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Nautikin Adventures News

Version 0.9.042 Update

[h2]Bonus image[/h2]

[h2]Changes[/h2]
  • Added main menu fades for better transitions
  • Added secure / unsecure sounds to containers
  • Fixed a bug with main menu that could cause load to fail when pressing a sequence of buttons
  • Fixed some weird behavior with cable colliders on cranes
  • Fixed some cable alignment issues on crane
  • Fixed a bug where cargo is not released when crane is destroyed
  • Fixed some bugs related to cleaning up crates attached to client vessels from server tab
  • Fixed some background errors related to cleanup of cranes with drivers in multiplayer
  • Fixed a problem where crane lift can be init incorrectly in multiplayer
  • Fixed a bug that could momentarily prevent quick switch between subvessels in multiplayer
  • Fixed a timing issue when securing containers while clients are joining
  • Fixed a bug that can disconnect clients when raising/lowering anchor while joining
  • Fixed a bug that can disconnect clients when securing/unsecuring containers while joining
  • Fixed a bug that can disconnect clients when toggling lights while joining
  • Fixed a bug that can disconnect clients when toggling smoke while joining
  • Fixed an audio pop at the end of shipping container grab sound
  • Fixed a bug were Nautikins would snap while standing on top when securing rotated containers
  • Fixed a bug where unsecuring multiple stacks of crates can cause crates to teleport momentarily multiplayer
  • Fixed a bug that required pressing switch lift twice after server switched lift on a crane
  • Fixed a sorting problem with map icons on clients vs server for cranes
  • Fixed a race condition with Nautikin platforms in multiplayer
  • Fixed a bug with camera transitions
  • Fixed a velocity issue in multiplayer when releasing containers from lifts while moving at high speeds
  • Fixed map icon grouping spacing with different resolutions
  • Fixed a bug with cleaning up Nautikins seated in cranes from server view
  • Fixed a bug with attaching steel cables to client cranes in multiplayer
  • Fixed a multiplayer issue with platforms when joining and players are jumping around
  • Fixed an aiming problem with mirrored deck missile launchers
  • Main menu buttons no longer show modal background
  • Masked image flicker when scrolling fast in load dialog in main menu
  • Masked image flicker when scrolling fast in vessel load dialog
  • Improved performance of load dialog in main menu
  • Changes to crane physics
  • Various crane improvements
  • Crane now behaves differently underwater
  • Crane lifts now interact with water
  • Cargo on crane lifts will now interact with water
  • Crane lifts will now automatically adjust height when grabbing cargo
  • Can no longer destroy build areas while players are controlling subvessels
  • Server will now wait for clients on cranes to return when cleaning up by force in server tab
  • Changed where crane grab / release audio plays
  • Adjusted crate push force for Nautikins
  • Containers will no longer secure if Nautikins are standing under them
[h2]Notes[/h2]
If you had mirrored deck missile launchers you will likely have to replace them in build mode to get them to work. Any vessels saved with them flipped (the red button is on the left) will need to be updated. The easiest way would be to clone the mirror and then delete the old one. Failure to do so will manifest as inverted controls when operating the mirrored launcher.

Boat cranes are now slightly more complex physics wise than map cranes because they require a higher fidelity of collisions.

Cranes are a lot of work. The containers all tie in with crane behavior and vessels which make it a major part of the game, and lots of fun when it is working properly, which should be more frequently now. Some of the primary issues surrounding this involve forcing the game engine / physics engine to do things it was not designed to do or doesn't want to. But cranes exist and these ones are physics based, not just animated.

There are some know issues/limitations with elastic PhysX forces and the nature of the crane cables in the game which prevent perfect accuracy when moving at 50+ knots but should no longer be noticeable unless you are switching seats a lot without actually adjusting the crane. Most of the time stuff like this will likely not be noticed by anyone (except me!), but fixing such things is usually not worth it and would require CPU math to work beyond the limitations of the engine which would slow the game down. It is also extremely difficult sometimes to get physics to sync in multiplayer! It is a pretty cool crane. I am planning to add a magnet hook for picking up vessels later.

