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Changelog.txt
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Changelog.txt
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Alpha 27
* New features
* The settings screen is now acessible from the main menu (#1187, #1512)
* There's now an option to enable texture compression (#1522)
* New mission type, Scout (get paid to scan particular planets) (#1348, #779)
* New view modes (Left/Right/Top/Bottom, Cockpit Front/Rear) (#1454, #1539, #1544)
NOTE -- view mode controls are bound to Numeric Keypad by default
(they can be rebound in the View tab of the Settings screen)
* Minor changes and tweaks
* Smooth zoom animation in World, System, Sector and Galactic views (#1170)
* Earth start location has returned to Los Angeles (in daytime now) (#1506)
* Player cash is shown on the 'Personal' page of the Info (F3) screen (#1525, #1500)
* Equipment listed on the Info (F3) screen is split over two columns (#1525, #1527)
* Fixes
* Avoid icons in some ternary systems overlapping each other (#1510, #1511)
* Fix overlapping text for long system descriptions (#1494, #1498)
* Fix crash in SystemInfoView from leaking widget references (#1526, #1493)
* Clamp some newer terrain heights to non-negative values (#1534, #1530)
* Script changes
* EventQueue, which was deprecated in alpha 26, has been removed (#1485)
* Orbital phase (season) and rotational phase (time) can now be set in custom
systems with :rotational_phase_at_start and :orbital_phase_at_start (#1506)
* Thruster values in ship definitions are now all positive (#1536)
* Internal changes
* Terrain generation thread now sleeps until being signalled (#1169)
* New C++ wrappers for Lua table manipulation and value persistence (#1438)
* Terrain patches are now rendered more efficiently (#1507)
* Many minor cleanups identified by valgrind (#1524)
* Copyright and license is now made explicit at the top of all code files (#1515)
* Max terrain height for heightmapped planets is computed more accurately (#1504)
* Code to detect supported video modes has moved to Graphics (#1535, #1385)
* Cleaned up UI view code for consistency and stability (#1528)
Alpha 26
* New features
* Achernar (4,-9,-16) is now a fully custom system (#1452)
* New Imperial Trader (a variant of the Imperial Courier) (#1069, #1496)
* Minor changes and tweaks
* Updated station splash advert (#1429)
* Updated the Imperial Courier model (#1069)
* Updated the "pilot" and "squadsign" sub-models (#1069)
* Updated surface stations (#983)
* Made month names translatable (#1490)
* Fixes
* Fix atmospheric pressure calculations (#1431, #1395)
* Fix lighting glitches in systems with multiple stars (#1430, #1411)
* Fix flipped EYE ship texture (#1436)
* Fix Caribou laser position (#1435)
* Fix broken planet ring textures on Intel GMA 900 chips (#1442, #1439)
* Fix Lua console tab completion for some oddly constructed tables (#1447)
* Fix Lua console tab completion for tables with numeric indices (#1461, #1462)
* Fix ambient light state leak from intro/tombstone (#1472, #1445)
* Fix blank UI after game load failure (#1481, #1479)
* Draw the city before its starport to avoid a glaring graphical bug (#1487)
* Fix Lua stack leak in console completion (#1492)
* Script changes
* Ships now identified by the filename the ship is defined in (#1444,
#1474, #1491)
* New Event system allowing Lua scripts to broadcast their own events.
EventQueue is deprecated, for removal in alpha 27 (#1441)
* New FileSystem module so scripts can list data files (including files
from mods) and files in the game's configuration directory (#1350, #1483)
* Internal changes
* Show frame time in the stats overlay (#1437)
* Update COUNTOF macro to fix avoid warnings when compiling with
compiling with optimisations on GCC (#1451, #1450)
* Force most icons to scale to their bounds regardless of their
initial size. Allows hi-res icons (#1448, #1470)
* Reimplemented Lua read-only tables (#1460)
* Move the global Lua context so it can be used from modelviewer (#1473)
* Rewritten material and shader infrastructure (#1432)
* Many minor optimisations identified by PVS-Studio (#1480, #1399)
* Fix a warning when building with clang (#1488)
Alpha 25
* New features
* Planets with surface ports are now displayed with a blue ring in the
system info view (F2,F7) (#1345)
* Catalan translation (#1371)
* Hyperjumps now have sound effects (#1379)
* Terrains have been update, and more terrains added for asteroids (#1349)
* Atmospheric height and appearance is now more realistic (#972, #1278, #1357)
* Atmospheric pressure and temperature now follows a dry adiabatic model (#1363)
* Rewritten gas giant rings, with better transparency and shadows (#1404, #1415)
* Fade building illumination depending on time of day and atmosphere (#1390,
#1428, #1427)
* Minor changes and tweaks
* On Windows, error messages for graphics are shown in a message box,
so they can be read when the game graphics aren't working (#1362)
* Atmospheric pressure is now displayed in atmospheres instead of bar (#1363)
* Added essential surname-based humour to the name generator (#1403)
