • locked on missiles will now loose target when it gets unavailable (2 sector distance, killed, entered a block as astronaut)
    • death by missile is now displayed correctly
    • missile trail graphics will no longer glitch when changing sector
  • Bugs Fixed:
    • fixed bug where entering a space station that reaches over in another sector from that other sector, the sector context would be wrong and the spawning points would get set wrong
    • fixed bug in AI calculating missile range
    • fixed bug where astronauts would be physically pushed on server by "no-contact-response" physics helper objects
    • fixed bug where astronauts cannot be hit by missiles

0.0942 October 13, 2013

0.0942

  • New
  • Updates
    • better synchronization for file handle checking (exception on server: "Having to reopen closed file"). Possible fix for "too many files open"
    • optimized routine for simulation thread a little to not hog less database performance when triggered
    • mothership no longer stops when undocking an object
    • sector protection now includes shield hits
    • improved concurrency of segment generation (depending on type multiple segments(chunks) can be generated at once) -> better multicore usage -> faster object creation when generated (e.g. asteroids)
    • target chasing missiles will now fly in a straight line when the target no longer exists
    • slightly increased speed for target chasing missiles
    • indicator of targeted entity now appears yellow when in missile target mode (to ensure right aiming with objects in the same line of sight)
    • re-enabled local segment caches and improved them with new request system (pooled requests from local disk)
  • Bugs Fixed:
    • fixed a source of segment(chunk) errors
    • fixed server crash (causes freeze and spams exceptions) when player enters a ship directly from the gravity of another ship (physics cleanup wasn't done properly in some occasions)
    • fixed bug in target chasing missile that would cause the client not to have a reference for the target (glitches in flight path)

0.09415 October 11, 2013

0.09415

  • New
  • Updates
    • optimized physics
  • Bugs Fixed:

0.09425 October 15, 2013

0.09425

  • New
  • Updates
  • Bugs Fixed:
    • fixed "too many open files" bug.

0.09424 October 14, 2013

0.09424

  • New
    • added upload logs to serverlog
    • added advices for loading screen
  • Updates
    • increased slowest turning speed by axis by 50%
    • increased basic valus for chield recharge
  • Bugs Fixed:
    • fixed light-beacons spawning in space without the block
    • fixed bug where player would have to have the credits to buy a blueprint although it's set to buy-with-blocks
    • fixed missiles not exploding (just stopping) but damage was done (last prebuild)

0.09423 October 14, 2013

0.09423

  • New
    • added server cfg option to deactivate skin distribution (for clients the upload will display but the server just throws away the data)
    • added admin command to destroy structures and all their docked objects at once (/destroy_entity_dock)
  • Updates
    • Modified ships that have changed the type of the core to something else are now checked on spawn and destroyed should there be no block at the center, or if it's of the 'core' type
    • improved readability of log (consistent format) and scale (smaller timestamps and no unnecessary info)
    • blueprint/catalog transaction (buy/save) are now logged in serverlog
    • spawn/renaming of structures is now logged in serverlog
    • death/kills are now logged in serverlog**AI will automatically switch to the according program now when docked/undocked
    • locked on missiles will now loose target when it gets unavailable (2 sector distance, killed, entered a block as astronaut)
    • death by missile is now displayed correctly
    • missile trail graphics will no longer glitch when changing sector
  • Bugs Fixed:
    • fixed bug where entering a space station that reaches over in another sector from that other sector, the sector context would be wrong and the spawning points would get set wrong
    • fixed bug in AI calculating missile range
    • fixed bug where astronauts would be physically pushed on server by "no-contact-response" physics helper objects
    • fixed bug where astronauts cannot be hit by missiles

0.0941 October 10, 2013

0.0941

  • New
  • Updates
    • combined signature and segment requests
  • Bugs Fixed:

0.094 October 03, 2013

0.094

  • New
    • added profiling for sector loading to find source of lag spike
    • added server cfg option to make player invulnerable after death for an amount of time (spawn camping protection)
    • added quick search for inventories
    • added background for advanced build mode orientation to make it easier to distinguish
    • added random diffculty to pirate stations to increase turrets size, and add shilds
  • Updates
    • turret data now also force written to disk before saving as blueprint
    • sped up initial loading (check if object has any blocks is done progressively, and not forced). Reduces sector loading lag if there are lots of objects in there
    • eliminated frame rate drop from drawing shield hits on large structures
    • disabling GUI will now be reset on startup (disabling the GUI was often mistaken for a bug)
    • implemented fast invetory switch for storage (hold left shift, changable in key mapping options)
    • undocked objects now inherit velocity of mothership
    • chat can now be done in spawn menu
    • shield is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
    • power is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
    • overheating core status is now saved and persistent
    • server.cfg option to change way to buy blueprints from credits to total blocks of the blueprints
    • players can now search for the last ship they entered (last entered value is also saved in player state)
    • cockpits now respect the orientation they were placed in (still a little wonky)
    • ship turning speed now directly depends on ship dimension (build a stick: great roll, not so good yaw and pitch...) balanced to be a bonus.
    • debug mode restricted to admins
    • docked entities will now be cloaked/jammed if the mothership is cloaked/jammed
    • turrets no longer target NPC shops directly (friendly fire could still happen)
    • AI will no longer try to target overheating ships (and being reset because of it later in the FSM. Caused inactive AI)
    • AI now includes all missile modules in the check of engagement range (missile ship without amc only had 50 range)
    • moved option to force write all open files after writing operation to server config (as it was only relevant for some OS)
    • implemented base of system to increase amount of different orinatations for corner blocks (in place but not active, as the orientations have to be added individually, and that takes some time to do)
    • server cfg option to drop credits on death into space
    • turning speed now displayed in build mode stats
    • refined new turning speed model
    • server shutdown more gentle to the database (waiting for unfinished buisness of other threads)
    • setting 0 for a price in a personal shop will no longer crash when trying to buy
    • sound volume of entities is now updated on the fly
    • scaling of tuning speed vs ship dimension is now exposed in server config
  • Bugs Fixed:
    • fixed god and invisiblity mode admin command causing docking area ignore mode
    • fixed naming bug when saving blueprints locally
    • fixed loading of locally saved blueprints
    • turret data now also force written to disk before saving as blueprint
    • fixed source of ghost objects (with no collision and no indicator): error when docking target UID does not exist
    • possible fix against raw block file corruption (for specific operating systems that have the problem)
    • fixed undocking position snap back (as well as probably a few other glitches, since the network transformation controller reset the position on control change)
    • fixed faction permission for blueprints not working
    • fixed docks of pirate station (fixed for new generated stations)
    • fixed shield hits not showing on bottom faces
    • fixed targeting (fire and forget) missile for AI usage
    • fixed connection bug (came with new method of reading the stream)
    • fixed (older) bug where initial connection tranfer to client wasn't fully completed (structural bug)
    • fixed fast inventory switch with existing stacks
    • fixed buying blueprint with blocks option
    • fixed bug where docked objects (turrets) would stop flying with the mothership (looks like lag, but was the object stoping to transfer its position to the turrets after switching to lightweight physics objects when the object is in another sector than the player on the client)
    • fixed bug where owners of the ship could only take items if they had enough credits to theoretically buy it
    • fixed a compile error for a shader for some graphics card (game would not load)
    • fixed bug that would add a bad physics object on client (and make the client being stuck)
    • fixed blueprints loading wrong types of wedge blocks
    • fixed game crashing when adjusting sound volume

0.093992 September 30, 2013

0.093992

  • New
  • Updates
    • server cfg option to drop credits on death into space
    • turning speed now displayed in build mode stats
    • refined new turning speed model
    • server shutdown more gentle to the database (waiting for unfinished business of other threads)
    • setting 0 for a price in a personal shop will no longer crash when trying to buy
  • Bugs Fixed:
    • fixed buying blueprint with blocks option
    • fixed bug where docked objects (turrets) would stop flying with the mothership (looks like lag, but was the object stopping to transfer its position to the turrets after switching to lightweight physics objects when the object is in another sector than the player on the client)
    • fixed bug where owners of the ship could only take items if they had enough credits to theoretically buy it
    • fixed a compile error for a shader for some graphics card (game would not load)