Version 0.9.000 Milestone Update!

At last! *dolphin sounds*

This is the 0.9 update! The game is making great progress and has benefited from a significant amount of feedback! I am very excited that the game is getting closer to completion and there is still a long list of tasks for me to complete as well as a backlog of overflow goodies. If you have feedback or suggestions now is the time to get it out there so I can prioritize it for the release. I am hoping to get more groups of people playing multiplayer, single player is now extremely stable and multiplayer I would say is very stable (but may vary between updates). If you have friends who want to play the game with you or you are interested in joining testing in some way let me know. This update marks a planned milestone for the completion of early access (1.0) and will be accompanied by the second price increase in the near future (most likely after the next sale). So if you are interested, now is the time to become a dolphin fish person of some unspecified nature (Nautikin).

Some of the next things I will be working on will be enemy vessel AI, more sea creatures, more activities, and of course more parts! There are now over 130 parts in the game you can use to build almost any vessel you can imagine.

I am making a big effort to get the word out about this game with limited success. If you can, link this on your social media or tell whoever you think may be interested. If you have not already done so leave some feedback or suggestions. If you are interested in staying up to date with the development of this game, the Discord server is the best place and I am happy to discuss the game with whoever is interested.

This build is packed with stuff! Lets take a look below


[h2]Recent multiplayer fun video[/h2]
This was really awesome, most of this is from the multiplayer testing for this build.
[previewyoutube][/previewyoutube]
[h2]Testing videos[/h2]
These are some testing videos I made while working towards the beginning of this build. I include these when I have time because they are an interesting window into what is going on and they are fun videos.
[previewyoutube]https://www.youtube.com/watch?v=ZBbUHwHpTzU[/previewyoutube][previewyoutube]https://www.youtube.com/watch?v=9zdJJMuj6tg[/previewyoutube][previewyoutube]https://www.youtube.com/watch?v=m6z1jLknjEc[/previewyoutube]
[previewyoutube]https://www.youtube.com/watch?v=1xqMBgaaSzs[/previewyoutube]
If you are interested in more of the videos check out the Youtube channel or click on some of the previous updates below near the bottom.
[h2]Changes[/h2]
  • Added FixedTorpedoLauncher part
  • Added UnderwaterCountermeasures part
  • Added MoveableCamera part
  • Added FixedCamera part
  • Added DeckControls part
  • Added movement root to fire monitor
  • Added first person / pov cameras to various driver seats
  • Added setting to disable weather in island mode
  • Fixed a bug where countermeasures do not work against fixed launchers
  • Fixed a bug with countermeasures on clients in multiplayer
  • Fixed a bug with lock on related to controlling a vessel with launchers previously controlled by another player
  • Fixed an audio problem related to moving physics objects through the world
  • Fixed an audio popping issue with boat engines sometimes the first time you start the engine
  • Fixed some audio popping on clients when server cleans up vessels
  • Fixed a bug with drydock camera when returning to drydock
  • Fixed a bug with initial position of runway camera
  • Fixed a bug with fog when entering drydock
  • Fixed a bug with fog when below water line in drydock
  • Fixed a bug with underwater lighting during heavy weather
  • Fixed a bug with weather system camera detection
  • Fixed an issue with local position targeting for missiles
  • Fixed a visual timing issue with light part when spawning
  • Fixed an audio popping issue with some looping boat engine sounds
  • Fixed a bug with water wake sounds
  • Fixed some audio popping when recovering moving vessels while camera is underwater
  • Fixed an audio bug that played music as if it was underwater
  • Fixed a bug with campaign unlocks
  • Fixed a bug that allowed selecting parts when over a UI element when tabbed out of the game
  • Fixed an occasional audio spike when launching aircraft related to wind
  • Fixed a bug with fire monitors not putting out fires
  • Fixed a bug with client activities display multiplayer sync
  • Fixed a bug with crane fires on clients
  • Fixed some rain audio popping when disallowed in build mode
  • Fixed a bug with spawning parts on cranes in multiplayer
  • Fixed a bug with welder audio stopping abruptly underwater when activated rapidly
  • Fixed a similar audio bug with extinguisher
  • Fixed a bug when saving/loading container positions
  • Fixed a bug with server cleanup of Nautikins controlled by other players
  • Fixed a container detection bug with crane travel lift
  • Fixed a physics bug caused by switching lifts with a container currently on the lift
  • Fixed a bug when getting out of moving subvessels
  • Fixed a bug where weapons on destroyed vessels can be active in the background
  • Fixed a bug with initial missile trail positions in multiplayer
  • Fixed a bug with missile launcher aimer when switching cameras rapidly during lock ons
  • Fixed a bug where crane lifts lower slightly when switching lifts
  • Fixed a bug where switching lifts on moving boats does not maintain momentum
  • Fixed a bug with fuel pumps where invalid connections pumped fuel anyway
  • Blind fix for obscure ocean shader problem
  • Weapon aimer UI is now more accurate when quickly moving camera
  • Countermeasures are now destroyed when impacted by a projectile
  • Changed the way that dynamic audio tracks moving objects
  • Reduced engine fade audio even lower so any potential audio popping at very low volume cannot be heard by raising the volume
  • Adjusted buy shack audio for air vent
  • Boat engine audio will now fade when cleaning up vessels to prevent audio popping
  • Explosion splash damage will no longer impact Nautikins that are behind an obstruction (wall / seat) when damage is not nearby
  • Missile fire order is now determined relative to the camera direction
  • Improved fog / weather transition when camera enters the water
  • Weapons can now be binded to sub vessels
  • Changed the way smoke emitters and lights register for deck controls support
  • Nautikin jump sound no longer plays when spawning vessels
  • Unlocked parts in campaign are now sorted the same way as they appear in sandbox
  • Removed some sort of background thumping from beach waves audio loop
  • Smoother weather transitions when switching cameras
  • Fired missiles are now hidden when in build mode
  • Increased audio range of countermeasures
  • Changed the way crane cable colliders work
  • Crane physics changes
[h2]Notes[/h2]
Torpedoes rely on sonar pings to acquire targets. Slow moving vessels with their engines off will not be detected.

