Starbase - Progress Notes Week 4

[h2]Progress Notes Week 4[/h2]
[h3](January 20th - 24th)[/h3]
Hello everyone! It is time for another week of progress notes!
[h3]Design[/h3] Features
- A mock-up designed for new Assembly Job workstation layout
- Assembly Hall reworked, so all the workstations can be identical and fit well
- Issue where mining backpack's inventory icons were not visible in game fixed
- Font, text locations, names and other changes made for Player Profile page
- Tax related design worked on and new tax values tested
- Mining laser statistics and damage adjusted
- New starting station 'Capital Imperial A' has been created and added to the universe
- Threshold in marketplace hangar module has been lowered, since it caused the player to get stuck
- Blueprint terminals have been removed from take off docks
- Veles' armor plating improved and propellant tanks fixed
- Beam structure near rear triangle thruster stack on Ithaca v4 reinforced
- Ship LODs warping out of place when viewing client warps to a new cell fixed
- Camera panning fixes made
- Issues with missile thruster propellant consumption fixed and tested
- Torque adjustments made and issue fixed with torpedo YOLOL
- Rotation and translation by thrust adjusted
- Effect-support added on torpedo maneuver thrusters
- Ship prices can now be configured
- Issue with bank's inventory scrollable items not clipping correctly fixed
- A bug where newly created characters were not able to equip weapons fixed
- Ores bought to backpack from shop will now be stacked and merged with current ores in the inventory
- Material amount bought is now in kilovoxels instead of voxels
- Item on the backpack slot is now spawned / removed when the item on the large backpack slot changes
- Swapping items via quickbar only unequipping current item on hand fixed
- Backpack changes not reacting to swap (item on large slot wouldn't change on player's back) fixed
- Item Shop code refactored
- Message of the Day added to the main menu and infobox added to it
- Common function for "Click to edit" input boxes added
- Player context tracking improved
- Context tracking added for projectile-environment collisions
- First iteration of battle logic now works
- Depth scaling added to particle emit rate
- Hall LODs updated
- VIS main hall exterior decoration: windows placed in loading docks and other floors
- Proper textures and paintjobs added for the Sentinel rifle
- Sentinel rifle now has a 3rd person reload animation
- Torpedo trail effects updated and new explosion effect made for the hit
- Snapping points and rotations of multiple models fixed
- Slanted triangles fixed
- Combat shield orientation and position fixed
- New 3D stars single object has been made and skybox updated
- Cargo crate updated: lid won't clip with the crate itself anymore
- Thruster nozzle textures fixed
- Problems with voxel generation in the displays of the modular control asset set fixed
- Preliminary HUD icons for transponder states have been made
- Rank plates for the drones armor sets made
- Asteroid base material adjustments
- Sit animations when wielding a weapon/tool are being worked on
- Landing animation for pickaxe
- Crouched relax in/out animations for rifle and pickaxe polished
Distance scaling to existing weapon effects being implemented - Particle visibility on plasma turrets tests underway
- Beam for weaker laser cutting tool updated
Don't forget to check our official Starbase forums and Frozenbyte's blog for pictures and videos of the weekly development.
Until next time! 🚀