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
- Events
- Balance
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 value on click, string and number value shown next to target name if defined
Wrapped Light class to LightWrap, for improved stability
Added tag "Dont Save IO Events" and added to reactor trigger once to replace hardcoded exception
Fixed delayed trigger triggering wrong when activated on frame 0 and potential stack overflow
Io passes to reactor funcs if they were called during load
Dereferenced nil object error report via new lua error handling system
Prints always visible in edit mode
Picture man twin pictures optimization error fix
Activity and c2d build and update via new safe call
Added c2d_update.activity_and_c2d_build(presetID, objectID) and update to update activity from lua too
Calling also .Build and .Assembled via new safe lua call system
Blueprint:Assembled() can also be called lua side with new func c2d_update.blueprints_assembled(t)
Overwriting type() correctly using closure
Added and bound == operator for SoundSetMan
Added and bound SoundSetMan::type
Trigger In Area Loss revert after wrong merge
Got back lost changes by wrong merge
Added stack traceback to new Blueprint lua error handling
Polished lua object and preset registering to not use UINTPTR
Optimized Rocket Bob PS, contained huge and many smoke particles
Fixed Asteroid Belt ui creating lots of timers
Eliminated white rectangle on start
Reverted Reactor Add Control Tip
Fixed Blueprints Build and Update optimization, nil check
Applied the same optimization to Blueprints Build call on scene build
Bit more polish on Blueprints update optimization
Polished Blueprint update call optimization
Blueprints update optim wip
Added error to Asteroid Belt if missing primoid.png
Fixed lua err
Added wip c2d_update.run_Blueprint_function(t)
Protected calling lua folder builds and updates for better performance and avoiding error breaking execution of all builds/updates
Added and bound scene:ThrowLuaError(err)
30 steps for c2d_update and update in just one step
Changed how various animals interact with constructs
Changed how various bots interact with constructs
Rover Carrier: Can fly higher if there are TOs nearby
The AI can attack planks that have been printed by the player
Trap Flamer can be turned on by sentry camera
Removed old trunks again
Pioneer passes self in toolActivate/Deactivate funcs
Tweaked some of the Asteroid Belt effect PSs
Added some effects to AB
Trigger On Pain & Sighting: Only triggers once
Another try to fix drawing to canvases due to Coherent render optimization
Constructions: No longer mounts to the Pioneer that printed it. Inherits team tag when printed
Construction Window: BG sprite is destroyed on death
Laser Assault Rifle: Can damage Construct Wall
Detection of constructs is improved on several bots
- Construction WallsChanged death conditions
Fixed looped sounds that are played via sound stream instead of sample, for sounds optimization
Construction Walls: Sprites look like concrete
Fixed picture twins optimizationa
Divided lua c2d_update.build() to more separated calls,
Pioneers are assigned a team based on controller ID insead of assy ID
Materials: Moved Reinforced Concrete from legacy materials
Revert of the wrong merge
Finished DefaultManExt and used everywhere where it makes sense
DefaultManExt, almost finished, committing to ensure not lose this
Added latest laval PSs from Anton
Reverted Blueprint Bot Imperatus rock head mistake
Rover Carrier: Can fly higher if there are TOs nearby
Bird Hostile: Does not steal tools from allies
Fixed a bug where 2 other random planetoids would be unlocked on first game start and bug with calculating when to unlock new ptoids
Print stays on screen 10 secs instead of 5
Finished picture twins optimization
Bird Neutral: Friendly birds steal enemy tools and bring them to the pioneer
Fixed Blueprint script revert after blueprint save - now removing it from blueprints cache immediately
Picture twins optimization in progress
Door Curved: MOs cannot get trapped between the doors
Added Construction Wall & Window Added material Reinforced Concrete
[added] ending draft for primoid, trigger it with `primoid_ending:start()` in console on primoid for now
Pioneer: Can create a custom pose for pioneers with unusually long legs
Pioneer: Can be set to FlyOutAssembly with a vehicle mounted to the world
Fixed pio shop showing wrong amount of aur substracted
Forgotten stuff
Mouse art for the remaining triggers and reactors
Added some mouse art to a few reactors
Removed most control tips from primoid script since they are replaced
Fixed control tip can not be started deactivated
Control tip reactor always starts activated
Added warning if action not defined in control tip
Fixed lua error in pioneer status reactor
Added trigger proximity construct
Added on menu opened/closed triggers to pioneerstatus reactor
Added reactor zoomed to limit
- Control tipfixed incorrectly placed tip, and tip getting stuck in air
Added range target to control tip reactor
Added percent setting and icon to area loss trigger
Added trigger on veh entered
Reactor control tip adds tip over pios in range if no target set
Optimization of loading and preloading pictures data - part 1
Mega Worm Long: Can be jointed to terrain with constructs again. Body segments scale up when eating an MO
Bot Imperatus: No longer has a rock for head
Better target names for reactor control tip
Added reactor add control tip, supporting future control changes through options and multi tips in local mp
Fixed file type in BlueprintsCache
Enabled little spark and rocket in Asteroid Belt for testing
Syncing in a bunch of new/udpated Audio and new/updaed PSs for metagame