Underwater countermeasures can be used in the air if desired but are less effective.

The missile order changes are nice because when you are locked onto a target it will now fire the missile closest to the direction you are aiming with the camera first before firing the others. This is a change from previous behavior that allowed missiles facing the opposite direction to fire first which didn't make a lot of sense.

When in the island view / mode it can sometimes get very foggy or stormy similar to when in build mode, so there is now an option to turn this off.

The camera part is awesome. It lets you create any point of view you want and you can switch views with "V". A good example of this is creating first person perspectives for your vessels or a rear view camera.

Driver seats now have integrated first person perspectives, but you can only switch to them when the seat has a driver.

Some parts previously saved with vessels are now saved with subvessels so their initial load states may be incorrect (i.e. Lights, smoke emitters). This also means that when controlling subvessels like cranes with lights attached, you can only turn the lights off and on while in the crane and no longer from the main vessel.

Some position info for structures may be incorrect and need to be re-deployed and saved.

The guides will be updated in the near future for new parts and what not.

[h2]Updates since version 0.8[/h2]
https://store.steampowered.com/news/app/2244830/view/4210379328712494033
https://store.steampowered.com/news/app/2244830/view/4165342698604121910
https://store.steampowered.com/news/app/2244830/view/4184481094387658012
https://store.steampowered.com/news/app/2244830/view/4179973693313918746
https://store.steampowered.com/news/app/2244830/view/3889485345757117360
https://store.steampowered.com/news/app/2244830/view/3855706911131205138
https://store.steampowered.com/news/app/2244830/view/3808417803218742095
https://store.steampowered.com/news/app/2244830/view/3794905774850629759

