Full notes
Full Planetoid Pioneers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Workshop
- Performance
Planetoid Pioneers changes
Holy moly, warm up your scrollwheels for this one! The Data Realms team has been cranking real hard on the third and BIG liest update since launch, totally crammed with improvements and upgrades that you have been pining for. Without further ado...
Most notably:
Fixed save wiping bug (really now); your old saves should even be loaded again now
Subscribed-to Workshop scenes appear as unlocked scenes in the Asteroid Belt
Added resolution and screen options!
Improved loading times
Improved performance
Much more useful Lua error messages
Visual debug mode for reactor logic
Game quits immediately
Full changelog:
Added Ctrl F1 performance measuring for c2d_update parts
Asteroid belt using scene:GetSceneExists(sceneName) again
Fixed all auto downloaded scenes being added to AB on build
Much faster loading of workshop on engine load
Removed light glow over planetoids in Asteroid Belt
Fixed potential lua errors spam caused by buggy WS pioneers
Added meta.getVanillaPioneers()
Scene rectangle fixes for menu
Set engine loading screen background to gray
Renamed reactor set joints lose -> loose
Renamed concrete construction items slightly to appear grouped in Blueprint menu
Updated scene is mappable check only when in main lib, auto mappable when in other libraries
Removed newline from no matching overload found err
Fixed including downloaded scenes in user config all scenes list
Fixed out of memory log in File class
Added lua error information when the error comes from workshop blueprint or scene
Throwing special lua error for Workshop stuff
Prepped asteroid belt for auto dl scenes
Added modal dialog warning "Out of graphics memory!"
- Lua DocsFixed a bug that caused some functions to be ignored
Removed path from error and optimized debug.getInfo calls
Corrected a wrong control hint on controller
Also canceling abandon body hint correctly on controller
Canceling abandon body hint when doing so
Also added missing trigger on veh entered
Added forgotten to revert files lost in mar 1st incident
Committed bot spot to repo, used in Primoid
Using steam user name now when writing author to Blueprint or scene file, polished code storing and using one instance of mUserNameCompName in Userconfig only.
Print() stays for 10 instead of 5 secs and also stays after opening editor
Looking up asteroid belt scenes in Workshop for steam name as author
Fast game exit, not deleting objects, we'll use it for testing only
Added information about low memory for running the game
Using new func isSubscribedScene() in AB
- ABalways unlocking subs, fixed 3 planetoids unlocked on new game, added unlock PS to some missing places, fixed a lua err
Added and bound c2d:IsSubscribedBP and IsSubscribedScene
Defined 'tostring' for all lua-bound classes
Removed new line from lua error report
Lua errors catch polish
Error handling for activity build/update
Lua error checking on engine side at some places
Got rid off compile warning, using string to pass workshop item id to lua and back instead of UINT64
Selecting or dragging activity Blueprint target now also selects it in editor list of Blueprint targets
Checking lua error occurrence by the first line only
Fixed lua error in reactor control tip caused by wrong PS name
Some more formatting polish of error message
Removed debug thing
Finished error handler and using everywhere
C2d_io: No longer throws errors because of a missing timer
Fixed AI Reactor's target names
Work in progress new lua error handler
Fixed lua error in bee nest
Added io debug, enabled with io.setDebugMode(set) or open editor
Cleaned up lua files build/update code, xpcall()ing for stack traceback in errors there too
Polished targets editing - bool
Source
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