* Include more limits and capability information in opengl.txt (#1408, #1410)
* Text entry widgets (notably the Lua console) now support CTRL+LEFT and
CTRL+RIGHT arrows to jump to word boundaries (#1392, #1372)
* Scale all textures to power-of-two dimensions (#1422, #1251, #1035, #923)
* Fixes
* Fix some Lua console completion edge cases (#1339)
* Fix Lua error report format for missing objects (#1366)
* Fix bug which prevented some Polish texts showing up (#1382)
* Fix crash when autopilot tried to fly around a gravpoint (#1347, #1344)
* Fix crash when calculating distance to a ship in hyperspace (#1393, #1388)
* Fix shaders to avoid 'varying' value limits on some hardware (#1407, #1409)
* Fix savegames not loading under certain circumstances (#1425, #1412, #1424)
* Clamp planetary mass values to supportable range (#1423, #854)
* Script and model changes
* Gas giant rings can now be defined in a custom system using the :rings
parameter (#1404)
* Internal changes
* Move platform specific code into src/{win32,posix} dirs (#1362, #1369)
* Move video initialisation into Graphics::Init (#1362, #1370)
* Add COUNTOF macro to safely get number of elements in a static array (1386)
* Update scan_enums.py to deal with Unicode byte-order marks (#1389)
* Always used logarithmic depth buffer with shaders (#1410)
* Camera now passed to object rendering methods to make per-object
lighting and other effects easier (#1390)
* Many fixes identified by static analysis with PVS-Studio (#1402, #1399)
Alpha 24
* New features
* Background stars fade out in daylight (#1300)
* Atmospheric flight restrictions. Ships that can't fit shielding can't
purchased at atmosphere ports. Attempting to fly in atmosphere without
causes quick death (#1328, #1240)
* Minor changes and tweaks
* Show orbital periapsis/apoapsis in system info with greater accuracy at
small distances (#1311, #1303)
* Sector view search box now supports the numpad (#1329, #1327)
* Allow 10x timeaccel during docking sequence (#1332)
* Fixes
* Fix flipped vbuilding glowmap (#1280, #1279)
* Fix scrolling in the mission list (#1292, #1291)
* Fix UI elements responding to the mouse wheel as a click (#1307, #606)
* Fix issues in the way multiple file sources (ie mods) are added to the
union filesystem (#1359)
* Script and model changes
* Lua console now provides autocompletion. Press <TAB> to cycle through
possible completions of the current identifier (#1286)
* Lua console now accepts expressions and prints their result (#1304, #1313)
* Lua updated to 5.2.1 (#1293)
* Renamed UI to Comms (#1288)
* Limited libraries available to LMR to debug, string and math (#1289)
* Allow Characters to be created from random seed (#1299)
* Improve printing of core objects to include their type (#1301)
* Excluded package, os, io and various bits of math libraries and certain other
core Lua functions for safety (see LuaUtils.cpp for rationale) (#1317)
* Aliased math.deg2rad to math.rad (#1317)
* Added util.hash_random to provide a repeatable source of "randomness" (#1317)
* Internal changes
* Abstracted out the normal Lua object type promotion test, and Lua
ownership of refcounted objects (#1290)
* Stop a broken Lua error handler triggering an infinite loop (#1289)
* Changed LuaGame and LuaEngine to use the LuaObject system (#1296)
* Simplify logic in LuaObject (#1301)
* Change implementation of LuaObject attributes to allow overriding (#1312)
* Code style cleanups (#1334, #1335)
Alpha 23
* Minor changes and tweaks
* Show target indicator on docking waypoints when clearance has been
granted to assist with manual docking (#1260)
* Jump to sector by entering sector coordinates in search box (#1274, #1253)
* Optimised earthlike colour fractal when terrain textures enabled (#1277)
* Fixes
* Work around sector view crash on Radeon (#1062)
* Fix handling of deep folders in zip files (#1270)
* Fix redscreen hang (#1272)
* Fix text metrics code to calculate text height properly (#1273, #1276)
* Script and model changes
* Lua updated to 5.2.0 (#1246)
* Renamed Matrix and Vec classes to matrix and vector (#1245)
* Renamed CustomSBody to CustomSystemBody (#1245)
* Removed global data from Lua crash dump (#1272)
* Internal changes
* Fixed configure compiler warning tests for gcc and clang
* Removed OOLua. Replaced uses of it with explicit Lua calls. Various
other Lua-related cleanups and consistency fixes (#1245, #1246)
* Move system generation and related classes under galaxy/ (#1245)
* Renamed SBody to SystemBody, CustomSBody to CustomSystemBody (#1245)
Alpha 22
* New features
* Support for attaching .zip files to the data directory. Allows users to
add mods to the game by putting a single file in <userdir>/mods (#1214)
* New 'Meteor' ship (#1219, #1239)
* Minor changes and tweaks
* Removed 'Walrus' ship (#1219)
* Updated 'Wave' ship textures (#1239, #1231)
* Increase probability of mining populations near Sol (#1236)
* Add possibility of starports/cities being generated on asteroids (#1236)
* Give mined cargo a velocity away from the asteroid so they float out
into space (#1236)
* Changed hyperspace entry point calculation to consider star radius and
position (#1207)
* Fixes