Version 0.8.950 Update

[h2]Changes[/h2]
  • Added audio fade to dynamic audio when camera enters / exits water
  • Added audio fade to in game menu to reduce chances of audio popping when abruptly stopping audio
  • Fixed a bug where weapons fired underwater would drain fuel without firing
  • Fixed an audio popping issue with explosions when moving camera underwater
  • Fixed possible audio popping when pausing game during an explosion
  • Fixed possible audio popping when stopping boat engines abruptly
  • Fixed possible audio popping when abruptly stopping aircraft engines
  • Fixed a bug with audio climbing ladders underwater
  • Fixed a bug with missile lock aimer when switching views
  • Fixed aim flicker when switching views with missile lock
  • Fixed a bug with multiple parts placed on moving parts
  • Fixed a background error when cleaning up a vessel with containers secured
  • Fixed a bug that allowed getting stuck on ladders very rarely due to timing
  • Fixed a multiplayer animation issue with climbing on ladders at the top or bottom
  • Fixed a timing issue with world particles
  • Patched ocean shader for incorrect tile culling
  • Changed push rate for shipping containers
  • Changed the way world particles are configured for loading
  • Missile lock on no longer works underwater
  • Missile lock will no longer hide aimer when locked on and turning away with fixed missiles
  • Updated buoyancy proxy for racing hull to better approximate foam in the front
  • Audio refactoring
  • Giant turtle movement is now a little smoother when turning
  • Shark movement is now a little smoother when turning

Version 0.8.930 Update

[h2]Testing videos[/h2]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h2]Changes[/h2]
  • Added new Nautikin "Mr. Barnacles"
  • Added DeckMissileLauncher part
  • Added FixedMissileLauncher part
  • Added FlareCountermeasures part
  • Added keybinding for missile lock on
  • Added keybinding for countermeasures
  • Added new feature that lets you unlock certain parts in campaign with shells
  • Added more nonsense messages
  • Fixed a bug with bow thruster force
  • Fixed a collider issue with Submarine Hull
  • Fixed a collider issue with Submarine Upper
  • Fixed a bug with crane cable colliders
  • Fixed a bug with unintentional rope tension on crate hooks
  • Fixed a bug where on rare occasions sharks would attack Nautikins in submarines in a horrifying manner
  • Fixed a lighting issue where getting in a deck cannon deep underwater would cause darkness when exiting
  • Fixed a lighting issue where the camera may flicker when changing cameras underwater
  • Fixed a background error with empty structure initialization
  • Fixed a problem with harpoon launcher material groups
  • Fixed a bug with client collisions
  • Fixed gaps in smoke trails
  • Fixed bug that prevented fuel from updating when instantly out of fuel with multiple fuel tanks
  • Fixed a bug that prevented dragging expensive items in the buy shack inventory
  • Fixed a bug with Silva buy shack in campaign
  • Fixed a bug with Nautikin buy shack worker skin
  • Nautikins getting out of seats underwater will now float next to the seat instead of snapping to the deck
  • Material groups for various weapons no longer paint over minor details
  • Changed collision detection on Vessels and Nautikins to allow for smoother physics movement
  • Performance improvements to open world
  • Some explosive projectiles will now sync client impacts
  • Flare launcher item flares are now also countermeasures

[h2]Notes[/h2]
On rare occasions the shark may have been able to see Nautikins in seats when underwater. This would result in an attack and destruction of the seat. Sharks will still be able to attack when you are actively running from them into a seat, but they will no longer be aware of your presence and only your previous location before you entered the seat. If the shark attacks your seat and finds you in the seat the Nautikin will be killed, however if you are fleeing and the shark does not find you and instead crashes into the vessel or something else the shark will lose interest.

If the current fuel tank is suddenly empty, the fuel system will now immediately try to use any leftover required fuel from the next non empty fuel tank. Previously large sudden fuel usage would result in a single fuel tank instantly being emptied regardless of how much fuel was used (infinite free fuel!). This allowed things like small aircraft with many fuel tanks to fire many weapons they should not be able to fire multiple times relying on each fuel tank instead of instantly draining all fuel tanks as desired.

Countermeasures do not currently have a keybinding for controllers.

Countermeasures are considered fixed weapons by build mode so that they will trigger the same warnings even though they are not technically weapons.

