NDi Developers took a much needed break during the Holidays. We were still able to fix many bugs, plus polish and prototyping new features.
- Pirate NPC can now spawn random items when it gets blow up.
- Fixed Spiderat not moving away if player hides behind an object.
-Added attack state to Spiderat.
- Added targeting system of turrets so they can fire at multiple targets apart from just meteors.
- Added interaction zone to merchant
- Exposed property to change trading flag on merchant.
- Restructured pirate AI class so transitioning between states is more flexible and easier to do from external scripts
- Exposed method to collect player cargo from pirate AI class.
- Fixed panel animations not playing when paused
- Moved obsolete files
- Initial changes for New Collector Mechanism
- Added new layer 'pullableLayer'
- Added code in CollectionTool to perform SphereCastAll for that layer
- Added methods in PullableBase that will be called if found in RaycastHits
- Replace existing TriggerBased Collector mechanism
- Added targeting system to Xterminators (most likely needs more polish).
- Fix a few issues with fullscreen checkbox disabling
- Added support for checkbox to be disabled
- Updated image effects, vsync and fullscreen checkboxes to disable if in VR
- Fullscreen checkbox now disables if resolution is below the UI target (until the hack is no longer needed)
- Remove duplicate camera from main menu
- Added panel animations for help menu
- Remove more obsolete animations
- Remove many obsolete UI animations
- Setup tab panel animations for new options menu
- updated claw to help crush smaller held debris
- Improved targeting system on turret; it can now account for player.
- removed unused variables
- Added missing code for audio defaults
- Adjusted the mid and main menus to only display a single button for the new options menu
- Completed merging the options menus into a single menu
- Bug fix -
drill tool wasn't working properly
- had to change physic matrix as collector would not pull fuel hose
- AI related changes for new damage system 'uses DamageSystemMain instead of damage system collider'
- Damage system colliders get enabled when we exit the mrm 'so that we can repair it'
- Adding new Damage system with single collider
- Adding new MathUtil class which will include geometric / trignometric helper functions
- Changes to meteors
Bug fix -'how did I fail the Ferris repair mission, I was unaware there was one, needs to be explained better'
' Arm used to move even when laser is active in demo scene '
- Fixed memory leak if player doesn't collect salvageable items from destroyed pirate before respawning.
- Made some exposure adjustments to the skybox to bring some color back into the main menu
- fixed lighting on door
- Initial work on merging system and control options into a single menu
-- Adjust scaling for Main Menu to look proper on different resolutions
-- Changed my mind on the rescaling of menus as it isn't going to look good on varying resolutions
- Added ugly hack to force the player into windowed when playing below 1080p (temp workaround for Unity UI scaling bug)
- System options will not allow you to go full screen if below 1080p
- Intro scene will also force you to windowed to account for players that are already affected by this bug
- Wrapped GameplayStatics in NefariousDimensions namespace
- Hack fix for main menu to work around broken Unity scaler
- Adjusted main menu layout to be more vertical so text isn't being cut off on lower resolutions
- Trimmed some slack from the arm patch and fixed pivot
-- Set skybox to stationary for the main menu
- Added some color to the main menu sun light to reduce the gray in the scene
- Added some earth movements into the Planet Earth to bring it a little more to life
- Improved logic for Spiderat checking whether player is dead or not
-- Remove nebula from intro scene so it doesn't look so detached from the main menu
- Temp hack scaling for logos to work around Unity UI scaling bug
-Bug fix - 'Heli landing pad should only display once outside the barge, confusing if the player is inside the barge'
-because we are lowering with the asteroid mass values. it's making the collector pull them too fast to the MRRM. static values are now uses with smaller debris being pulled in faster.
- Mining Suit default fuel and battery should be full
- Added support for Pre Flight check to modify the starting battery
- Pre Flight Check defaults fuel to 1% and battery to 50%
-Fixed null reference exception when player exits MRRM.
-Added rotation to meteors
-Added and integrated Spiderat model into Spiderat prefab.
-Bug fix - 'can't select the options as there is no cursor...font should be white, unless selected then it should be green'
- Pirate can now be killed by laser or bomb tool
- Pirate engages player if player attacks pirate.
-Added % loading text (current delay is 2 sec)
- Moved spotlight code to TriggerPirateLoot.cs
- Exposed method in TriggerPirateLoot.cs to enable spotlights
- All spotlights now get disabled when looting player
- Pirate now stops firing at player if player is already dead.
Optimizations...
- Added base class for all objects that can be pulled (and cached tag, rigidBody, transform)
- Made relevant changes
-Increased turret firing distance.
-Rescaled mining turrets on barge to proper scale.
- Added Coolant full warning
- Removed errors in CollectionTool
- Removed unused code in RepairMRMTrigger
- Added missing Meta files
-Bug fix - 'Tutorial talks about strafe controls during the arm tutorial before they are told about strafing. This may confuse players.'
Bug fix - In freelook mode you don't return to MRRM after running out of oxygen
Optimization - Fixed massive lag when cockpit explodes
Bug fixes
- ' cant seem to select an answer, just looking around...in dream scene ' - For Shawna
-' cant seem to select an answer, just looking around...in start scene' - For Travis
Bug fix - While docking, the elevator shaft isn't completely meshed.
Bug fix - 'I have once again managed to move around while talking to Ferris. This seems to happen after returning to the prison scene after playing in a mining scene.'
- Updated animations for intro to be longer
- Logos now properly order instead of playing all at once
- Added ability to skip logos by pressing any key
- Added scene change to intro
-Some of the turret mesh and colliders on barge was turned off. Increased refueling MRRM speed and movement sound pitch to accommodate the movement speed.
-Added skip condition for "Proceed to exit airlock"
-added start splash screen
- Fixed error which appears when clicking on empty slot
- modified inventory item image canvas
- modified inventory cam dimensions
-Updated mining scenes ambient light and sun light intensity slightly to improve clarity
- stop dialogue system from spawning a duplicate event system (fix input bugs)
-- Drop some lighting intensity in prison to give a more gloomy feel
- Larger image of Item appears on right side of inventory menu
- Made changes in xml to read camera fov value and required rotation
Thank you community for your support, and please keep the bug reports coming so we can fix them sooner.