* Fixed crash when near planets with fuel scoop attached (#1200, #1201)
* Fixed timer setup for trade ships after game load (#1205, #1204)
* Fixed mission modules remembering nearby systems across game restarts
(#1212, #1211)
* Fixed bug where .obj model loader would create a new draw operation for
every triangle/quad (#1223)
* Fixed system metallicity in multiple-star systems (#1236, #1222)
* Fixed planet metallicity calculation based on star type (#1236)
* Fixed crash when crosshair-targetting an object that no longer exists
(#1232, #1210)
* Fixed crash when mission display is opened with lots of missions
(#1233, #1196)
* Don't take timesteps for dead ships. Stops the player firing during the
death screen (regression) (#1243, #1103, #1056)
* Fix crash when objectviewer activated with no target set (#1248)
* Fix modelviewer crash when animation sliders do not fit on screen (#1256)
* Script and model changes
* LMR "lathe" function radius and up vector now interpreted the same as
"cylinder" etc (#1185, #1037)
* Added support for emission (glow) maps in .obj files (#1223)
* Internal changes
* Better support for file enumeration across multiple directories (#1182)
* Model cache CRC32 calculation now includes files under data/sub_models
(#1182, #1181)
* Restructured text and font classes; decoupled font classes from font
config files (#1165)
Alpha 21
* New features
* Elite systems (Lave etc) with a new start point (#682)
* Manual thrust power control. Use F8 and L-shift to limit thruster power
for finer control (#994, #129)
* Navtarget tunnels, a HUD feature to guide you to your destination. Enable
it in the "Controls" section of the settings screen (#1146, #1082)
* New small buildings (#1047)
* Minor changes and tweaks
* Various moons in the Sol system now appear in the right order on the map (#1050)
* Updated TradeShips module to handle accidental landings and fuel (#1064)
* More precise mouse control under different FoV settings (#1076)
* Added VSync config option (#1085)
* Made background stars less visible through star halos (#1093)
* Added Pioneer badge to menu screen (#1099)
* ObjectViewer updates: buttons to cycle/randomise seeds; don't show
attribute for non-terrain bodies (#1100)
* Several stars around Sol updated to use their "traditional"
(non-catalogue) names (#1068)
* Rear of Eagle ship now visible to player (#1125)
* Removed tech levels (#1131)
* Added a grid to the modelviewer to help visualise model size (#1132)
* Reverted DeliverPackage module to pre-Alpha 20 (#1162)
* Fixes
* Don't take timesteps for dead ships. Stops the player firing during the
death screen (#1056)
* Move all the custom stars into the right places (#1080, #1081)
* Fix autopilot handling of fast-moving bodies (#1090)
* Fixed hyperspace checks so they work during hyperspace and don't allow
hyperspace to be triggered at odd times (eg docked) (#1101, #999, #1030, #1088)
* Restore Jupiter and Neptune to their correct terrain types (#1100)
* Fixed various old bugs around frame movement, timesteps, AI velocity
correction and similar (#1090)
* Fix crash when script tries to set ship label > 16 chars (#1116, #1114)
* Limit max engines to 0 or 1 to prevent certain forms of lunacy (#1140)
* Fix view/panel draw order so that world elements do not draw over the
panel (#1141, #1161, #1160)
* Only update ship mass, fuel and equipment stats when necessary (#1112, #1155)
* Fixed huge mixer icon on Win32 (#1158, #860)
* Script changes
* New custom system option :explored to explicitly set a system's
explored state (#682)
* Lua serializer can now handle multiple references to the same table
(#1022, #1025)
* New ShipJumpStatus constants DRIVE_ACTIVE and SAFETY_LOCKOUT (#1101)
* New method Ship.GetHyperspaceDetails() to get hyperspace status,
duration and fuel use without regard to current flight state (#1101)
* New ship params 'front_camera' and 'rear_camera'. Sets the camera's
position on the ship, and causes the ship's body to be drawn (#1125)
* New attribute SpaceStation.numDocks to get number of docking ports (#1135)
* New SystemBody attributes gravity, hasAtmosphere and isScoopable (#1150,
#859)
* Internal changes
* configure tweaks for better optimisations and profiling support
* New filesystem abstraction. Files under data/ can now be overriden by
placing an identically-named file under <userdir>/data (#989, #1078,
#1079, #1077)
* Ship definitions separated from models (#1051)
* Partial keybinding cleanup to allow a sane init order
* Integrate texture management into renderer (#1061)
* Remove renderer dependencies on Pi and utils (#1071)
* Pack font glyphs into a single texture for faster text rendering (#1106,
#1084, #1107)
* Split world cameras out of WorldView (#1113, #1145)
* Use a fixed version and proper CRC for the model cache (#1119)
* Moved ship control code out of Player and Worldview into a new set of
ShipController classes (#1083, #1129)
* Silence warnings when building with GCC 4.7 (#1152)
* Various internal cleanups (#1139, #1142)
Alpha 20
* New features
* Thrusters now require fuel to operate. Refuel when you dock or buy water
refuel during flight. Fuel club will refill and sell you water cheaply.
