Experimental Build v0.5.104
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! This week adds lots of new features and improvements to spacewalk control. The first and third-person modes have gotten a rewrite to greatly improve moment and viewing while in space. Please check it out and share your thoughts!
We also added full support to change your field of view for first and third-person modes. We’ve had lots of requests for this and are happy to get this over to you.
Additionally, and just for fun, we added this cool secondary effect to the HUD. Again, let us know what you think!
Also, there’s a lot of general polish and fixes, mostly based on community feedback. Here’s the full list!
Change List
Added - FOV slider to first-person camera
Added - FOV slider to third-person camera
Added - Roll for spacewalk
Added - Near camera for improved first-person detail
Added - Key binding to inventory equip slots
Added - Key Binding option back into in-game Options Panel
Added - Moving HUD, based on camera rotation
Added - Option to turn off ambient camera movement
Added - AimIK to CrabMonster
Added - Max time parameter to Seek task to prevent getting stuck in rocks when backing up
Added - Weather volume to sound mixer
Added - Slider to weather volume
Added - Post-processing volume to near camera
Added - Prefab for game settings UI
Added - Tool materials
Added - Space dust to increase movement visibility while in space
Changed - Improved third-person camera and movement in space
Changed - Improved first-person camera and movement in space
Changed - Improved camera orientation when switching modes while in space
Changed - Turned off weapon unequip while in space
Changed - Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged
Changed - Improved build particle to be more vibrant
Changed - Adjusted all first-person items, weapons, and tools to use new camera
Changed - DOF to slightly fade from near focus on first-person arms
Changed - Updated Rover salvageable model
Changed - Updated and optimized salvage satellite
Changed - Updated Item, Structure, and Utility icons
Changed - Updated Tool Melee items with better art
Changed - Updated Tool Icons
Changed - Updated Structures/BuildIcons with Particles and Sounds
Changed - Updated Aziel Occlusion data, low orbit atmosphere, and planet art
Changed - Updated Aziel Rock materials
Changed - Optimized creature despawn check
Fixed - Fixed broken Forge Upgrades
Fixed - Wreckage loot crates are now properly persistent and will not respawn after a relog
Fixed - Logging out in dungeons now properly returns you to the entrance when loading back in
Fixed - Potential fix for creatures not spawning in multiplayer
Fixed - Creature zones will now properly spawn creatures while the player is within a vehicle
Fixed - Camera bob in space
Fixed - Camera bob on weapons in space
Fixed - Melee weapon animation in space
Fixed - Exiting space ship in space with proper orientation
Fixed - Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft
Fixed - Some instances of autosaves failing
Fixed - Numerous instances of localization bugs in GUI
Fixed - Numerous errors reported by our backend tool
Fixed - Shovel when looking down sights
Fixed - Adding missed LODs on objects throughout proteus2
Fixed - Lessened range of third-person FOV Zoom
Fixed - Potential fix for malware warning concerning open localization folder button
Fixed - First-person layer sorting when getting in and out of vehicles
Fixed - Screen FX sorting for new first-person rendering
Fixed - Droid passive particles not disabling on death
Fixed - Hunger warning will no longer display eat in pressurized structure when it is not a requirement
Fixed - Errors caused by the repair droid repairing while a structure is dismantled
Fixed - Errors propagating from the spawning of unfinished creatures
Fixed - Potential issue causing creatures to sometimes become desynced between clients
Fixed - Errors arising during creature death, potentially causing bugged invincible enemies
Fixed - Error when reopening language panel
Fixed - Prevented Autosave from occurring while leaving the game to prevent data loss
Fixed - A few errors appearing during unsetting a build goal
Fixed - Errors arising from highlighting a vehicle on the map
Fixed - Errors with auto crafting causing storage instability
Fixed - Errors with network propagation of creatures, fixing some instances of creature desync
Fixed - Errors caused when using any repair tool on wreckages
Fixed - Various errors arising from the use of some weapons
Fixed - Errors intermittently being thrown when extracting gasses from geysers
Fixed - Rotation issues with Crab-Monster
Fixed - Resources with duplicated mesh issue
Fixed - Deleted old rover mesh that was causing a duplicated mesh issue
Removed - Small collision damaging vehicles
Thanks again for your support and playing! We have a lot to do, so we’re going to get right back to it.
“The only good big is a dead bug!”
-Brian