Patch Notes 0.22.0
Overview
- This update provides significant performance improvements, along with general bug fixes and improvements and fixed the accuracy of the players primary guns when enabling the "Homing Projectiles" option
Added
- AI manager to handle management of AI Actor logic updates for improved performance
- Combat AI Actors now perform a threat assessment against nearby hostiles to determine the best target to engage (closest comparable to itself)
- Combat AI Actors are capable of making attempts at reducing the likeliness of getting stuck against other ships/structures in the world
Changed
- Gimball Gun tracking and movement logic updates are now processed with ECS Jobs for improved performance
- Turret tracking and movement logic updates are now processed with ECS Jobs for improved performance
- Ship exhaust lens flare logic updates are now processed with ECS Jobs for improved performance
- Ship exhaust lens flare quad texture visuals are now rendered more efficiently for improved performance
- Projectile logic updates are now processed with ECS Jobs for improved performance
- Projectile quad texture visuals are now rendered more efficiently for improved performance
- Stellar dust logic updates are now processed with ECS Jobs for improved performance
- Gun Muzzle Flare quad texture visuals are now rendered more efficiently for improved performance
- Radar contacts logic updates are now processed with ECS Jobs for improved performance
- Improved the logic used for stretching projectile tails for better visual appearance
- Removed the in-game FPS monitor and associated key binding
Fixed
- The players main gun projectiles are now 100% accurate against targets when "Homing Projectiles" have been enabled in the game options
- Campaign soft lock in Chapter 5 Mission 3 as no random side missions are generated preventing progression towards unlocking this main mission
- Refactored hazard field processes (asteroid and nebula fields) for performance improvements
- Projectile Stats from installed modules are not applied to the guns when in a mission (Muzzle Speed, Max Range, Rate of Fire, Explosive Radius)
- Ship Fitting: Launcher Subsystem Damage display values are being calculated incorrectly
- AI Actors now correctly calculate stopping times, preventing the fast overshoot/fly-bys when using the afterburner