(#980, #993, #992, #1018, #1032, #1034, #1043, #1045)
* New thruster and laser graphics (#945, #962, #149, #148, #973)
* Heading-hold flight mode (press CTRL while changing flight mode) (#450, #990)
* Rewritten DeliverPackage mission module (#1027, #1041, #1042, #1044)
* Hungarian translation (#947, #894)
* Minor changes and tweaks
* LED effect on timeaccel buttons (#946, #153)
* Render projectiles out to 20km from the camera (#957)
* FOV is now specified vertically (and correctly) (#971)
* Cargo screen updates automatically when cargo changes (#982)
* Fewer background stars, but brighter. Looks about the same but takes
less effort to construct and draw (#1020)
* Change death spin to a simple zoom (#916, #1033)
* Assassinations module now uses character classes for character variety
and consistency (#953, #948)
* Fixes
* Updated zlib and libpng DLLs for MSVC to fix screenshot crash (#942, #645)
* Only allow missiles to be fired in open flight (#951)
* Assassination targets will now gracefully handle an autopilot failure
when taking off (#955, #950)
* HDR visuals removed (#939, #963)
* Fix projectile collision checks (#965)
* Various scanner range fixes (#944)
* Make sure all bodies have a minimum radius of at least 10km (#968, #321, #301)
* Fix crash when requesting system information whilst in hyperspace (#975)
* Messages no longer cause the game to un-pause when they clear (#966)
* Game no longer quits if you cancel loading from the main menu (#920)
* Fix game crash if a script tries to add or remove a negative amount of
cargo or equipment (#982)
* Fix flipped Hammerhead "neck" textures (#986)
* Don't show "fly to" option for combat target if the player does not
have an autopilot fitted (#988)
* Close comms menu on hyperspace (#996, #984)
* Fix game crash if game is loaded over a loaded game (#1014, #1015)
* Fix bulletin boards being re-created after game load (#1017)
* Don't allocate and deallocate hyperspace starfield every frame (#1020)
* Stop attacking ships continuing to fire on dead player (#1033, #57)
* Don't extend model textures to power-of-two sizes (#923)
* Script changes
* New FlightLog class that tracks systems and starports visited by the
(#1021)
* New method Ship.SetFuelPercent and attribute Ship.fuel to set and get
ship fuel amount. New event onShipFuelChanged to report fuel status (#980)
* New method Ship.Explode to destroy the ship immediately (#974)
* Internal changes
* New graphics/rendering infrastructure (#960, #913, #1001, #1002, #1013,
#1024, #1007)
* Silence MSVC warnings (#964)
* Remove dependencies on Pi from Texture (#969) and Font (#981)
* Move EquipSet into its own header (#991)
* Give float comparison functions consistent naming (#991)
* Use the correct size_t format specifier for the compiler (#991)
Alpha 19
* New features
* Sidereal camera, an external camera that holds its position relative to
the stars. Great for screenshots! (#932)
* Moon height map. Now looks like the real thing! (#936)
* Lua-based body name generator. Planets and starports now have much more
interesting/varied names (#896, #926)
* Joystick deadzone support (#870)
* Minor changes and tweaks
* Roll keys now work while using mouse control (#904, #850, #278, #914, #919)
* Camera quick-switch using Shift+1-4 in the main view (#932)
* Sector view now shows line from current to target system (#843, #845)
* Optimised nearby system lookups for scripts. Significantly improves
game startup time (#937)
* Various TradeShips optimisiations and fixes (#917)
* Fixes
* Ensure bulletin board is created before ship docks with station (#899)
* Don't propogate mouse wheel events in one view to other views (#903, #225)
* Show distance to dock on target square when docking clearance is granted (#902)
* Fix crashes if Lua Space, Timer or UI methods are called before the
game loads (#885, #911)
* Fix background star jitter (#910)
* Fix "rough landing" sound being played globally (#925, #895, #865)
* Reduce the number of nearby system searches done by scripts (#927)
* Fixed HDR screen flicker (#928)
* Fixed autopilot hangs related to gravpoint frames and small bodies (#935, #921)
* Fixed crash where missile objects were destroyed while other objects
were holding a reference to them (#922, #735)
* Fixed hang when autopilot tried to start flying around a body from stopped (#934)
* Make sure the ship is above the body's max feature height before
attempting a flyaround
* Script changes
* Removed NameGen.PlanetName and replaced with NameGen.BodyName (#896)
* Added EventQueue.DebugTimer to enable event function call timing for
debugging purposes (#898)
* Added Ship.shipType attribute to get ship type (#912)
* Internal changes
* New Texture class and subclasses to manage all kinds of GL texture
creation and use (#892, #900, #901)
* Simplified autotools build system by using pkg-config for all
dependencies (#909, #353)
* Additional debug checks to ensure that bodies are not removed or
destroyed during destruction of another body (#922)
Alpha 18
* New features
* Jettison cargo while landed/docked (#872)
* Multisampled antialiasing. Set the "AntiAliasingMode" config value or
change your graphics driver settings (#848)
* Minor changes and tweaks
* Target square now appears on specific docking port of station when
clearance is granted (#836, #835)
* OpenGL info saved to opengl.txt on game start (#857)
* Background stars are now denser along the galaxy strip as you'd expect (#844)
* Probability of hyperspace arrival now displayed during hyperspace (#55, #879)
* Be more accurate about the age of the universe (#891)
* Fixes
* Fix incorrect galaxy density on OSX (#867, #869)
* Fix crash in system info view if opened the first time on an unexplored
system (#783, #876)
* Fix memory overrun in modelviewer that would break z-bias when mouse
wheel is used (#880)
* Fall back to no-AA HDR and then no-HDR based on GPU features (#855,
#878, #877)
* Set minimal reverse thrust for Natrix so the autopilot doesn't get
confused (#856)
* Script changes
* New event onCargoUnload triggered when cargo is jettisoned while
landed/docked (#872)
* SystemPath.GetSystemBody now checks to make sure the path is valid
and throws a Lua error if it is not (#863, #864)
* Internal changes
* Refactored game and space state into discrete object (#833, #70)
* Background starfield & galaxy strip code cleanup (#844)
Alpha 17
* Christmas edition!