0.093991 September 29, 2013

0.093991

  • New
  • Updates
    • moved option to force write all open files after writing operation to server config (as it was only relevant for some OS)
  • Bugs Fixed:
    • fixed connection bug (came with new method of reading the stream)
    • fixed (older) bug where initial connection tranfer to client wasn't fully completed (structural bug)
    • fixed fast inventory switch with existing stacks

0.09399 September 29, 2013

0.09399

  • New
    • added profiling for sector loading to find source of strange physics lag spike
    • added server cfg option to make player invulnerable after death for an amount of time (spawn camping protection)
    • added quick search for inventories
    • added background for advanced build mode orientation to make it easier to distinguish
    • added random difficulty to pirate stations to increase turrets size, and add shilds
  • Updates
    • removed lag spike from objects with huge amount of connected blocks
    • turret data now also force written to disk before saving as blueprint
    • sped up initial loading (check if object has any blocks is done progressively, and not forced). Reduces sector loading lag if there are lots of objects in there
    • eliminated frame rate drop from drawing shield hits on large structures
    • disabling GUI will now be reset on startup (disabling the GUI was often mistaken for a bug)
    • implemented fast inventory switch for storage (hold left shift, changeable in key mapping options)
    • undocked objects now inherit velocity of mothership
    • chat can now be done in spawn menu
    • shield is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
    • power is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
    • overheating core status is now saved and persistent
    • server.cfg option to change way to buy blueprints from credits to total blocks of the blueprints
    • players can now search for the last ship they entered (last entered value is also saved in player state)
    • added background for advanced build mode orientation to make it easier to distinguish
    • cockpits now respect the orientation they were placed in (still a little wonky)
    • ship turning speed now directly depends on ship dimension (build a stick: great roll, not so good yaw and pitch...) balanced to be a bonus.
    • debug mode restricted to admins
    • docked entities will now be cloaked/jammed if the mothership is cloaked/jammed
    • turrets no longer target NPC shops directly (friendly fire could still happen)
    • AI will no longer try to target overheating ships (and being reset because of it later in the FSM. Caused inactive AI)
    • AI now includes all missile modules in the check of engagement range (missile ship without amc only had 50 range)
  • Bugs fixed:
    • fixed god and invisibility mode admin command causing docking area ignore mode
    • fixed naming bug when saving blueprints locally
    • fixed loading of locally saved blueprints
    • fixed source of ghost objects (with no collision and no indicator): error when docking target UID does not exist
    • possible fix against raw block file corruption (for specific operating systems that have the problem)
    • fixed undocking position snap back (as well as probably a few other glitches, since the network transformation controller reset the position on control change)
    • fixed faction permission for blueprints in catalog not working
    • fixed docks of pirate station (fixed for new generated stations)
    • fixed shield hits not showing on bottom faces
    • fixed targeting (fire and forget) missile for AI usage


0.09398 September 19, 2013

0.09398

  • New
    • added debug broadcast and log friendly entry when a sector is lagging (to be able to isolate the issue)
    • added more saved information for each update to retrace network data that was sent in case of an error
    • added admin command to enable god mode for player (/god_mode playername true/false)
    • added admin command to enable invisibility mode for player (/invisibility_mode playername true/false) (only applied to astronaut)
    • added relative projectile and missile speed for default max speeds faster then 50km/h (percentage gained). Can be deactivated in server.cfg
    • added faction docking
  • Updates
    • improved instantiation of new network objects (caching constructors)
    • improved segment signature encoding to be 20% of the size it was before (timestamp and info the server sends before client is requesting the real data)
    • AI is now able to shoot fire and forget missiles
    • server cfg option for AI aiming accuracy
    • AI will no longer target entities in sectors that have the protected or peace flag
    • Server cfg option to prohibit local blueprint uploading
    • Improved the regular expression for navpoint input.
  • Bugs fixed:
    • fixed server shutdown freeze on machines without graphics (linux servers)
    • fixed crash when having used cubatom panel (and then someone uploads a texture which causes a graphics error check (GL_INVALID_OPERATION)
    • fixed physics lag