Version 0.8.900 Update

[h2]Changes[/h2]
  • Added giant turtle sea monster
  • Added giant turtle meat item
  • Added new Monster Hunt activities
  • Added success banner for Treasure hunt activities
  • Added additional multiplayer sync for players joining while sharks are attacking
  • Added title case formatting to various UI elements
  • Added indicator to activity UI in campaign to indicate the need for trade routes
  • Added timestamp to chat messages
  • Added refresh button to server join view
  • Added some build warning dialogs to certain designs when launching vessels
  • Added setting to disable build warnings
  • Added HUD toggle for taking screenshots
  • Added cable colliders to crane cables for movement restrictions
  • Added some code to detect and log potential stack overflow bugs that would otherwise crash the engine without information
  • Added material groups to submarine engine part
  • Added toggle fuel mass to build mode
  • Added turn on/off interaction to fuel tanks
  • Added turn on/off interaction to ballast tanks
  • Added turn on/off interaction to oxygen tanks
  • Added UI indicator to on/off interaction
  • Added more nonsense messages
  • Added water crashing sound when vessels enter the water
  • Added more water sounds as vessels move through the water
  • Added material groups to various landing gear wheels
  • Added material group to jet engine
  • Added support for parts with multiple details
  • Added new feature in build mode to reset materials to default with the "F" key
  • Added settings for build mode to change rotation and position snap
  • Added setting to disable shell spending alerts in campaign
  • Added warnings for too many engines
  • Added logging when vessels launch for debugging purposes
  • Fixed a problem with shark inventory
  • Fixed a problem with loading saved steel cables dropped items
  • Fixed a bug where dynamic audio could play further away than it should
  • Fixed bug with enemy AI where it could get stuck if that target was far away quickly
  • Fixed a bug with steel cables
  • Fixed a bug where map cranes where considered boats by some sections of the code
  • Fixed a bug with foam shader
  • Fixed a bug related to UVs initializing from save files
  • Fixed a performance problem with part UVs
  • Fixed a bug where ragdolls tend to spaz out when moving fast
  • Fixed a bug where Nautikins could be removed from ladders by water forces
  • Fixed a bug with Server view where some buttons were disabled when performing actions
  • Fixed a bug that breaks the Server view when attempting to cleanup a build area that has nothing deployed
  • Fixed a bug where dead Nautikins rotated with vessels in the air
  • Fixed a bug that triggered a background error when undoing a material group and then activating the tooltip
  • Fixed a UI bug when clicking on parts of the materials windows that don't do anything
  • Fixed a bug where completing an activity can disable the mouse if you attempt to open the map before closing the success dialog
  • Fixed a bug where activity success dialog does not prevent island interactions
  • Fixed a bug with AI wandering when flying in jets
  • Fixed a bug where deck weapons can be controlled when success dialog is open
  • Fixed a bug that allowed moving crane when certain UIs were open
  • Fixed a bug where Nautikins ignore steel cables when entering the water
  • Fixed a problem with vessel platforms where they could periodically ignore steel cables
  • Fixed a problem with walking on vessels when steel cables are attached
  • Fixed a problem with pushing other Nautikins when steel cables are attached
  • Fixed an animation issue where Nautikins arms will remain up when the object they are pushing has moved away
  • Fixed a bug where repairs do not progress correctly when taking damage while repairs are in progress
  • Fixed a bug with vessel platform timing on join in multiplayer
  • Fixed a multiplayer timing issue where two players could attempt to control the same vessel
  • Fixed a logic error with vessel platforms and landing gear
  • Fixed a bug with chat when joining
  • Fixed a bug where obstruction dialog disabled chat
  • Fixed a bug where waypoints occasionally flicker when flying around in a jet
  • Fixed a multiplayer sync problem that causes position snapping when exiting deck weapons
  • Fixed a multiplayer disconnect error that can occur if a player gets in a seat at the exact moment another joins
  • Fixed a movement problem with Nautikins on certain vessels
  • Fixed a bug that allowed un-initialized servers from appearing as empty servers in Join view
  • Fixed a camera issue when launching vessels
  • Fixed a bug where repairing a vessel with missing parts showed 99% when the vessel shows 100% when seated
  • Fixed a bug where clients could crash into the water at high speeds an not register damage
  • Fixed a multiplayer collision bug that allowed clients to collider with objects only present on the server
  • Fixed a small vessel damage desync issue
