Version History (Old Alpha)

# Old Alpha

## 0.0.4.#

* fixed the ship editor so that it will properly display the integrity and budget cost of a ship
 0.0.4.2 Caribbean Toast
* fixed a bug where custom ships with a threat of less than 1 would almost never spawn instead of spawning constantly
* worked on the back-end for some new fun stuff that isn't finished yet (space farming)
* decompression events optimized. extremely large decompression events should no longer cause a crash
* fps indicator now moves properly when you resize the screen
* you can now specify your desired screen resolution in the settings screen
* you can now toggle between windowed and full screen modes with alt+enter
* added a makeshift solution for the gunnery console getting left behind when your ship enters travel drive
* added a link to the wiki on the main game menu
* connector group 4 is now group 4 instead of group 3...because why not
* fixed a bug where ships that were nowhere near you could still attack you as if they were directly on top of you
* added an ugly but effective system for displaying dialogue options to the user, I will use this system in the future to offer tutorials or just advance a narrative.
* removed the link to the kickstarter from the main menu
* removed the link to the greenlight page from the main menu
* optimized ship fitting screen to handle ships of unlimited size without FPS loss
* added a new optional camera mode for ship navigation that allows you to lock the camera on your ship at all times, look for it in the settings screen
* added a new ship hull that I had been saving until I had optimized the game for really big ships. Hint: this hull is a bit bigger than the others
 0.0.4.1 Caribbean Toast
	+ when creating a new ship profile, you now get the AI design unless there is no AI design
	+ added a new game mode where you spawn in a space station instead of in your ship. I intend to do cool things with this station later.
* Fixes / Optimizations
	+ when entering a networked ship, missiles and ammo will be loaded properly
	+ fixed a bug where a ship with no turrets would crash the game if you enter a gunnery console
	+ fixed a bug where crew would have a hard time walking diagonally in very large ships
	+ fixed the gap between docked ships
	+ taco flavor kisses resistance increased slightly
	+ made glowing buttons glow a little brighter
	+ fixed a multiplayer crash relating to decompression events
	+ multiplayer ships now update the state of airlocks
	+ fixed a multiplayer crash relating to crew update that happen while gaining crew
	+ fixed a bug where docking stopped working after the first time you undocked
	+ fixed a bug with docking where one of the ships would not clean up its animation
	+ fixed a bug where if you undocked from a loot ship before you finished looting, the bar would stay on the screen forever
	+ fixed a bug that prevented players from constantly switching between ships in multiplayer
	+ fixed a bug where a player could crash the game by using an airlock in multiplayer
	+ made missiles reload a little faster
	+ missile reloading now works in multiplayer ships
	+ fixed a bug where leaving a multiplayer ship could result in a desync
 0.0.4.0
	+ optimized profile loading a little
	+ more of the menu options will now open the loading screen if clicked too early
	+ fixed yet another invisible strange issue with that damn brown ugly ship
	+ fixed a bug where earning budget could make too much noise
	+ missile targeting is no longer doing per-pixel testing so it is easier to click small ships
	+ added a new unreasonably powerful railgun that will satisfy people who wanted a more powerful kinetic weapon. This isn't really balanced long term, but for now it is a fun endgame weapon
	+ added a new console group: group 4
	+ fixed a memory leak during progression mode
	+ fixed some progression mode logic around ship spawning and despawning. before ships despawned instantly when you left the area, but failed to be removed from memory (the memory leak) now they last a little longer so you can go back and find them, but when they are gone they should be removed from memory properly
	+ updated the world map grid logic to allow sessions to track more than one grid at a time, this means things don't stop existing when they are off your current grid -> that was making multiplayer not work since new players were spawning at grid 0,0

* Multiplayer fixes:
	+ moves players to the correct location on the world map so you can see eachother
	+ programmed functions for docking with network ships
	+ fixed a bug that was causing energy to not sync for turrets on multiplayer ships
	+ budget gained in multiplayer should now be shared by all connected players
	+ loot gained in multiplayer should now be shared by all connected players, but only the host will spawn loot and only the host's ship can collect the loot
	+ no longer disconnects or crashes because player are not in the same sector as you

