Full notes
Full ASTROKILL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Gameplay
ASTROKILL changes
Core
Upgraded engine from UE 4.17 to 4.18 - Drastically reduced texture-memory usage by optimizing mip-maps - HTC Vive should now work via the OSVR plugin (needs testing) - Eliminated many unused materials and textures to lower required disk-space - Joystick-input is now fed through the UE4 raw-input plugin - Reduced all texture-pool sizes (varies with texture-quality setting) - Lowered overall game-size by nearly 2GB (~50%)
Controls
Angular drag is now customizable (very useful for joysticks and VR) - Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button) - Up to 8 joystick-axes can now be mapped (must be manually set for now) - Steam Controller plugin is now enabled
UI
Improved visibility of menu-text - Changed off-screen target-reticle to a simpler arrow-design - Added angular-drag slider and joystick-axes fields to the controls-menu
Visuals
Increased resolution of some skyboxes - Reduced debris in frigate-explosions
Bugs
Fixed issue with loading-screen hanging occassionally due to a race-condition - Eliminated NULL-spawning attempts by injecting class-validity guards - Removed excessive debug-logging from motion-controllers
Source
Changelog.gg summarizes and formats this update. How we read updates.
