The release notes are here, and huge. I’ve been neglecting to update the blogs, instead just posting to the forums and the kickstarter comments section when the last few releases went up. Honestly? Finding a picture for each release was taking too much time, so I’m skipping that here. Anyway, Keith has been in process…Details
April 25th, 2017 – Notes for Cinth on how to use Mesh Baker Pro to do our atlasing instead of Pro Draw Call Optimizer. Pros and cons and troubleshooting galore, although it all works out in the end. Good tool, bad interface, great results. Translation: long tutorial.
We’ve had several releases since I last did a blog post announcing one, and that was mostly due to me simply not having time at the end of a long day each time. What We’ve Been Up To That said, the prior versions were not really fully reflective of how much work is going on…Details
Just thought that this was a fun video to do, since a bug in the shot lerping made this an ideal case to show what the shot lerping IS and how it makes a difference in the final visuals of the game. The video came out longer than I had intended, but it’s a neat…Details
Oy, I’m tired. So I’ll mostly let the release notes speak for themselves. 😉 Also, here’s a screenshot: Enjoy! Cheers, ChrisDetails
The release notes are fairly lengthy, but mainly because they go into a lot of detail. There’s a lot of cool stuff in here, but nothing like the last release in terms of scale. Keith added a couple of buttosn and menu commands to make things easier on players, and extended part of the modding interface…Details
Chris here. This is the largest single release we’ve done since starting the alpha with folks, and by a fair margin. The release notes are nuts, but worth a read. That said, right off the bat: “seriously Chris?? TWO WEEKS since the last build for the game?” Don’t worry, that’s not something we’re going to…Details
March 22nd, 2017 – Notes for Cinth (or modders!) on how to use the new functionality in our custom LOD system that allows for you to do simple culling on child renderers that already dynamically batch from LOD0 onwards.
March 22nd, 2017 – Notes for Cinth (or modders!) on how to use the new functionality in our custom LOD system that allows for you to compensate for bad anchor points in models (meshes). You can always update the mesh itself, or now you can do this too.
March 21st, 2017 – Detailed notes for Cinth (or modders!) on using the custom IBL shaders that we’re now transitioning the ships in the game to using. The visual look evolves!