## 0.0.3.#

* added mirroring mode to ship designer
 0.0.3.18
 0.0.3.17
* fixed a memory leak related to moving between sectors.
 0.0.3.16
* fixed a bug where explosions could maintain a different velocity than the ship spawning them.
 0.0.3.15 Burnt Hamster
* fixed a few crash bugs
 0.0.3.14 Burnt Hamster
* missile launchers can no longer fire their missiles from sections of the ship that have broken off
* internal ship rendering has been drastically optimized and should no longer be affected by ship size. I tested a ship 12 times larger than the current largest ship and got a smooth 60 fps.
* fixed a duplicate entry in the loot tables
* added a new screen where you can directly purchase the new mod unlocks for budget. The guns and ship hulls can still only be unlocked through \*conquest mode. That's partly because I want people to find SOMETHING cool when they play that mode, but mostly the UI element was easier to design if I only allow modules
* the cheat codes have once again been disabled, but save files are NOT erased so you can probably buy all of the mods you never unlocked
* updated some tool tips and changed the wording of some things
 0.0.3.13
* created a ugly but somewhat helpful UI element to help with the placement of turret tracks
 0.0.3.12
* fixed some angle calculations for docking ports lining up
* airlocks work now!
* fixed the layout of the starter ship to include life support
* checked structure tab again, can't reproduce any issue, made it even more impossible for the issue to exist
* added a visual effect to indicate pending repair orders
* missile launchers got the same treatment as small engines and can now be placed on more edges
 0.0.3.1 - 0.0.3.11
* added indication of velocity
* added a message when entering a sector you have already defeated
* fixed save format corruption
* fixed tech unlocks and loot rarity
* fixed the fitting screen selecting your weapons incorrectly
* fixed missiles and loaders crashing in some instances
* fixed a crash when trying to launch ships without turrets equipped
* fixed ships placing turrets over gun chargers
* fixed many other crashes and little errors
* added some new modules to unlock
* keybindings screen has been updated to contain a description of the static keybindings
* host sector screen has been given tooltips which describe the different game modes
 0.0.3.0

* Additions
	+ Significant version changes will henceforth be named. This does two things for me: 1. it allows me to easily test for feature compatibility on start up of a newly downloaded version 2. it allows me to make up hilarious names and force people to look at them.
	+ Added a very large but mostly empty universe to explore, I plan to constantly add more things into the universe with future patches and then the server will make the universe come alive if/when it exists.
	+ Added a new screen accessed by pressing “M” during ship navigation that lets you see the galaxy map.
	+ Added travel mode, available whenever there are no other ships nearby. Activate by pressing “T” to drastically increase speed. I should write down these keys somewhere…
	+ Moving past the invisible outer boundary of a session now moves you to the next grid in the world map instead of causing your ship to shake violently.
	+ Added some objects to world generation that you can travel to, mostly just cosmetic at this point but I spent a lot of time drawing them and I think they are pretty.
	+ Added a new game mode where your budget and technology is restricted, but by exploring and clearing areas of bad guys you can improve your budget and unlock new technology.
	+ Since budget and tech unlocks are no longer unlimited, I changed the empty space mode to no longer care about budget or tech restrictions so you can test any ship design easily. Only the new game mode will force you to play by the rules.
	+ Added a new damage type: kinetic damage. It pierces through things until it runs out of energy instead of releasing all energy on impact.
	+ Added some new gun types.
	+ Added some new ship hulls.
	+ Added missiles to the game.
	+ Added many new AI enemy types. Including an extremely wussy ship for fighting at early levels
	+ Added the ability to spawn static terrain objects to a game session (ai is oblivious to them and attempts to fly through them) but these objects aren’t used by the game code yet so they can only be spawned with debugging commands. The server does it etc, you’ve heard this before
	+ Added some new module artwork for existing modules
	+ Rendering now uses a separate thread to upload graphic changes to the GPU. This means frame rate is no longer affected by ships spawning, breaking, or taking damage on multicore processors, and it provides massive improvements to FPS at the cost of sometimes seeing small graphical anomalies. For instance, in extreme cases you may notice visual latency on damage effects during very large battles. The damage still happens instantly, but your video card doesn’t draw it immediately to prevent frame rate stuttering.
	+ Added a new drop down menu UI element for selecting the guns attached to mounts in the fitting screen, this will help a lot now that there is more than 1 type of gun for each mount.
	+ You can now choose the quantity of crew members assigned to your ship from the fitting screen. Additional crew members will cost extra budget to add.
	+ Replaced volume buttons with a volume slider.