  • Fixed a bug where Nautikin fall animation does not sync when jumping out of a vessel quickly
  • Fixed some issues with audio in multiplayer when clients spawn vessels with crew
  • Fixed a logic error with platforms
  • Fixed a bug where the crane could be bent
  • Fixed a bug where saves won't load with only structures
  • Fixed a bug where a save won't load if a crane is holding a container
  • Fixed a PhysX bug with crane lifts
  • Fixed a bug where renaming a game always saves in lower case
  • Fixed a bug with hot swapping structures that have crew
  • Fixed a bug where angled ladders can cause an obstruction instead of climbing
  • Fixed a bug where ladders will allow you to climb further if angled above a vessel
  • Fixed some fast movement jitter with map
  • Fixed some audio popping with deck weapon movement
  • Fixed an audio bug where Nautikins feet make sounds when spawning into a vessel
  • Fixed a mesh problem with env suit feet
  • Fixed a bug that can cause a disconnect in multiplayer if you join while someone is firing a weapon
  • Fixed a config issue with Oxygen tank optimization
  • Fixed a bug in build mode where center of mass does not update when placing root part
  • Fixed some shader artifacts on the wetness for the pilot helmet
  • Fixed a bug with recovery buoy that could destroy it instantly if close to sea floor
  • Fixed a UI resolution issue with waypoints / objective indicators
  • Fixed a bug where chat would not enable if you immediately open the in game menu
  • Fixed a physic bug with occasional janky jet movement related to triggers
  • Fixed a bug in build mode that caused child parts to move incorrectly when resizing parent
  • Fixed a bug with tracking undo states for grandchild parts
  • Fixed a bug where placing engines underground causes issues with vessel launch
  • Fixed a bug where putting a sail on an aircraft causes errors
  • Fixed a bug where sharks secretly kill Nautikins multiple times per second
  • Fixed a timing issue with Nautikin death ragdoll
  • Fixed a UI bug with shell display in campaign
  • Fixed a bug with saved harpoon load order
  • Fixed a bug where harpoons are not cleaned up when recalling a vessel
  • Fixed a bug where server cleanup does not cleanup harpoons
  • Fixed a bug with multiple harpoon launchers
  • Fixed a bug with fuel cable save order
  • Fixed a bug with platform collisions and harpoon launchers
  • Fixed a bug were client may not exit a seat correctly the first time they join
  • Fixed a problem where certain Nautikin actions were not prevented while inventory was open
  • Fixed some minor mesh issues with shipping container
  • Fixed a bug where success banner does not appear if you unsecure containers while in the delivery area
  • Fixed a desync issue in multiplayer where other players appear to wobble on rocking vessels
  • Fixed a bug where Nautikins necks snap upward when zooming out really far
  • Fixed some missing load states from in progress rescue activities
  • Fixed a bug with island camera where a previous interaction was not cleared and could cause bad states later
  • Fixed a UI problem with chat location when in vessel mode
  • Fixed an audio priority issue when player spams jet engines
  • Fixed a timing issue with fuel usage
  • Fixed a explosion issue when changing drivers with ropes attached in multiplayer
  • Fixed a bug with structure deploy position
  • Fixed a cleanup issue with ocean waves
  • Fixed an issue where landing gear spams skidding sound sometimes
  • Fixed a bug that can cause problems if you jump out of a jet at the exact moment it explodes into the water
  • Fixed some problems related to server cleaning up vessels while clients launching
  • Fixed a bug where you can launch a vessel and then change the build and return the wrong vessel later
  • Fixed a background error when switching build areas with a mirror part selected
  • Fixed a bug where pressing escape with chat open can lock up controls
  • Fixed an issue with planar reflections on ocean
  • Fixed a bug with crane collisions
  • Fixed a bug in campaign related to material costs
  • Fixed a bug with crane angle checks
  • Fixed a bug with map crane reset when a different lift is selected
  • Fixed a bug where clients can be disconnected when securing crates at the same time as server
  • Sharks vision will now be blocked by other sea creatures
  • Camera is now occluded by enemies
  • Camera occlusion is now more consistent between vessels and Nautikins
  • Other vessels no longer occlude the camera when in a vessel
  • Minor improvements to steel cables
  • Tweaked activity probabilities to accommodate new activity
  • Improvements to animations sync in multiplayer
  • Performance improvements to jet engines when turned off
  • Can no longer equip / unequip hand items while on ladders
  • Weapons can no longer be fired immediately after spawn
  • Reduced the complexity of large anchor colliders
  • Vessels no longer include null values in save files to reduce size
  • Vessels no longer include default values in save files to reduce size