Bit more optimization on BlueprintCache
Special optimization: Blueprints cache, for much faster loading of Blueprints and PSs
Fixed a lua error in grapple
Optimization: playing and loading audio files of size over 50 kb as audio streams, saved memory and load time
Using inner SHA to compare scenes and faster load, resaved all scenes
Added inner SHA for upcomming loading optimizations
- Bot WalkerIncreased toughness and damage output
Spider Climber: Can walk properly on MOs
Pioneer: Broken off MOs can always be atomized
Spider Climber: Lights are smaller Aurium & Fire Crab: No longer burns
Rover Spider Climber: Moves faster
Fixed SetAtomizable(Yes) when assy is broken off, at three places
Got back that feature SetBrokenOffMOsAtomizable code
Fixed saving/loading blueprint for the new feature
Commented out mSetBrokenOffMOsAtomizable
Fixed bugs in setting display modes
Added functions for setting broken off MOs to atomizable. Not bound to lua yet
Fixed settings prompt going missing if you opened planetoid panel with video panel open
Added sections of the video menu don't get visually removed, they just go low opacity and stop responding to mouse events/become unselectable
Fixed "dispalymodes" typo
Added gamepad support for video settings
Added (and then disabled cause it looks bad) friendly display name along with display number from sdl for each display
Modified fade for planetoid/settings prompt is 2x as fast [added] more video settings work - almost done
Fixed accidental double-bind
Added options select element for Asteroid Belt UI
Modified some bindings for the video settings+separated resolution and display number "should render" calls
Optimized reload texture, should shorten add assembly time in huge planet
Pioneer: Set all MOs to not atomizable again
Lua Docs: DisplayMode functions
Prepared display settings functions, polished and reworked switching modes functions
Added dummied-in video controls
Removed misunderstood target only reactor complete from the objective reactor (now all require reactor completion)
Fixed potential lua error in egg Blueprint when area goes from 100%->0% in one update (ie when crushed)
Fixed needless every-frame update of asteroid UI toggle for workshop enable/disable
- Lmsfixed no arm hint on bots
Not displaying pause message
- ABfixed bug where new scenes could not be unlocked, fixed light not updating when unlocked, fixed unlocking deleted scenes, colored completed message green
Added and bound c2d:IsLibraryScene()
Updated C2DGame::GetGameSceneLoadedAndPlaying with GetSceneFinished()
Auto-sharing scnned blueprints in coop mode, also immediate sharing scanned mass when atomizng more players together
Added assembler scan to Starman
- Trap GrinderAdded PS that do damage when the trap is on
Bot Worm: Wheels only do damage when rotating
Pioneer AI: Tools held in hands cannot get shot
Updated auto mounting and showing right the overlapping / automount
Updates: play sound on construction cancel, atomize while assembling
Pioneer AI: No longer tries to pick up broken off parts of weapons
Fixed Asteroid Belt name not correctly centered above scenes
- Moving Platform & Trap Door LongAdded the "Interactible" tag and functions
- PioneerAdded code for ignoring up/down input when standing on an assy with the "Interactible" tag
Pioneer: The pioneer is pushed down when stopping, if the legs are not in contact with antything. The feet are not pinned when opening the Blueprint menu if the pioneer is standing on an MO
Increased resp station range so it works with vehicles
Testing pioneer only heaving jumps
Lowered pioneer skidding intencity so he doesnt slip in the air
Print() messages turn invisible after 5 secs of no printing
Pioneer also calls self.onInteractibleUp/DownPress() on interactibles overwriting input if found in target
C2d logger polish and thread-safe error log
Binding calls out of event, added mutexes to event handers for thread safety
Added disabled option and lua_check_obj to editor's textbox component, updated it in editors too.
Uncommitted file push
Fix for Auto-Download Content toggle to be toggled right on game start
Applied the fix to master branch
Fixed bug in new saving discovery maps
Removed another test scene
- Meaga Worm LongAdded "Big Ailien" sound effects
Removed four test scenes comitted by mistake
Fixed Asteroid Belt not shwoing scene completed
Makes pioneer die if it's not mounted to an assy that has "Spaceworthy" tag when it reaches exit altitude
Steam fixes
Fix: RandomSeed sometimes got stuck at 0
Updated the space travel PS, and also added the ship explosion when player presses button to start
Fixed last merge
Reworked assembling update, fixed bugs and updated scan effect with the same rules as when assembling
Improved look/realism of the intro travel scene background PS, lots of planetoids instead of random images, as bob is traveling through the Asteroid Belt fixed a small cosmetic issue in Carnageoid
Tuned the stopping power force a little so it's not overly obvious
Pioneer: Reverted to only jumping when feet are touching the ground
Made "New Area" text smaller Added "SPaceworthy" tag on Ship Rocket, and made pp_game check for that on all attached assys to player pioneer when reaching the exit altiude, needs help from max to kill player if they're not in a craft Made abandon body confirmation text more clear
Bird Neutral: Detects tools held by Pioneer
Fixed placing hologram / adding it on build, assembly position and rotation
Fix: the same search and ray cast algo for aiming construct, assembler effect and assembling the hologram
Updated auto download from workshop
Incremented release build number!!
Synced in some PSs and latest Samroid to repo from pptest
Source
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