* New features
* New ship: "Natrix" (#816)
* French translation (#814)
* Rewritten autopilot (#789)
* Yellow indicator to show target orientation change by mouse
movement (#216, #777)
* Check/set speed relative to navigation or combat target (press CTRL
while targeting) (#462, #769)
* Passenger cabins and taxi missions (#718)
* Fuel club (#788, #794, #796)
* Minor changes and tweaks
* Improved planet atmosphere rendering
* Window icon (#817)
* Increase difficulty of high-risk taxi missions (#800)
* Flip texture UV coordinates on object load (#818)
* Removed airport station
* Fixes
* Star halo now drawn properly in the world space (#768)
* Allow equipment to be removed even if the station has none in stock (#780, #781)
* Fix scanner drawing glitches with some recent NVidia drivers (#758)
* Fix textures and shaders on Intel and VMware (#711)
* Correctly order texture coordinates when loading models (#667)
* Reset breakdown service jump count to 0 when buying new drive (#820, #841)
* Fix crash when a script tries to obtain the parent of an object with no
parent (eg a star)
* Script changes
* New Character class to represent and test NPC attributes (#725, #787)
* SystemPath has additional methods to test for sector-only and
system-only paths (#795)
* Internal changes
* Cleanups and general code improvements (#819)
* Terrain color/height fractal refactor (#699)
* SystemPath now has specific invalid values to indicate sector-only and
system-only paths (#795)
* Scoped and RefCounted smart pointers (#803)
Alpha 16
* New features
* New ships: "Wave Heavy Hypersonic Fighter" and "Turtle" (#558, #657)
* Cargo scooping (#585, #708)
* Target and velocity indicators now shown with directions at edge of
screen if they are not directly in front (#750, #752)
* Scanner now shows different colours for different types of nearby object
automatically adjusts range to show the most interesting objects in the
best detail possible (#521)
* Spanish translation (#628)
* Minor changes and tweaks
* New assassination missions appear less often (#634)
* Translation infrastructure for Assassinations (#641), DonateToCranks
(#658), GoodsTrader (#659) and DeliverPackage (#639)
* Targets can be selected from the system view (#503)
* Model cleanups and optimisations (#680, #675, #672, #674)
* New "temple" building (#664)
* Change non-local delivery mission reward calculation so that more urgent
deliveries get higher rewards (#719)
* Ships will now emerge from hyperspace at a point "close" to the source
system (#724)
* Jump duration estimate in sector view shown in days + hours (#738)
* Renamed "Panther" to "Caribou"
* Slightly improve model cache performance
* Fixes
* Optimise trade ship cargo management (#632)
* Ensure that stars in a binary pair do not overlap (#621, #627)
* Model optimisations (#666)
* modelviewer no longer crashes if invalid model name is given on command
line (#669, #670)
* Fix hyperspace behaviour after game load
* Lua onGameEnd event now fires when game ends after player destruction (#684)
* Remember sectorview info box visbility state across view switches and
game saves (#685)
* Don't pollute the global Lua namespace with translation functions (#696)
* Fix assassination crash on mission completion/failure (#692, #694)
* Fix delivery crash on dock
* Model LOD switches now calculated correctly based on screen wdith (#704)
* Fix potential deadlock in terrain generator (#661)
* Initialise stock levels for equipment above the station's tech level (#719)
* Trade ships only check trade prices in surrounding systems if it has
starports (#728)
* Determine damaged caused by collision between two ships using the other
ship's mass, not our own (#732, #733)
* Missile collisions will no longer cause damage (the explosion will
though) (#734)
* Prevent SystemBody.parent from crashing when the underlying StarSystem
is no long in memory (#729)
* Fix material use in ship landing lights (#656, #705)
* Fix screenshot crashes (#742, #727, #645)
* "Repair 1% hull" display correct % and cost when hull has <1% damage (#748, #467)
* Fix error capture from filter functions to EquipType.GetEquipTypes,
ShipType.GetShipTypes and Space.GetBodies when called from console (#764)
* Objects on the scanner now positioned correctly (#521)
* Only randomise goods trader stock levels when bulletin board is created (#772, #776)
* Clear breakdown servicing state on game start to avoid state leak
between games (#775)
* Script changes
* Modules moved into dedicated subdirs with their translation files (#640)
* Module translations (#640)
* LMR get_arg() and get_arg_string() replaced with several special purpose
functions. "Stringy" constants now in use (#650, #586, #582, #688, #689,
#690, #709)
* Serializer support for Lua-based objects (#715)
* New SystemBody.population attribute (#726)
* Ship.GetEquip and Ship.SetEquip changed to 1-based indexing (#719)
* SystemBody now has several new attributes for body size and orbital
parameters (#760, #754)
* Internal changes
* Cleanups, leaks fixed and general code improvements (#635, #637, #665,
#729, #753, #743, #741, #761, #762)
* Windows build optimisations (#636, #758)
* Improve terrain generation performance
* Run Lua timers from the physics loop, which should help to make frame
times a little more consistent
* Remove deprecated EquipType::types list (#642)
* Show Lua memory usage in debug info (#638)
* Limit number of physics updates between render updates (#671)
* scan_enums.py preprocessor to generate string->enum mappings (#716, #686, #723)
* Camera and rendering refactor (#744)
Alpha 15
* New features
* Star "terrains". Stars now have complex surface colours and patterns (#567)
* Assassination missions (#290, #500)
* Restored "hoop" orbital station (#499, #516)
* Restored "Panther" ship (#497)
* "Long Range Cruiser" bulk ship (#626)
* Big mushroom station with four bays (#530)
* New futuristic city buildings (#518, #557)
* Four new ambient music tracks (#543)
* Ship drives now break down over time and require repairs (#552, #570, #610)
* Ship landing lights now only flash when landing gear is down or ship is
docking (#236, #478)
* Station landing lights now coloured to indicate occupied (red), free
(orange) and cleared for docking (green) (#4, #489, #498)