0.093975 September 17, 2013

0.093975

  • New
    • added faction docking
  • Updates
    • server cfg option for AI aiming accuracy
    • AI will no longer target entities in sectors that have the protected or peace flag
    • Server cfg option to prohibit local blueprint uploading
    • Improved the regular expression for navpoint input.
  • Bugs fixed:

0.09397 September 16, 2013

0.09397

  • New
    • added admin command to enable god mode for player (/god_mode playername true/false)
    • added admin command to enable invisibility mode for player (/invisibility_mode playername true/false) (only applied to astronaut)
    • added more saved information for each update to retrace network data that was sent in case of an error
    • added debug broadcast and log friendly entry when a sector is lagging (to be able to isolate the issue)
    • added relative projectile and missile speed for default max speeds faster then 50km/h (percentage gained). Can be deactivated in server.cfg
  • Updates
    • improved instantiation of new network objects (caching constructors)
    • improved segment signature encoding to be 20% of the size it was before (timestamp and info the server sends before client is requesting the real data)
    • AI is now able to shoot fire and forget missiles
  • Bugs fixed:
    • fixed server shutdown freeze on machines without graphics (linux servers)
    • fixed crash when having used cubatom panel (and then someone uploads a texture which causes a graphics error check (GL_INVALID_OPERATION))

0.09396 September 14, 2013

0.09396

  • New
    • added new admin command and server config entry for testing and to find out why your turret is not allow to be docked . Use /ignore_docking_area to switch it on and off.
  • Updates
  • Bugs fixed:
    • fixed direction lasers are shot on clients if fired from another sector.

0.09395 September 10, 2013

0.09395

  • New
    • added docking dimension for docked ship build mode
  • Updates
    • docking should be more logical and robust now
    • empty region writing no longer mapped
  • Bugs fixed:
    • fixed faction chat and pm
    • fixed cut off names in faction chat
    • fixed bug that caused larger docked ships to sink into the dock
    • fixed docking size for fixed-docking

0.093941 September 09, 2013

0.093941

  • New
    • inserted debug stuff for possible invalid operation somewhere in the pipeline
    • added serverlog for a more user friendly filtered log output
    • added G_USE_TEXTURE_ARRAYS to settings.cfg to work around texture bug on some graphics drivers
    • avoiding server freeze/physics excpetion by catching it before it happens. Debug output to catch the source of the problem in place
    • new thread running that will check if the server is still updating, and if not put out a thread dump to improve the possibility to find the source bug by a lot
  • Updates
    • apparently the database closing routine didn't fire, which caused the database to always be in a "semi open" state, which could lead to missing ships (in rare cases). Furthermore, the start of a server will now be faster
  • Bugs fixed:
    • fixed crash when switching to sprite style blocks from advanced orientation
    • fixed damage texture on blocks (also fixes shader crash on some machines)
    • fix for docking area bug (dimension were not applied to the orientation)
    • fixed bug where bounding box was not updated on empty segment
    • fixed bug where client bounding box wouldn't update
    • fixed lag when placing first block or removing last block in a new segment. Directly enqueuing lighting/draw update
    • fixed bug where skin file would upload every time to a server that already has that file when the user visits another server or plays single player inbetween
    • fixed player character rotation under gravity
    • fixed synch issue where astronauts in gravity would be displaced by a lot and glitch for players that login when the other player already is in (activated) gravity

