v1.9.13 Hotfix

Discussion in 'Patch Notes' started by Pantera, Apr 26, 2023.

Thread Status:
Not open for further replies.
  1. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,414
    Likes Received:
    6,093
    Hi Galactic Survivalists!

    Included in this update are a few additions that are designed to help streamline your building process.

    First up is the new hotkey for the Building Helper menu (N): Using CTRL + A will automatically grow the selection box for a blueprint part until it encompasses all connected blocks. This will also work as a multi-select!

    Check out this video:

    In addition there is also now a quick-cloning-mirroring functionality (first iteration) and other refinements for the blueprint part handling, eg. by adding additional buttons to organize them more easily.

    Stay tuned for more updates, and happy building!

    Changes:
    - Added a new hotkey for Building Helper menu (N): CTRL + A. It will grow the selection box for a structure until it encompasses all blocks that have no space in-between. (perfect use case for construction sets)
    • if you press CTRL + A again, the whole structure will get a selection
    • expanding the selection over multiple separated structures and then pressing CTRL + A will select them.​
    - Addition of clone-mirroring selection to easily clone blueprint parts (first iteration)
    - Improved Blueprint Parts handling: added buttons for DeleteAll, AutoDetect, MoveUp/Down.
    - Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
    - Changed Damage Wheel Indicator opacity and size.
    - DialogueSystem: added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
    - Turrets and Weapons performance improvements. What this means is a higher framerate should be seen when a lot of vessel turrets/weapons are being drawn in a scene.
    - Changed the damage wheel opacity & size
    - Lowered the jetpack flame light
    - Added new parameter “DisableProximityLog: true/false” to the GameOptions.yaml
    Setting it to True will disable the Proximity Log button. The Default is False so Server Owners who don't want any changes do not have to do anything

    Fixes:
    - 00883: Sentry turrets & LCD's can sometimes be invisible when arriving at a structure
    - 00864: Lag when modifying blocks
    - 00863: Some blocks take invisible faces near other blocks
    - 00866: CoQ is appearing after Teleport while taking damage
    - Falling animation is playing when you fly a vessel.
    - Invisible Spot Light Blocks when the player is at certain angles to them
    - Fixed CoQ from UMA.UMAMeshData found triggering in MP

    EAH:
    - https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full
     
    #1
    Ente, Vermillion, Robot Shark and 9 others like this.
  2. LyfeForse

    LyfeForse Lieutenant

    Joined:
    Nov 10, 2021
    Messages:
    64
    Likes Received:
    93
    Great patch! Jetpack glow chance was nice. Glad to see the invisible faces resolved (rounds could travel through them)
    Nice additions to Creative too, thanks.
     
    #2
    Slam Jones, Germanicus and Monroe like this.
  3. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,729
    Likes Received:
    2,058
    I was using the jetpack flame light instead of the spot light many times lately. I suppose I will have to change habits again. :rolleyes:
     
    #3
    LyfeForse likes this.
  4. imlarry425

    imlarry425 Captain

    Joined:
    Jan 10, 2019
    Messages:
    460
    Likes Received:
    338
    - DialogueSystem: added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".

    Woohoo!!!!! Huge.
     
    #4
    ravien_ff likes this.
  5. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,408
    Likes Received:
    12,013
    Yeah no more using the pda as a workaround for this.. Great change.
     
    #5
    imlarry425 likes this.
Thread Status:
Not open for further replies.

Share This Page