  • Servers with different game versions will no longer allow mismatched clients to join
  • Join errors will now contain the response from the server
  • Updated transparency on Nautikin health bar UI
  • Treasure Hunt activities are no longer available in campaign until you unlock your first trade route
  • Retracted landing gear is now saved
  • Ocean will no longer attempt to update when paused
  • Build mode now has a loading modal for when complex ships are loading
  • Changed the way weapons handle firing point blank
  • Changed the way that projectiles sync collisions to better sync
  • Changed smoke emitter surface align
  • Nautikins can no longer die before being placed in a spawning vessel
  • When a harpoon hits a shark it will now attempt to snap to the mesh. It will not move with the animations.
  • When a harpoon hits a Nautikin it will now attempt to snap to the mesh. It will not move with the animations.
  • You can now dispose of sharks corpses with interaction mode
  • Increased shark cleanup timer
  • Tracers are no longer visible in build areas
  • Some weapon parts can now be toggled
  • Beach ball will no longer be kicked when Nautikin is standing still
  • Ship rudder / engine rotations are now saved
  • Steering and throttle locks are now saved
  • Steering and throttle positions are now saved
  • Physics velocities are now saved with vessels
  • Aircraft trim is now saved
  • Helicopter rotor trim can now be applied when the engine is off
  • Crane lifts can now be secured with steel cables
  • Cranes can no longer move cables when the lift is colliding with an object
  • Improvements to the restrictions of cranes and getting things stuck
  • Crane cameras are not longer obstructed by vessels
  • Updated UVs on Submarine engine part
  • Updated UVs on BowThrusters part
  • Updated UVs on StandardBoatHull part
  • Clients no longer display buttons that are for the server in activities UI
  • Nautikin first person camera will no longer bob underwater when swimming fast.
  • Stair part now casts two sided shadows
  • Server will no longer allow clients to join while loading
  • Center of mass is now affected by fuel in build mode
  • Updated map center on controlled and jump to behavior to follow the target until you move the map
  • Updated Join view cancel button position
  • Nautikins will make noise when hired from buildings to express their eagerness to work
  • Improved network sync for fuel pump animation
  • Recovery buoy will now prevent usage when there is nothing to recover
  • Slight improvement to waypoint visibility over extreme colors / brightness
  • Change the way the map scales with different monitor resolutions to make things more visible
  • Map refactor / improvements
  • Various UIs now scale differently for different resolutions
  • Change some capabilities of boundary enforces
  • Dropped items now register as mass on vessels
  • Weapon parts can no longer operate when they have taken minor damage
  • Changed the way that adjusting grandparent parts affects children when scaling to better handle mirror parts
  • Updated aircraft wing surface align configs for various parts
  • Changed the way that mirror parts align to surfaces
  • Adjusted shipping container stack positions
  • Adjusted shipping container collider accuracy
  • Updated "darkness" shader which is meant to absorb light, to better hide light on parts with holes
  • Updated shell icon in campaign spend notification
  • Updated vessel upload wizard logging to prevent spamming Steam upload progress in logs
  • Fixed harpoon launcher parts are now saved
  • Improved camera occlusion
  • Vessel debris will no longer obstruct the camera
  • Notifications are now in the bottom left because there are less buttons there
  • Harpoon ropes are now hidden when inside build area
  • Resetting vessel camera zoom will now default to original vessel size / zoom
  • Nautikins will no longer fall while vessel is spawning
  • Updated Seat part surface align
  • Containers no longer obstruct cameras
  • Secure / unsecure interactions now display the state next to the name of the container
  • Delivery spawns will now detect obstructions in pickup area
  • Chat window will no longer display over activities UI when activated from vessel -> map
  • Exiting seats will now limit the available detection area to the height of the Nautikin
  • Adjusted rate at which subvessels use fuel to match new fuel timing
  • Adjusted damage from impacts with water
  • Adjusted landing gear damage absorption
  • Standard sea plane landing gear now absorbs impacts on land
  • Can no longer open the map while vessel is loading
  • Removed lag check tolerance for welder damage because it is inconstant with other damage methods and causes problems
  • Patches to ocean shader
  • Chat will now become inactive when pressing escape
  • Improved crane cable movements on clients
  • Updated in game logo for higher resolutions
  • Portus buy shacks now sell welders
  • Increased cost of welders