0.093932 September 06, 2013

0.093932

  • New
    • added server config line to modify how much credits are lost on death (default: lose 10%)
    • added server config line to apply an time interval after death, in which players are not punished should they die again (default 5 min)
    • added server config line to force the player to drop the entire inventory on death (default: off)
    • added server config line to enable projectiles gaining the relative speed from where they are shot from
    • added server config line to customize starting credits of a new found NPC shop
    • added server config line to customize NPC shop credit gain over time
  • Updates
    • improved sound handling
    • reduced lock-on gui-glitches
    • changed build mode preview box drawing to another draw method to hopefully fix invisible block bug
    • G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW in settings.cfg can now be used to disable advanced build mode to workaround invisible block bug
    • improved check if skin file differs from server version
    • navigation waypoint is now absolute
  • Bugs fixed:
    • fixed crash in inventory iteration
    • fixed crash in sound iteration
    • fixed issue of server spam with unknown types of connection
    • indicator animation should no longer reset on sector change
    • fixed rolling ships with keys to be framerate independent
    • fixed looparound when rolling ships, which caused glitches especially on bigger ships
    • fixed crash on placing blocks in some cases
    • preventing crash when recipes are used that have block types (from modding) in them that do no longer exist
    • fixed lighting on planets

0.09392 September 02, 2013

0.09392

  • New
    • added admin command to issue debug routines to enhance log output (to specifically debug certain objects)
    • added frustum & distance culling to buildmode wobble boxes to increase performance in high numbers
    • added debug mode to trace corruption (versioned backup of every raw file before writing)
  • Updates
    • structure names can now contain spaces
    • structure names can now be changed with the faction module
    • extra check on server to prevent players from using a hacked client to take control of structures
    • extra check when blocks are placed to prevent missuse
    • kicking now immediately disconnects client after kick command has been sent (fixes anti-kick exploit)
    • player object changes checks on server if the changes came from the right client, and will report otherwise (attempt to control another player)
    • improved memory scalability for bigger structures
    • advanced build mode mass placement will now check for each block if it has enough space to be placed
  • Bugs fixed:
    • cleaned up death routine and control units
    • fixed bug that would cause lasers not to hit astronauts in certain situations (callback had wrong meta data)
    • fixed player directions
    • fixed texture array fallback (crash on startup for some graphics cards)
    • fixed crash on suicide
    • fixed lighting of block bottom face
    • fixed initial position of build mode to where the object was entered
    • fixed crash in build block build-mode
    • fixed "preview block" being used when it's off in the options

0.0939 August 27, 2013

0.0939

  • New
    • Personal shops
    • added admin command to spawn a blueprint anywhere with more options
    • added admin command to set global spawn point (/set_global_spawn)
    • added server hit indication (also to debug)
  • Updates
    • prices now can be not only be credits, but also blocks themselve
    • shops now have their own credits
    • changed scheduled spawning method to load sectors on spawn
    • removed some redundant data being send around for each player
    • optimized cube shader
  • Bugs fixed:
    • fixed crashing build mode with meta item selected
    • fixed change_sector_for command
    • fixed bug where enemies would not be considered enemies by neutrals
    • fixed exporter error to not set initial position of astronaut mesh correctly
    • fixed head movement with more then one astronaut around
    • changed player orientation setting that might fix some glitches
    • fixed vertex order of buffers

0.09387 August 20, 2013

0.09387

  • New
    • Multiple face textures
    • Astronaut head movement
    • added option to turn off drawing of the thruster plum
  • Updates
    • neutral AI
    • gravity overriding
    • chance of high level mineral spawning in chests and loot
    • thruster plums now represents how much thrust is added instead of current speed of object
    • core engine sound and cockpit sound decreased in volume
    • In case a weapons computer is orientated to something other then the front it will now always shoot straight in that direction
  • Bugs fixed:
    • fixed physics glitches
    • fixed recipes
    • fixed left/right block orientation
    • fixed bug where blocks would not disconnect correctly when deleting computer block
    • fixed sound bug where cockpit sound would turn into outer sound

0.093865 August 16, 2013

0.093865

  • Updates
    • lag compensation correction has been increased a little to be more accurate
  • Bugs fixed:
    • fixed bug in the client's calculating entities near them (in sectors)
    • fixed docking blocks for the faction permission block

