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Archean News

Distance Sensor, Triangles & Struts

[p]Hey everyone! [/p][p]This update introduces a new sensor component, new build elements, and several improvements across the game.[/p][p][/p][h2]Distance Sensor[/h2][p]
A laser rangefinder that measures the distance to the nearest surface, whether terrain or another build. Configurable range up to 25 km, with an optional visible green laser beam. Useful for applications such as altimetry, automated guidance or collision avoidance.

[/p][h2]Triangular Mesh Panels[/h2][p][/p][p] New build element type: triangular panels. Thin panels placed on a 25 cm grid, allowing shapes that are not possible with regular blocks. They support normal smoothing for curved surfaces, such as canopies or cockpit glass. They are airtight and work with the pressurized volume system. [/p][carousel][/carousel][h2]Struts[/h2][p]
Thin beams connecting two points in space. They are placed point-to-point and can be painted.

[/p][p] [/p][h2]Other Changes[/h2]
  • [p]Build: Revamped block selector with real-time animated 3D previews instead of static icons [/p]
  • [p]NodeEditor: Added Unit Converter node for common physical unit conversions[/p]
  • [p]NodeEditor: Increased Output/Switch node input limit to 128[/p]
  • [p]DashboardTool: Added decorative Trim element for dashboards (1 cm increments, up to 4 m)[/p]
  • [p]XenonCode IDE: Debug console can now be fully collapsed[/p]
  • [p]XenonCode: Added ability to use expressions in array and kv indexing[/p]
  • [p]Computer: Added search filter in library[/p]
  • [p]Launcher: Modded server info icon now shows a preview tooltip and a full mod list on click[/p]
  • [p]FissionReactor: Added Lifetime output channel (estimated remaining time in seconds)[/p]
  • [p]DestructorTool: Added destroy warnings for various components[/p]
  • [p]ThrottleLever: Added ability to control with mouse cursor when mouselook is detached [/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Blueprint: Fixed gizmo was allowing rotation relative to player camera[/p]
  • [p]Blueprint: Fixed default paint materials disappearing when spawning a blueprint[/p]
  • [p]Blueprint: Fixed wrong blocks for merged blueprint onto existing build[/p]
  • [p]Avatar: Fixed velocity being reset to zero when opening UI (chat, inventory, etc.)[/p]
  • [p]VehiclePhysicsSensor: Fixed size values not matching sensor orientation[/p]
  • [p]Pump: Fixed erratic flow at low rates (below 0.5 kg/s)[/p]
  • [p]Terrain/Ore Scanners: Fixed roll affecting scan direction when pitched[/p]
  • [p]Fixed MiniNavInstrument creative inventory only giving one item [/p][p][/p]
[hr][/hr][p]
Social links: [/p][p][dynamiclink][/dynamiclink][/p]

Update 99

  • [p]PaintTool: Added ability to replace a color across the entire build (by block, pipe type, or component type)[/p]
  • [p]PaintTool: Added symmetry support for painting (blocks only)[/p]
  • [p]PaintTool: Fixed painting screens (color was stored in blueprints)[/p]
  • [p]Launcher: Added option to not reopen launcher when quitting the game[/p]
  • [p]Added FPS limiter setting for unfocused window[/p]
  • [p]Reduced framerate when game window is minimized[/p]
  • [p]Build: Fixed wrong block getting destroyed when rapidly breaking blocks on a build[/p]
  • [p]NodeEditor: Fixed camera offset limits preventing navigation to distant nodes[/p]
  • [p]NodeEditor: Fix connections lost on repeated Ctrl+V paste[/p]
  • [p]NodeEditor: Fixed comment node hiding other nodes when resized large[/p]
  • [p]DashboardTool: Improved dashboard Shift-snapping to work correctly on all block shape faces[/p]
  • [p]Fixed missing airtight flag on PowerConverter[/p]
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Update 98

  • [p]ToggleButton: Added ability to define custom On/Off output values[/p]
  • [p]XenonCode: Fixed a few bugs with KV objects after recent optimizations[/p]
  • [p]Modding: Handle CRLF gracefully when parsing macros[/p]
  • [p]Computer: Code editor window always opens uncollapsed (fixing node dots visible while collapsed)[/p]

Update 97

  • [p]Improved blueprint placement system on a build using a Gizmo, and allow for rotation with mouse wheel[/p]
  • [p]Added ability to aim and click on components with mouse (also when using mouselook if no active item)[/p]
  • [p]XenonCode: Improved runtime performance of code execution[/p]
  • [p]XenonCode: Added game_mode[/p]
  • [p]PushButton: add Single Pulse option to getinfo (V)[/p]
  • [p]HUD: added mouse_look[/p]
  • [p]HUD Controller: sync XenonCode declarations with client (fixes "Failed to load program")[/p]
  • [p]XenonCode: bugfix foreach KV when key contains dot[/p]
  • [p]Fixed modded lights stuttering on moving builds[/p]
  • [p]Fixed Avatar physics slowly sliding down when partially standing on the side/edge a build[/p]
  • [p]Fixed vehicle wouldnt take avatar mass when entering into a seat as a drone[/p]

Update 94

  • [p]Added ability to spawn new builds in space (Frames and Blueprints) - Only when near another build[/p]
  • [p]Chat: Improved chat command history navigation with visual popup[/p]
  • [p]Allow /give command without specifying username in multiplayer[/p]
  • [p]Fixed SpoolTool was requiring exact type selection for flexible cable removal[/p]
  • [p]Scroll on screens/components: added $x,$y uv coordinates before $material (potential breaking change)[/p]
  • [p]Scroll on screens/components: fixed sticky scroll function[/p]
  • [p]Adjusted adventure goals and tooltips[/p]
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