Hi all,
As discussed in the previous progress update, the Geometric Internals (V0.2) has since gone up for a closed beta test.
I'm pleased to say that the beta turned out to be much more stable than anticipated, with only a few issues. Issues all primarily caused by the way parts were loaded.
Do keep in mind these all are all works in progress and will change a lot.
Part Loading Rewrite
To get slightly more technical:
Previously, parts were loaded in asynchronously as complete packages whenever they were spawned.
Fine for the use at the time, however V0.2 allows parts to spawn other parts. This gets complicates things when parts are trying to work with other parts which are being loaded.
The elegant fix was to get parts loading instantly, without inventing a new form of memory.
Parts have now had all of their code separated from their assets. Allowing the memory-cheap code to be loaded at the game start, then the heavy textures and models load in once the part is spawned. Since nothing depends on these textures and models to function, it lets the whole designer run synchronously without having to wait for big memory loads, resulting in very clean code.
Unfortunately, this meant rewrites and restructures for all parts (100+ at this point).
An additional benefit of separating the code from the assets, is the ability to freely switch between assets:


Track Generation Rewrite
Tracks generation has been rewritten to split it up into smaller chunks utilizing the new V0.2 systems.
Allowing individual track parts to be selected and manipulated using the placement tools.
Individual part selection allows the relevant design options to be displayed, instead of having to find the desired option in the wall of options that track design had become.

This will also allow track armour to finally be visible in armour view.
This rewrite sets the ground work for control over individual roller wheel positions, suspension spacing as well as flipped suspension in the forward axis (useful for grouping up torsion bars. Though these wont be included in this update.
Cannon Generation Rewrite
Switching cannons over to V0.2 required a rewrite of cannon generation. Making sure to include visible cannon rifling this time:

The more visualant of you may have noticed the handle bar on the cannon barrel. V0.2 improves support for attaching parts to other parts, such as cannon barrels.
Painting Sync
Painting of the vehicle is now done in a more efficient manner.
One effect possible with this was continuous updating of paint mapping coordinates while moving a part, resulting in instant feedback.

Part Selection Overlays
Part hovering and selection is now much clearer, using an outline instead of a pip. Done in order to aid the more select-and-edit focus of the designer experience.

Powertrain Driveshaft Editing
Powertrain drive shafts can now be subdivided, allowing their junctions to be manipulated.

This helps you squeeze your powertrain into as small of a space as possible.

Damage Model Rewrite
The damage model has received its planned pass to get it working with V0.2 internals.
It's been dramatically simplified from a code perspective, while becoming more accurate and future proofed against the planned freeform changes.

Spalling is now created on subsequent penetrations, instead of only on the initial penetration.
Decal Depth Resizing
V0.2 adds control over decal depth:

Delay
A further delay will be required to get the closed beta issues fixed and remaining features reimplemented, as well as the heafty backwards compatability required.
The new ETA for V0.2 releasing on the experimental branch is October 18th 2023
Thank you all for the patience with the delays on this update, it'll hopefully be worth it!
- Hamish