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Steam News20 August 201411y ago

[DAILY BLOG] Update Round-Up! pt. 2

Continuing from part one ! In the future these will be shorter and fit into one post, but we're taking on 20 days worth of posts here (and Armagon talks a lot :D).

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Full Starbound update

Read the full published notes in a cleaner layout. The original post stays linked below.

Continuing from part one ! In the future these will be shorter and fit into one post, but we're taking on 20 days worth of posts here (and Armagon talks a lot :D). ---

11 August - Documentation again

Remember the late time I mentioned documentation I said I’d eventually make it automated? I did that today. It’s now tied to the steam upload so it should update every time Steam does (ie, nightly). You can find the documentation here: http://doc.playstarbound.com/ You can navigate around by classes or by namespace, but the front page is mostly blank (because it’s the default doxygen setup). The bits that you lua modders are most interested in are located here: http://doc.playstarbound.com/namespaceStar_1_1LuaBindings.html under the namespaces section ( for instance: http://doc.playstarbound.com/namespaceStar_1_1LuaBindings_1_1WorldEnvironmentCallbacks.html ) Hope this helps! Also did a few things with the Sky today. I’m currently separating the Sky from the Celestial Coordinate system so that we can give fully featured Skies to Outputs and Instances and the like. Nothing too exciting though.

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12 August - Yep definitely 12

Sorry, I was supposed to do the daily update yesterday and I missed it :( I’ve been working on a ton of things lately, instancing and unique world support, world world warping, new world generation types and general world generation fixes, material light sources. But right now I’m fixing a loooong standing series of bugs in starbound regarding projectile disconnects between the client and server. I’m basically done, and with any luck you will see it in tonight’s update. If I finish and merge today, I’ll do another post later today that goes into how the fix actually works.

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13 August - It's Aug 13 Now

Projectile disconnect fix is complete and pushed to master. It’s less of a fix and more of a.. near total rework. I promised I would go into more detail but.. it’s late so here’s the very VERY quick version: Projectiles are now proper synced entities with entity update deltas and everything, and damage is sometimes applied where an entity is not necessarily the master entity. Our old concept of a disconnected entity is gone, and there has been a lot of simplification with other damage and status related parts of the code. Self damage no longer routes through the damage manager, and instead entities can produce arbitrary damage notifications themselves. Damage requests and now also a new thing called *hit requests* can travel over the network before being applied, and there is no longer a need for direct status effect requests over the network. Total change in lines of code: -120 PvP needs lots more work still, but PvE locally and over network should be MILES better.

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14 August - Steady as she goes!

Hey guys! Over the past few days I’ve continued my work on the lunar base mission with a nice steady rate of progress with some feedback from Tiy and George along the way. As I’ve stated previously, I don’t wish to spoil any plot details, but I’m okay with teasing a small piece of the environment. You may also notice a subtle new feature that crept its way into the game. Blocks are now capable of casting light. It can be challenging at times; sculpting out a cave environment in such a way that it looks natural while also keeping the player’s ability to traverse it firmly

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Steam News / 20 August 2014

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