Penkura Patch 0.1.9.2

Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.2
This patch was centered around improving the ambient light and shadow system, after experimenting with improved ways of creating procedural shadow, that is generated in each building or close environment, we were finally able to find a balance between the quality, precision, and performance.
With the introduction of an improved light system, we also added a new light source to the game, refresh the look of the already implemented one, and fixed a few bugs related to it. Each 3d UI in the game such as Holo Signs and Corporate Posters also produces additional light that affects the environment and player.


Lions-Mat material created specifically for the project also got an update, from now on tillet cover mesh such as moss will now be less likely to stretch on difficult to cover meshes, and the addition of very low-cost pixel displacement provides sway like effect to foliage and trees to simulate winds (an important part of the future weather system that is already worked on for patch 0.2.X).

Skeletal mesh (bones) was also updated with new behavior, from now on, some animation will be blending together to not only smooth up certain moves but also merge animations together adding a variation of 9 new animations to the game. Animations are mostly visible when interacting with weapons, tools, and bio-ring.
We are also adding a new foliage type which creates its own microbiome around itself with creatures appearing only in its vicinity. With this microbiome, we are testing new systems that affect objects inside of it and camera visual properties. The system still requires some improvements but the already results are ready to be presented to the public.

Lastly, we took some time and recreated the main menu from the ground up, to better represent the game and its aesthetic.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
LINK ----> http://lionsart.pl/patch-notes/
In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.
LINK ----> http://lionsart.pl/bugs/
Till the next Dev-Com over and out.
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Patch 0.1.9.2
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//////////////// BUG|ERROR FIXES ////////////////
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- RTS system didn't refresh the UI of Ore Extractors after loading the game.
- Light Fog interaction is activate even when light is turned off.
- Some of the Metos body parts had offset collision mesh.
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//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
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- Added new structure "Post Light".
- Added Post Light to construction list.
- Added new foliage.
- Added gas like zones.
- Added new creature.
- Added area of effect buffs and debuffs.
- Added visual effect to "Lesser Poisoning" Debuff, which scales with the intensity of poisoning.
- Each controllable character, (Main Character, MPB, Oculus etc.) now posses its own camera post-processing function that is controlled from the same global stat system. (poison effect from the main character won't affect bot view, but on return, all camera effects will reset to correct negative/positive visual effects).
- Certain foliage when in high enough accumulation is now able to create a microbiome.
- Redesign Main Menu UI.
- New Main Menu level added to the game.
- From now on, the ore extractor will automatically turn off all outside blueprint upgrades if set to Extensive Extraction as it won't be able to use them anyway.
- Player is now able to use the Extensive Extraction option even if Ore Vein is not yet depleted.
- Added per bone animations, allowing to show Bio-Ring/Biometer, and MPS or MRT at
the same time. - All buffs and debuffs are now separated into groups of influence. For example, poisoning won't affect bots/drones, only organic and mixes.
- Added additional light point to Bio-Ring/Biometer.
- Improved Cemara Lag to make it less distracting.
- Changed the name of structure "Lamp" to "Path Light".
- Path Light now additionally requires 1 Solid Construction Component.
- Increase light strength of "Path Lights" by 25%.
- Improved hands and handheld item mesh rendering, to minimize object clipping.
- Improved world landscape texture scale.
- Gas Giant above Karenos is now 30% more active.
- Added new behavior to AI, (Self-Destruct).
- Increase connector size by 70% to make it easier to hover over to align buildings.
- All lights in the game will now simulate the shape they are coming from (if possible and/or won't change the performance requirement for the light itself by more than 5%).
- Added global material pixel displacement to all tree trunks, and its leaves to simulate a very low-cost sway on the wind.
- Update to Lions-Mat v5, mesh procedurally painted by Lions-Mat save their pixel color ID to prevent texture stretch when displaced in any direction.
- Created a separate Anti Aliasing system that is activated only when using 3d UI, new anti-aliasing is visible and occluded only on 3d UI while on top of a separate layer of default Anti Aliasing. This system will stabilize small details on 3d UI and sharpen text when scrolling.
- Improved Head Bobbing.
- Drastically improved shadow generation from mesh in all structures. Increasing accuracy by around 90%, lowering light bleeding through walls, and gaps between tunnel connectors.
- Minor script optimization to the main character smoothing up camera movement.
- Improvement to Holo Sinds Light visibility.
- Improvement to Holo Posters Light distance rendering, visibility, and color tint.
- Refreshed and optimized "Path Light" mesh.
- Improved sound virtualization.
- Increase sound range and volume of Metos Drone by 20 % and Metos Warrior by 50%.