* Arbitrary Changes
	+ Beds no longer magically create crew members. You no longer need them in your ship design, and the game tries to be a little smarter about placing you in your ship at the start of a game.
	+ Asteroid backdrop has been modified to fit the graphical style of world generation.
	+ Added a new less interesting backdrop for areas without interesting things.
	+ Choosing your backdrop has been disabled, the backdrop is now tied to the region you are in.
	+ I wanted to add some more turrets into the game but I found the low resolution to be very limiting when it came to trying to make distinct artwork. So I doubled the DPI value for turrets and I redid all turret artwork. I’d like feedback on how this looks.
	+ The module creation pipeline has been overhauled so as to make it easier for me to add new modules. I can now add new modules about as fast as I can get artwork for them. Also it is data driven which means it is a step towards future mod mod support.
	+ I overhauled the crew AI again. This time I took away a little of their free will, and in exchange I was able to make it much easier to command them and keep them alive. They now avoid the certain death of decompressed sections of your ship, and if you click a tile to repair they will work on repairing nearby tiles as well.
	+ I also got around to overhauling ship AI finally. The code is much smarter, so the AI can be much more stupid.
		- small ships will make strafing runs on larger ships.
		- small ships will attempt to dogfight with other small ships.
		- turret gunners can target things other than the closest target, and they won’t always pick the same target as eachother, so lots of gunners means tracking many targets at once.
		- large ships with good turret coverage will attempt to move around as apposed to just sitting and pointing at you.
	+ When you die the game now shows you a message and allows you to choose when to go back to the menu, it doesn’t change much, but it seems less rude than instantly dumping you back to the menu.
	+ After watching many testers try to connect things wrong I have added connectors to the ends of the standard shield emitter because it looks like it ought to connect that way. I have updated the artwork to make it official.
	+ Small engines can now be placed on edges, this should open up many new legitimate designs while only allowing a few silly ones.
	+ Large engines are similarly a tiny bit easier to place as they only require 4 rear edge tiles now.

* Fixes + Optimizations
	+ Optimized damage calculations to improve frame rates during large battles. (in addition to threaded rendering)
	+ Fixed a bug that allowed spent bullets to keep hitting things that they shouldn’t hit.
	+ Ai will now always try to fire at you if they are in range, they were doing the calculation wrong in some cases.
	+ Fixed a potential crash that could occur if you managed to destroy every tile on your ship at once. This was fun to test
	+ Fixed a source of many edge-related errors in shards that break off ships.
	+ Deleting modules in ship design should be much less laggy now.
	+ I Revoked 3d sound status from all instant sounds like guns firing and bullets hitting because it makes the garbage collector very sad. You can hardly tell the difference (these sounds don’t move while playing) and now the game actually sounds better overall. Also it no longer chokes when there are lots of sound instances during large battles. FPS goes down less and no more garbage collection stalling

## 0.0.2.#

	+ downloading split into a thread and made async (this allows a progress bar animation)
	+ code organization overhauled, the thing was a mess before
	+ changed the layout a bit in preparation for future expansions
	+ launcher is smarter about permissions now and should be able to pop up a UAC dialogue requesting permissions ONLY when needed. This means the program no longer needs to run as administrator unless it is actually using administrator privileges to change something.

