Starbase - Progress Notes Week 10 (2020)

[h2]Progress Notes Week 10[/h2]
[h3](March 2nd - 6th)[/h3]
Hello everyone! It's time for another week of progress notes:
[h3]Design[/h3] Features
- Three new special ore distribution zones configured: there are now five special zones where ores are distributed with different weights compared to the rest of the universe
- Marketplace terminals fixed
- Economy configurations fixed for torpedoes
- Design for a Spaceship Designer Coloring Tool worked on
- Spaceship Designer multiplayer issue: removing cable with Cable Tool breaks if client and host is removing cable simultaneously fixed and verified
- Kingdom Headquarter station and Kingdom Outpost Ruins added to the universe
- Ship and shop terminal issues fixed for Kingdom stations
- Vertical hallways' offsetting priority snap points have been fixed
- Three hall modules' base structures have been modified to disable any possible collisions with each other (Large hall 2; Ship weapon shop 2 A; Armor shop 1 A)
- Temporary "very-farlods" have been removed from grid slot scenes, and will be replaced if and when needed
- Issue where Ithaca V4 used up its coolant too quickly was fixed by adding more coolant cells
- Instancing area visualization disappearing when changing groups has been fixed
- Ore nuggets are now immune to the mining laser
- Blueprint code refactoring is underway
- Entering the game with a broken profile (invalid or missing character data) is now prevented
- Explosion shock waves were fixed to not affect players inside safe zones
- Player stuck recovery system has been enabled to be active at all times
- Nearby ship acceleration/deceleration sounds have been added
- Cargo Frame wall/field was refactored into being supported by the current physics processing
- SawTool can now target and cut properly
- A bug where material disappeared when dragged to existing stack in inventory has been fixed
- Netsyncing added for beam effect so that other people could see the effect
- Company Rank names not changing correctly when player changes them has been fixed
- Item pick-up and drop audio support has been implemented
- Multiposition ambient system fixes have been finished
- Mining job now correctly gives money from asteroids with cables/bolted things on them, syncing fixed
- Cell translation not working when jumping more than 1 cell has been fixed
- Range Finders being active in Spaceship Designer has been fixed
- Incorrect moon terrain object visibility fading fixed
- Decal tweaks, collision and parent checks, VIS HQ grid slot finalization
- Farlods, module halls, and mega station gridslot updated
- Work hub: Signs and adverts made for different work hub jobs
- Asteroid hall decorations and polishes underway
- Sub modules and their LODs coloured
- Skyscraper base modules in the making
- Commercial boards in the making
- New windows have been added
- Farlods added for all shop modules
- Alpha moons have been updated
- Asteroid cluster tests have been made
- Spherical height maps tests underway
- New sign animations made, robot logo and animation adjustments in the making
- Sit animations for Rocket Launcher and Reaper Cannon have been made
- 1st person animations for Saw Tool are in the making
- Jumping and shooting animations have been polished
- The new LOD distances added for large asteroid rocks and formations
- Turret Utility Body: Asset redesign that fixes collision has been finished
- Turret Arm Saw Tool: Concept, assets and textures have been finished
- Turret Arm Saw Tool: Larger versions of the blade and tool have been made to test how large assets the robot arms can support
- Tools: Saw textures polished, paintjobs added
- Devices: Resource bridge hose nozzle textures updated
- A spark effect for the mining saw has been finalized
- LODs made for multiple assets, railgun barrel LODs have been optimized
[h3]Gallery[/h3]





[h3]Videos[/h3]
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Don't forget to check our official Starbase forums and our blog for more pictures and videos of the weekly development.
Until next time! 🪐