Alpha Update 0.224.0.28

[b]GAME ENGINE / GENERAL[/b] [list] [*] The game has now been updated to Unreal Engine 5.3.2. [*] Support for DirectX11 (Shader Model 5) has been discontinued, as the new UE5 features require DirectX12 (Shader Model 6). [*] Shadows are now rendered using Virtual Shadow Maps, which are superior to the old Cascaded Shadow Maps. [*] All world geometry is now rendered using Nanite, which practically gives us an unlimited poly count budget. [*] Replaced the visible sun flare with a more dynamic and visually attractive version. [*] Optimised and generally removed unnecessary bloat from the sun/starlight code. [*] Reduced the opacity of the FTL magic space clouds so that the realtime star parallax can be seen more clearly. [*] The initial entry into the game is now a lot smoother, with all of the laggy processes hidden behind the loading screen. [*] Added a new ship selection/config menu when starting a new game. [*] You can now turn NPC's on or off when starting a new game (SP and MP). [*] You can now start new games in a Cold & Dark state (SP and MP). [/list] [b]MULTIPLAYER[/b] [list] [*] Added password protection for multiplayer games. [*] Added the ability to hold tab to see a list of player crew members. [*] Added a new Host Controls UI. Press F6, or find it on the pause menu when you are hosting a multiplayer game. [*] Added the ability to kick players from your game. [*] Added the ability to mute players on your game. [*] Added the ability to send players to the brig (basic, temporary brigs have been added adjacent to the shuttle bay on E Deck). [*] Added the ability to update the server password, description and max-players while still in-game using the host controls. [*] Picking up and manipulating props is now properly synced in multiplayer. [*] The lift in the VIP lounge is now properly synced in multiplayer. [*] All of the Engineering systems now work in multiplayer. [/list] [b]UNOS OPERATING SYSTEM[/b] [list] [*] Turned the UNOS UI's into more of an actual operating system, with consistent UI elements and a custom data transfer system. [*] Updated the projected UI material so it properly scales the background cloud effect to its screen size. [*] Added a new simulated UNOS loading screen (only included on the new UI's currently). [*] Holding E will allow you to use the mouse pointer to interact with any UI screen. [*] Designed a new UI for the Cryo Tanks. [*] Designed a new UI for the Cryo Pumps. [*] Designed a new UI for the Cryo Coolers. [*] Designed a new UI for the Valves. [*] Designed a new UI for the Fusion Reactor. [*] Designed a new UI for the Reactor Output Distributor. [*] Designed a new UI for the HV Battery Distributor. [*] Designed a new UI for the HV Shields Distributor. [*] Designed a new UI for the HV FTL Distributor. [*] Designed a new UI for the HV Propulsion Distributor. [*] Designed a new UI for the HV Weapons Distributor. [*] Designed a new UI for the Deck Distributors. [*] Designed a new UI for the Quadrant Distributors. [*] Designed a new UI for the Reactor Room Distributor. [*] Designed a new UI for the Startup Distributor. [*] Designed a new UI for the Corridor Distributors. [*] Designed a new UI for the A Deck Distributor. [*] Designed a new UI for the Battery Charge Distributors. [*] Designed a new UI for the Battery Aggregators. [*] Designed a new UI for the Battery Arrays. [*] Designed a new UI for the B Deck Crew Information Terminal/Map. [*] Designed a new UI for the C Deck Crew Information Terminal/Map. [*] Designed a new UI for the D Deck Crew Information Terminal/Map. [*] Designed a new UI for the E Deck Crew Information Terminal/Map. [*] Designed a new UI for the F Deck Crew Information Terminal/Map. [*] Designed a new UI for the G Deck Crew Information Terminal/Map. [/list] [b]ENGINEERING[/b] [list] [*] Built a new system from the ground up to simulate piped fluids. [*] Built a new system for laying pipework via splines, which dynamically adds brackets and connectors. [*] Built new models for the pipework and its connectors. [*] Added all of the cryogenic pipework needed to supply the reactor with fuel and coolant. [*] Added coloured plastic clips to the pipe brackets and connectors to help indicate the fluid type. [*] Added functional valves to control the flow of cryogenic fluids. [*] Built new models for both small and large Valve variants. [*] Built a new model for the Cryo Coolers. [*] All fluid-related hardware now requires live power to