0.09386 August 12, 2013

0.09386

  • Updates
    • Faction public permission block
    • added countdown server message admin command
    • made buying/selling more robust against lag (hopefully)
    • added possibility to change size of hit indication numbers (options)
    • increase base value for pulse to start at a higher radius (growth is same)
    • reduced max player health to 50
    • origin of personal weapons move up a little to be able to shoot over one block
  • Bugs fixed:
    • fixed inability to change ownership of an object if faction doesn't exist anymore
    • fixed ArrayOutOfBounds in build mode with meta item selected
    • fixed exploit in catalog where if the ship is expensive enough the price would flip over to negative

0.09385 August 11, 2013

0.09385

  • Updates
    • Personal weapon
    • improved pulsator balance (better scaling radius & force values)
    • implemented block preview in-place (use options menu to turn on)
    • implemented fallback method if build area is not yet available on clients
  • Bugs fixed:
    • fixed thrust graphics
    • fixed pulsator output setting availability
    • fixed in-ship build GUI not to show "enter ship" etc
    • fixed startup GUI for smaller screens

0.09384 August 10, 2013

0.09384

  • Updates
    • Pulse weapons
    • missiles now do double damage
    • power drain beam will only do one fifth drain damage on non power blocks
    • the disabling from the power beam was reduced to 3 seconds and can only be applied to a ship every 10 seconds
  • Bugs fixed:
    • some crash fixes

0.09383 August 06, 2013

0.09383

  • Updates
    • Missile damage update
    • overheating core will now reset the faction
    • powerdrain now works with half the power on every block (full power on power blocks).
    • if powerdrain causes power of another ship to go to zero, it will disable recharge on that ship for 5 seconds
    • lift will now deactivate if cluster has changed
  • Bugs fixed:
    • fixed lag in catalog list when there are many entries
    • fixed bug where structures could be edited for clients that didn't load the faction block of that structure yet
    • fixed lift graphics remaining when changing sectors
    • fixed crash when shooting active lift

0.09382 July 31, 2013

0.09382

  • Updates
    • Reverted sector switch function for now to style before update.
    • Cached segments are now loaded much faster.
    • New segment (chunk) region signature optimization.
  • Bugs fixed:
    • Fixed lag issues on multiplayer servers caused by issues from last update.

0.09381 July 24, 2013

0.09381

  • Updates
    • recipe levels
    • recipes can now be sold for half the amount of blocks it takes for it to be created (amount can be customized in server cfg)
    • improved integrity check method
    • improved octree memory access speed
    • implemented security algoritm to prevent data corruption and to eventually spot the root cause.
    • implemented icon bakery to output single block icons in any resolution
    • docked ship+mother ship can now be cycled through with up/down keys
    • anti stuck protection for astronaut mode now manual (can be activated within 8 seconds after being in astronaut mode)
    • changed xml tag names for all blocks to "Block" to make it easier to parse for 3rd parties (the game itself doesn't care about the tag names)
  • Bugs fixed:
    • fixed crash when trying to sell recipes
    • fixed crash when selecting a meta item in advanced build mode
    • fixed server crash due to integrity check request in invalid regions
    • fixed possibility for mouse activating items or GUI when in camera mode
    • hopefully fixed invisibility in advanced build mode (does not replicate on my card, so I'm fixing into the blue)
    • fixed possible thread synchronization issue causing a buffer to not exist in rare instance. (buffer was created but not everybody knew of it at once)
    • fixed beacons staying after removing the beacon block (don't know about all cases of this bug though)
    • fixed issue that would change to a docked ship with control key
    • fixed Yhole nucleus not being placeable