* Game Changes:
	+ believe I fixed a rare crash bug, will need more testing to confirm
	+ optimized turret updating to fix a framerate issue
	+ fixed a bug where turret mounts could display at the wrong angles in multiplayer
	+ removed some debugging text
	+ I think I really fixed the pathfinding bug this time...for real
	+ fixed a bug where changing port settings from the default could cause connection failures
	+ fixed a bug where the game would crash when 2 clients were launched with the same port settings now a message will simply warn you that this doesn't work
	+ built a new system for defining modules, this will help me add modules faster in the future.
	+ fixed white tiles on shards that are entered after they break off of a ship
	+ fixed a crash from pathfinding near the edge of a shard
	+ made the "save and quit" button a easier to see when the game is paused
 0.0.2.5
* slightly optimized memory use of ship interiors
* fixed a random crash when closing the program
* fixed a minor memory leak
 0.0.2.4
* fixed issues with connecting to peers behind NAT firewalls
* working on general networking troubleshooting
* added latency display for connections
 0.0.2.3
* fixed the artwork for one of the AI ships you can spawn, it was basically a corrupt file...that explains the apathy
* AI ships now respect the new turret visibility rules
* improved turret breaking by fixing the position of the vital areas to be in the middle of the mounts instead of the sides
* fixed a bug that prevented the left most column of tiles from rendering if a ship sprite was too wide
* fixed a crash when entering a ship that was once a shard and then using a console
* removed a statistical bias in the random structural damage the caused it to favor the front half of your ship
* increased the default zoom level a bit
 0.0.2.2
	+ the game now remembers the last IP you connected to

* Fixes/optimizations:
	+ fixed a series of crashes and bad behavior when switching ships due crew ID mismatch
	+ fixed a bug where transporting to your own ship could cause an infinite loop
 0.0.2.1
* fixed a graphical bug where air appeared to not regenerate inside a multiplayer ship
* fixed a bug where leaving and rejoining a session would prevent you from switching ships again
* removed some old debugging text print commands
 0.0.2.0
	+ multiple players, 1 ship. that's now a thing. try it out.
	+ added linear interpolation for ship positions, should look much smoother now.
	+ added linear interpolation for ship rotations, this was harder than interpolation for positions so I deserve to list a second patch note
	+ there is a new installer that sucks 200% less. If you already have the game installed this makes life frustrating, see this: Post for details
	+ new happy colors backdrop, may end up irritating fans of darkness
	+ larger sized shards that break off of ships are now treated as real entities again for the sake of boarding them
	+ you can now change module selection in the ship design screen with page up + page down
	+ new module: airlock pretends to allow movement between ships but really does nothing
	+ new control: [shift] toggles docking mode from navigation console only
	+ new control: E moves between ships
	+ ship factions can now change based on who is flying them, not all cases are handled yet so don't be surprised if your allies shoot you sometimes
	+ you can now cancel a connection attempt, yay!
	+ crew members' suicidal desires to stand next to explosions could not be curbed and had to be removed while I work on better ai they will no longer attempt to auto-repair your ship
	+ you can now select what backdrop you want when creating a game
	+ explosions! Reactors now cause explosions when they break.

* Arbitrary changes (no balance to be had):
	+ big yellow bullets are significantly slower now, range has remained approximately the same.
	+ gaining budget from destroyed space ships doesn't make much sense when ships can split in half, removed that for now
	+ backdrop selection is now randomized
	+ sound levels tweaked a little. they are not perfect yet
	+ the "slow ship down" key has been replaced with a "reverse thrust" key on a trial basis, it seems to make docking easier
	+ Crew will no longer auto-repair. They were bad at it, and would just kill themselves most of the time. This feature will be re-added when I can make the AI better

* Fixes/optimizations:
	+ the ship you are in now gets higher thread priority to prevent jumpy crew movements during large fights (hopefully)
	+ fixed a crash when entering something invalid as an IP address on the connect screen
	+ fixed a crash when attempting to play survival mode without a working ship
	+ found and fixed a source of jumpy crew movement due to bad pathfinding
	+ fixed a bug where shields were sending empty update messages over the network constantly, looks like i found a new source of free bandwidth!
	+ bugfix: pressing enter key at profile creation screen will now submit your selection instead of adding a newline character and corrupting the profile.
	+ fixed a bug where bullets fired by network users were not playing any sounds
	+ fixed a bug where nebula backdrop was not rendering some layers
	+ fixed a bug that caused survival mode to spawn ships even after leaving survival mode
	+ client should now be a little better about repeatedly leaving and re-joining the same session.
	+ crew should now retain their health and location when in a shard that breaks off
	+ particles optimized
	+ optimized downloading large ships over the network
	+ turrets are smarter about disappearing when their mount is destroyed
	+ fixed a bug that prevented you from reconnecting to a game you had left
	+ fixed a bug in multiplayer the caused empty ships to have the wrong positions