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Version v1.10.0 redux

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@github-actions github-actions released this 25 Mar 21:05
· 1140 commits to main since this release
f2cae5c

Major features

  • Nomai warp pads! You can build transmitters (like the towers on Ash Twin) and receivers on other planets. Can also be used to just make permanent teleportation pads if the alignment window is set to 360 degrees. Receivers also take in general prop arguments for a Nomai computer which will display the departure and arrival times.

Minor features

  • Adds gameOverText and deathType to credits volumes to display orange text explaining the ending. (#512)
  • Unified parenting, positioning, and rotating code across all prop-like objects, adding support for parent-relative offsets and rotations to rafts, geysers, tornados, volcanos, and others. All prop-like objects have the common fields rename, parentPath, and isRelativeToParent, as well as any applicable position and rotation fields.
    • Added alignRadial to all props with rotations, replacing alignToNormal on details. This now stacks with normal rotations, where behavior was inconsistent before.
    • translatorText props now behave like other props in terms of positioning and rotating. normal is no longer used to calculate rotations of some objects; instead you can use alignRadial and/or rotation. Wall text continues to use normal to indicate the direction of the surface to align the text to. Existing nomaiText wall text and props are unaffected by all of these changes.
    • Moved the Spawn module player spawn and ship spawn fields to new playerSpawn and shipSpawn prop-like object fields.
    • Moved dialogue remote trigger fields to a new remoteTrigger prop-like object field.
    • Moved the Vessel module vessel location and warp exit location fields to new vesselSpawn and warpExit prop-like object fields. They also have a parentBody field to specify the planet to attach them to.
    • Made quantum group sockets and bramble nodes/seeds prop-like objects.
  • Other Vessel changes
    • Added a new alwaysPresent property to the Vessel module to spawn the vessel whether it was used to warp to the system or not, and a spawnOnVessel property to always spawn on the vessel when entering the system, if it is present.
    • Added a new hasPhysics property to the Vessel module to allow users to disable the default behavior of the vessel floating on its own and allow it to be parented to other planets or bodies.
    • Added a new attachToVessel property to warpExit to keep the old behavior of the warp exit following the vessel.
  • Added a whiteboard type to translatorText props. If xmlFile is set, it will spawn with a scroll already inserted with that text.
  • Added ignoreSun to details to optionally make them ignore the effects of sunlight.

Improvements

  • Improved error logging when a detail fails to be created because a script component's script is missing
  • Added isRelativeToParent to geysers to match other prop-like objects.
  • Added rename to signals to match other prop-like objects.
  • Slightly better error logging if xmlFile is not provided for translator text props that require it
  • Now we use nullable values in translatorText instead of separate keepAutoPlacement bool
  • Deferred singularity linking until after all planets are built, so build order no longer affects pairs where only one has pairedSingularity set.

Bug fixes

  • Fixed a vanilla bug that would sometimes cause the camera's vertical rotation to get locked in place when spawning on the vessel
  • Fixed several edge cases of props not respecting relative rotations when isRelativeToParent was set
  • Fixed geyser rotations being slightly off due to inheriting the original prefab's rotation
  • Fixed ship spawn points not actually being rotated, just the ship itself (only noticeable if re-using the spawn point game object after initial spawn)
  • Details with keepLoaded will no longer have cull groups etc on them, so they should work in map mode. keepLoaded will also force streaming to be always loaded instead of just when you're in the sector.
  • Fix constant NRE from rings with both a scale curve and opacity curve

Note for add-on devs:

We rearranged some internal stuff, so if you were referencing the NH dll in your projects some stuff might have broken. Tested it only with addons that were actually released.

Generated From PR: #552