* Romanian, Dutch, Italian and Croatian translations (#565, #571, #573, #593)
* Minor changes and tweaks
* Landed and docked ships will no longer cause alerts (#454, #466)
* Bulk ships are now spawned on game start (#500)
* Trade ships will now repair damage and replace destroyed equipment (#481)
* Mushroom station now has ads in bay 2 (#524)
* Display surface gravity of bodies in system info view (#533)
* Model fixes: Ship bounding radii, LOD checked and fixed, adverts cleaned
up and other minor fixes (#530, #542, #556, #515, #72, #582, #613, #614, #620)
* Support for glowmaps (#557)
* Terrains. Snow on mountains and polar ice caps. Various optimisations
* and fixes (#440, #566)
* Fixes
* Certain in-game keys will no longer crash when used in the menu (#453, #463)
* Don't try to save or load game with no filename (#487, #488)
* Fix set speed scaling when setting a negative set speed (#482)
* Don't spawn docked trade ships on game start (#495)
* Ensure docked trade ships take off after game load (#517)
* Fix crash on docking after failing assassination mission (#527)
* Old package delivery missions are now removed from the board (#534, #548)
* Fix LMR stack leaks that could cause heap corruption (#555, #342, #470)
* Fix display of co-orbital bodies in system view (#551)
* Don't respawn bulk ships on game load (#539)
* Fix rare crash when NPC ship is destroyed that previously attacked the
player (#568)
* Fix a case where we try to access an object after its been freed (#342, #470)
* Fix various depth bugs when shaders are enabled. Fixes gas giant rings,
hyperspace clouds, etc (#24, #234, #504)
* Fix black halo around gas giant atmospheres when rings are visible (#595)
* Update hyperspace button after cargo/equipment change (#550, #602, #609,
#611, #612)
* Fix directory handle leak (#618)
* Don't allow scripts to add more equipment than a ship has room for (#617, #616)
* Interplanetary Shuttle can no longer take a hyperdrive (#613)
* Fix crash on attack after high-risk delivery (#631)
* Fix crash in if player arrives in system before assassination target (#643)
* Fix crash when setting equipment in a slot that a ship doesn't have (#647, #648)
* Fix crash when rendering non-ship models under certain conditions (#646)
* Script changes
* Experimental Lua console (#537, #597)
* Lua events onShipEquipmentChanged and onShipFlavourChanged (#544, #547)
* Lua method Ship.SetHullPercent to set a ship's damage level (#420, #472)
* Lua method Ship.SetShipType to change the type of a ship (#404, #507)
* Lua methods Player.GetNavTarget and Player.GetCombatTarget to get the
currently-targetted bodies (#588, #583)
* Lua Lang interface to access core translated strings (#579, #575, #553)
* Lua Translate interface to let modules provide translations (#580, #625, #629)
* LMR methods fully documented (#615)
* Internal changes
* Lots of internal cleanups; silences many warnings under GCC (#477,
#484, #604) and MSVC (#483)
* String and language updates (#509, #510, #514, #525, #528, #622, #623)
* Allow terrain generation to be aborted when the current set of terrains
become unusable (eg after hyperspace or detail settings change) (#457, #490)
* Shield generators now occupy their own equipment slot to remove the
for special-case checks with dealing with cargo (#308, #459)
* Targeting and trade functions moved from Ship to Player since they aren't
really meaningful for NPCs (#38, #307, #485)
* Separated key bindings from individual key actions and added onPress and
onRelease signals to the bindings (for key repeat) (#398, #493)
* Load glyphs up to 0x1ff to better support certain European translations (#415)
* LuaManager now allocated from the heap to avoid some startup/shutdown
problems (#535)
* (OSX Only) Refactored and Restructured ObjectiveC code to be more
manageable (#559)
* Use FBO extension functions (GL2) instead of core (GL3) (#608, #605)
Alpha 14
* New features
* 3D galaxy (#394, #429)
* Trade ships AI. Ships now dock, undock, hyperspace and buy and sell
things (#412, #11, #448)
* Delivery missions to other starports in the same system (#388)
* Press CTRL while clicking time acceleration buttons to override the
lockout due to nearby bodies (#417, #358)
* Settings to adjust terrain textures and fractal detail (#442, #416)
* Polish translation (#443)
* Lua attribute SBody.parent to find the parent of a system body (#359, #368)
* Lua methods Player.SetNavTarget and Player.SetCombatTarget to let
script control player targets (#422, #444)
* Overdue deliveries will now be checked and reported as "failed"
immediately after hyperspace (#445)
* Fixes
* Remove a couple of hardcoded references to the data directory (#363)
* Fix crash when closing police form triggered from inside a advert (#371, #372)
* Fix occasional crash in DeliverPackage when cleaning up old ads (#123, #379)
* Fix inverted mouse control (#389)
* Tweak to texture scaling to make edges sharper (#391)
* Fix occasional crash when rendering certain hill terrains (#364)
* Fix flickering when HDR enabled (#266, #401)
* Fix crash when trying to display tooltips when their parent UI element
is no long on screen (#59, #410)
* Disable thrusters when docking (#409, #418) and in hyperspace (#431)
* Restore NPC (Lua) hyperspace functions (#414, #362, #269, #426)
* Fix bug where NPC flight state was not reset upon exiting hyperspace
* Nereid now has a radius and can be found
* Don't allow scripts to jettison non-existent cargo (#430)
* Fix crash when selecting own hyperspace cloud remnant (#427)
* Fix occasional autopilot crash into planet (#424)
* Fix buy/sell message output (#452, #288)
* Internal changes
* Lots of internal cleanups; silences many warnings under GCC (#373, #375,
#389, #392, #383, #399) and MSVC (#434, #435, #436)
* New utility functions for floating-point comparisons (#389)
* Dump Lua engine state to file on exception in Lua module (#370)
* Lua documentation fixes (#380, #403, #475)
* Abstracted the HDR rendering pipeline into discrete components (#396)
* New string formatting system for translations and other strings (#405, #449)
* Gracefully handle attempts to load old savefiles (#428)
* Redirect stdio output streams to files in user dir. Do this by default
on Windows builds.