0.0938 July 21, 2013

0.0938

  • Updates
    • Meta items
      • Log books
      • Recipes
    • New factory system
    • faster light calculation
    • server errors are now displayed instead of just shutting down
    • added check for ghost players
    • added notification to re-orientate if rotational system is entered
    • improved performance of wedges and spikes by not drawing faces that aren't visible (next to a solid block), in the same way the normal block algorithm already does
    • implemented server option to customize speed of rotating stellar systems (or to switch it off)
    • improved segment(chunk) reading performance by buffering the header for segmentRegions
    • improved segment(chunk) writing performance by also using buffered headers and switching to java NIO FileChannel MappedByteBuffer for random access
    • console&rcon(starNet) commands are now only interpreted as chat broadcast if they start with /chat
    • price of blueprint will now include price of all docked structures
    • shops now safe against missiles
    • blocks of other factions can no longer be activated with docking beam
    • shop spawning can now be customized by admins
  • Bugs fixed:
    • fixed false modified blueprint triggering when adding blocks afterwards
    • fixed "unknown faction" although faction exists
    • fixed bug where too many files could be deleted when a structure gets destroyed
    • fixed bug that left a invisible version of the mothership if it was removed with docked ships attached
    • fixed bug that turned docked ships into ghosts if mothership was removed
    • missiles now display and update shield hits correctly on the client
    • mouse check for GUI elements that are not drawn anymore but were flagged as "mouse inside" will now always deactivate the flag on the end of the frame. This should fix the permanent tooltip bug.

0.09378 July 9, 2013

0.09378

Notice: All admins should update their servers.

  • Updates
    • Smaller amounts of shields are more effective then large amounts.
    • Admin commands can now be entered anywhere.(Ex. the Console)
    • StarNet, remote console access.

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  • Bugs fixed:
    • fixed shield shader
    • build in server check to check for spamming blueprint buy actions (10 sec)
    • fixed modified blueprint detector to only fire once and not on every block
    • fixed blueprint detector consequence system
    • fixed type setting method for block types over 256
    • fixed crash for ships with custom blocks with blocks over 256.
    • fixed crash for ships with blocks that exceed the max block type value of 2048

0.09377 July 7, 2013

0.09377

  • Updates
    • Can now set automatic actions when modified blueprints are found.
      • Kick the user.
      • Ban the user by name.
      • Ban the user by IP.
      • Delete the blueprint (backup will be created).
    • Due to salvage beams being used as a weapon, changes have been made:
      • Only overheating ships can be salvaged.
      • Stations with active faction module cannot be salvaged (must be destroyed first).
    • New option added to the settings.cfg file (G_USE_TWO_COMPENENT_SHADER).

0.09376 July 6, 2013

0.09376

  • Updates
    • Economy readded (Prices adjust to amount of item in stock).
    • UDP functionality implemented.
    • Graphics optimized.
    • Block decoding shader refined.
    • Physics Stuck Protection redone.
    • Improved performance of ships being loaded or spawned with docked ships.
    • Usernames now must be between 3 and 32 characters long, and must contain at least one letter.
    • Server-sided username check added.
    • Improved synchronization by slow checking transformations.
    • White block brightened up.
  • Bugs fixed:
    • Server crash when ship with custom blocks is uploaded or spawned (Custom blocks will be missing).
    • Docking area not updating when last enhancer gets disconnected.
    • Bug that would warp ships with structures docked to them to the center of the sector while loading.

0.09375 June 28, 2013

0.09375

Notice: All admins should update their servers.

  • Textures
    • New planet textures. (Ice, Earth-like, Mars-like, Purple, Desert)
    • Minerals have a higher resolution.
    • New lava texture with a new animation.
  • Bugs fixed:
    • Vanishing items when selling to Shop

0.09374 June 28, 2013

0.09374

  • Server
    • Server admins can now modify the BlockConfig.xml
    • This way, servers can make their own economy.
  • The navigation panel can now be filtered by object type.
  • Bugs fixed:
    • Only one player in a ship will pick up items.
    • Exploit where not all items were removed when selling multiple stacks on quantity
    • Exploit where item could be picked up by multiple players at the same time
    • Bug where sounds from objects (like shops) in other sectors would be played
    • Integer overflow protection for item count
    • Exit point source of astronauts to the block that was entered
    • Redesigned login process to deligate starmade site authentication to an unsynched thread so no lag-spike would happen on login
    • Escape will now close any open panel and only enter the main menu if there is no more panel open
    • Bug where graphics of removed objects would remain for a while
    • Sun sector shader and damage
    • Added warning when taking damage from sun
    • A few typos in tutorial
    • Cleaned up client entity object calculation to be more robust (beams, etc... not working)
    • Flare functionality

See also


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