operate. [*] Significantly overhauled and optimised the existing electrical simulation, increasing performance and reducing lag spikes. [*] Updated the electrical code to support an "emergency power" flag, so everything knows when its on emergency power. [*] Updated the Reactor to require actual fuel and coolant consumables. [*] The Reactor can now be throttled between 10% and 110%, with anything above 100% heating the reactor to eventual failure. [*] The Reactor output is now connected to the FTL system, so changing the reactor setting will impact the ship's FTL speed. [*] The audible buzz from the distribution boxes now scales with internal bus amperage, but is also generally quieter. [*] Built new models for the HV Distributors at the back of the reactor room. [*] Built a new system for adding dynamically scaled Distribution boxes, which can now scale to fit any UI dimensions. [*] Updated how Battery Arrays calculate wattage. They now use the "Equivalent Resistance" of all connected battery cells. [*] Changed how batteries display their remaining charge. It now states "Time To Depletion", which is calculated against the current draw. [*] Built a new system for laying railings via splines, which dynamically adds balustrades and other details. [*] Built new models for the various railing elements. [*] Added new railings to both floors of the Cryo Room. [*] Built new models for some of the steps on the Cryo Room staircase. The remaining steps are still WIP. [*] Built new models for the various Cryo Room flooring elements. [*] Added a new WIP room on G Deck to house the Startup Capacitors and their associated Distributor. [*] All of the doors on both F and G decks should now be named properly. [/list] [b]TUTORIAL SYSTEM[/b] [list] [*] Significantly improved the tutorial system, which is now generally more robust and has much better UI click-detection. [*] Added the ability to skip forwards (Enter) and backwards (Backspace) in the tutorials. [*] Added a new tutorial covering the ship's full Cold Start procedure, which includes 12 minutes (180+ lines) of audio dialogue. [*] Updated the Scanning & Navigation tutorial and replaced all of the audio with new samples, totalling 7 minutes. [/list] [b]GALAXY[/b] [list] [*] Added city surface lights to procedural Earthlike planets. There's a flat 33% chance for testing right now. [*] Added glaciation coverage to Earthlike planets, which is driven by the planet's temperature. [*] Added more surface colour variation to Earthlike planets. [*] Updated Earth's surface lights, and added a noise function to increase their detail a bit more. [*] Updated the light cast by black holes so that it properly obeys inverse square law and is the correct colour. [*] Updated the Black Holes code to remove some unnecessary bloat, and generally optimise how they are generated. [*] Added some more volumetric noise textures to increase Black Hole detail and variety. [/list] [b]PROPS SYSTEM[/b] [list] [*] Built a new system for achieving object permanence. Props will now remain where you left them when re-loading a saved game. [*] Greatly improved the way props are handled when picked up. You can now rotate them with the mouse and reset their orientation. [*] Props are now a lot more solid, and much more difficult to clip through walls unless you really force them. [*] You can now pick up and interact with objects while sat in a chair. [*] Props now have audio associated with them. [*] Updated a few prop items to make them interactive, such as the mop and wet floor sign in the B Deck lounge bathroom. [/list] [b]SHIP CUSTOMISATION[/b] [list] [*] Added the ability to change the UI button colours (only affects the new UI's currently). [*] Added the ability to switch between seasonal holiday ship decorations. [*] A few Halloween and Christmas decorations are now available on the bridge for testing. [*] All of the standard UNOS UI screens now display the chosen ship name correctly. [/list] [b]FIXES[/b] [list] [*] Fixed Earthlike planet mountains reflecting starlight on the dark side. [*] Fixed the bridge space labels appearing and flickering on B Deck. [*] Fixed the sun/starlight shining into B Deck in the wrong places. [*] Fixed an issue with the volumetric textures on Black Holes, and made a new one with a cell resolution of 128x128 (up from 32x32). [*] Fixed Water Planets not being spawned properly. [*] Fixed Dwarf Terrestrial Worlds not being spawned properly. 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