* Use SDL mouse button defines instead of hardcoded numbers (#446)
Alpha 13
* New features
* New song 'spacegroove' (#267)
* Caching of models and textures on startup, reduces loading times (#271)
* Separate hyperspace target from selected system in sector view (#269)
* Charon a moon of pluto (#276)
* Gas giants overhaul, 5 new gas giant colours/terrains implemented (#276)
* Atmosphere selection changed, planets can have a more varied atmospheric
composition (#276)
* Planetary rings are more varied and come in various colours (#276)
* Fractal texture to increase terrain detail and simulate planet surface
materials (#291)
* Mute buttons for each volume setting that actually stop the sounds
instead of just playing them quietly (#284, #270)
* New Lua events onShipLanded and onShipTakeOff to inform scripts when a
ship lands and takes off from a planet's surface (rough landing) (#295, #297)
* New Lua method StarSystem.GetBodyPaths to get paths to all bodies in a
system (#313)
* Outline overlay text (eg world labels) for improved visibility (#325,
#314, #258, #39, #349)
* Make the "video link established" text disappear after a few seconds
instead of flashing constantly (#319, #326)
* Support for translated strings; first language is German (#332)
* Name & title/occupation overlaid on station faces (#346)
* Added 'Inconsolata' font for debug and (later) console text (#343)
* Fixes
* Move sector view to current system on first open (#262)
* Check hyperspace validity at hyperspace time, fixes erroneous jumps to
Sol (#269)
* All sounds effects now honour the sound effects volume slider (#256, #280)
* Don't play ambient sounds if sound is disabled (#286)
* Fix supermassive black hole mass & radius (#303, #112)
* Reorder the star type list such that white dwarf stars will only ever be
paired with white and brown dwarfs (#304)
* Lua methods Ship.GetEquip and Ship.CanHyperspaceTo now return string
constants as documented (#305)
* Lua method Ship.AddEquip now adds as many items as possible if there is
not enough room for the requested amount, as documented (#309)
* Use of Lua method SystemPath.GetSystemBody would result in a crash on
exit (#311, #312)
* Fix occasional crash when station menus are still live in memory after
launch (#259)
* Enable GL extensions earlier in shader compilation to conform to shader
spec (#329, #330)
* Fix occasional crash on game load (#331)
* Fix terrain jitter (#179)
* Support extended ASCII characters in texture fonts (#338)
* Make sure all bodies have a minimum radius of at least 10km (#321, #301)
* All city models checked and proper collision meshes added, drastically
improving city rendering performance (#348)
* Fix crash when music changes while in hyperspace (#345)
* Internal changes
* Merged SysLoc and SBodyPath into a single SystemPath class (#261)
* Refactored SectorView to use SystemPath internally (#262)
* Tweaks and improvements to several terrains (#276, #291)
* GUI widgets now have a minimum size, used for better dynamic layout with
variable-size containers and widgets (#279)
* Rewrote station menus and refactored several GUI elements to have better
abstraction and consistency (306)
* Debug output now shows terrain vertices and font glyphs per second
Alpha 12
* New features
* Music! 17 songs and scriptable music engine and control script
(#233, #250, #171, #267)
* New star and planet images in system info view (#167)
* 'Home' key resets camera in external view (#199)
* Re-implemented and re-enabled old hill, mountain, volcano, desert and
river terrains for Earth and Mars-like worlds (#211)
* New "dunes" terrain for Mars-like worlds (#211)
* Earth terrain tweaks: more noise variations and reduced mountain
height (#211)
* System information (F7) button cycles through info tabs in system info
view (#212)
* Pause buttons now toggles game settings if game is already
paused (#217, #221)
* Can now set navigation target by clicking on bodies in the system info
view. Navigation target will be highlighted in the info view. Body info
is displayed on mouse hover (#220, #255)
* Lots of new and updated parts for facegen (#213)
* User configurable FOV support in the config file (#219)
* Distance and fuel required text in sector view now colourised to
indicate if jump is possible (#227)
* Highlight populated systems in sector view (#242)
* Mouse can now control ship rotation in ship info and shipyard (#243)
* New Lua event onFrameChanged and dynamic body frame attributes to help
determine which planet/station/etc a ship is near (#249)
* Fixes
* Lua model args passed as doubles to avoid loss of precision (eg
time) (#174, #176)
* Removed misleading F7/F8 text from zoom icons (#201)
* Pass alert state to Lua onShipAlertChanged event (#191, #195)
* Avoid loss of precision when calculating radius of very tiny bodies (#189)
* Hyperspace range is displayed correctly again (#222)
* Occasional crash in system cache pruning (#230, #237)
* Crash due to buffer overrun in sound player (#253)
* Fixed HDR lighting on Radeon (#87, #263)
* Replace broken hill/dune terrain with something that works
* Adjust Saturn, Uranus and Neptune so they have rings as appropriate
* Internal changes
* All model timing now based of game time (#175, #178)
* City models are now loaded at startup (#71)
* All terrains optimised (octave count reduced) (#211)
* Optionally use ccache to speed up builds (#235)
* New HYPERSPACE and DOCKED flight states to explicitly describe some
conditions instead of having to infer from other data (#89, #252)
Alpha 11
* New features
* Visual refresh: new panel graphics, UI font (Titillium Text) and model
font (Cousine Bold) (#105, #114, #115, #138)
* New star images in system info view (#159)
* Manual thruster adjustments can now be made in set-speed mode (#118)
* 5 new ground based starports (1, 2, 3, 4 landing pad configs.