[h2]Optimizations[/h2]
  • Adjusted Crane LOD
  • Adjusted Staff building LOD
  • Adjusted container LODs
  • Adjusted crate LODs
  • Adjusted control tower LOD
  • Improved vessel optimization
  • Destruction optimization for vessels with lots of parts
  • Optimization for vessels with many stacked Network parts
  • Optimized water simulation when launching vessels
  • Reduced collider polygons on deck cannon
  • Reduced collider polygons on deck harpoon
  • Reduced collider polygons on fixed harpoon
  • Improved performance for Nautikin collisions on vessels
  • Improved performance for pushing other Nautikins
  • Improved performance when Nautikins are Swimming
  • Improved performance when Nautikins exit Seats
  • Collision optimizations
  • Improved repair performance

[h2]Notes[/h2]
There is no reason to prevent seeing inside a vessel, it is actually quite useful when you have constructed something that has small rooms or internal parts. This was previously only for the ship you were in but it seems inconsistent that way.

The monster hunt activity really only has the one monster type it spawns right now (the giant turtle), more monsters are planned for later.

This build contains some of the other fixes I may have mentioned in threads as "in the next build".

General performance improvements for various Nautikin movements accounts for 3% down to 1% CPU usage

I am sorta against putting restrictions on what can be built, so whenever possible build mode allows you to do whatever you want. I have been over time adding dialogs that appear to tell you about certain things that are happening or hard limitations with the game engine. Now I am going to start adding specific warnings for things that are known to cause performance problems that are not yet or cannot be optimized further. It will still allow you to launch, and you can disable the warning if your computer can handle it fine, but multiplayer is also a consideration.

Fuel tank serialization has changed so any saved fuel tanks will load as full until saved otherwise.

Weapon parts will no longer fire or be able to move when they are smoking or on fire. Prior to taking minor damage (smoke) they will be able to take some damage and deform, depending on what material you build the weapon out of it might look a little weird, but the idea is that you need to repair it when it takes damage now.

Material groups now supports renderers with multiple materials, however only one material can be applied.

Rope / Harpoon serialization has been changed so any saved ropes / harpoons may need to be resaved or initially look weird

Fuel cable serialization has been changed so any saved fuel cables may need to be resaved

Depending on what was in your save file, you may need to toggle parts on that were previously saved prior to toggling parts on/off before it will save on

Delivery containers will no longer obstruct the camera because there was some inconsistant behavior when on land vs on vessels. It cannot obstruct the camera while moving on the boat because it can create jarring camera snaps while the boat moves that cannot be corrected currently. So you can see inside containers at any time now, they may have interiors later anyway. The occlusion behavior in general is moving more towards only obstructing your POV for the map / map objects vs objects that you have created and are controlling, which can be in an infinite configuration and otherwise unpredicatable to the camera.

Guides will be updated soon.