1 Airport config) (#120)
* Major upgrade to coriolis station model (#158)
* Clicking on the hyperspace icon a second time after a hyperspace is
initiated cancels the jump (#25)
* Screenshots are now in PNG format (#91, #140)
* Fixes
* Orbital stations create a small amount of population (#85, #96)
* Terrain colour changes based on temperature now works properly (makes
Earth look correct again)
* Crash when using an illegal goods trader that is a police front (#88)
* Crash when restoring bulleting board ads after loading a game (#86)
* Crash in AI collision detection in ternary systems
* Discovery Base (Sol) orbit too close to its parent (#116)
* Don't create illegal goods traders in systems with no illegal goods (#109)
* Better layout for hyperdrive ranges in ship purchase screen (#94)
* Use power-of-two texture for facegen to support more graphics cards (#83)
* Remove duplicate system 'EI Cancri' [2,0]
* Crash on call to Lua method Player.AddCrime
* Crash on any mission failure (#144)
* Mission status screen layout tweaks (#145)
* Internal changes
* Lots of code cleanups, warnings silenced, etc
* Fonts rendering controlled by per-font config files (#106, #113)
* Background stars & Milky Way use a VBO (#164)
* Remove non-VBO code paths in the terrain renderer
Alpha 10
* New stuff
* Over 1200 real stars
* Supergiant stars
* Many new and more complex terrains
* Nearby ship and firing alerts
* Bulk freight ships outside starports
* More station backgrounds
* Mac OS X port
* Little things
* Prettier background stars and hyperspace effects
* Reworked hyperspace ranges and durations
* Wide variation of faces in bulletin board ads
* Combat AI will give chase if the target tries to escape
* Velocity measured relative to the frame rather than the target
* Improved targetting squares and velocity indicators
* Ships and other small objects not shown beyond a certain range
* Unguided missiles work again
* Option to invert mouse look
* Under the hood
* Rewritten Lua module API (with documentation!)
* Hundreds of bugfixes and code cleanups
Alpha 9
* New stuff
* Completely rewritten autopilot. Its now far more likely to get you
where you're going without flying into things on the way.
* Rewritten combat AI.
* Rewritten mouse control.
* New combat target HUD with lead indicator and colour-coded closing
rate.
* New planetary terrains.
* Identikit faces in starport screens.
* New HUD for radar mapper and hyperspace cloud analyser.
* Navigation computer to help you find your way around.
* Trade ships (ie large non-combat ships) spawned when you enter a
system.
* Unexplored systems beyond about 500 light years from Sol.
* Under the hood
* All ships checked and cleaned up for consistency and speed.
* Custom systems now defined in Lua scripts.
* Number of planet types reduced. Planets now have composition
attributes that define atmosphere, ground metal content, water
coverage, etc.
* Little things
* Start ship is now sane.
* Ambient light when close to a planet to make the dark side visible.
* Mouse wheel support in scroll views.
* Press 'C' to return the sector view to the current system.
* Setting to enable/disable joystick support.
* Support for building with MSVC2010.
* Loads of bugfixes, optimisations and other bits.
Alpha 8
* Temporal aliasing fixed so framerates above 60fps do look smoother.
* Joystick support
* New adverts and textures on space stations
* Some system generation fixes
* Red giant stars
* New ships
* Model viewer lets you change model by hitting escape
* New ship definition syntax
Alpha 7
* Planets now have Axial tilt.
* Planetary descriptions now show the axial tilt.
* Many planets, even habitable ones, now have some volcanoes.
* Some planets will contain a super-volcano or two, like Mars.
* Standard rock worlds have been reworked somewhat, terrain was
modified as well as many new colours added.
* Asteroid terrain and colour has been tinkered with slightly, there
is more height variation but less jagged areas too and the colours
should consist mainly of grey and brown with some variation
occasionally.
Alpha 6
* More AI work (the AI can complete a full journey, taking off,
hyperspacing, flying to destination and landing -- although the
player can't access this since it would make the game dull, but
NPCs will use it)
* space stations with multiple docking ports but only one door (I
have made one very ugly example station of this type, and welcome
modellers to have a bash at making stations)
* local lights for station models
Alpha 5
* Autopilot will now fly around planets instead of plowing into them
* Some more new ships
* Improved error reporting for model and shader development.
* Faster framerate in cities, particularly when shaders are enabled.
* Fixed annoying disappearing terrain glitch
* Reduced field of view from 90 to 83 degrees
* Fixed random in-game crashes caused when ambient sounds are started
Alpha 4
* Fix terrible bug (after you had looked at the bulletin board, there
was a chance of a crash at almost any time until you leave the
system)
* Milkyway background in space. looks nice
* Autopilot can now dock with space stations
* Some new ship models