Celarious sent a ship design that revealed a bug in the collision model. It is fixed. The collision model takes slightly longer to generate now.
File Load Slow
Celarious' ship design file was really slow to load because the collision model was getting created during the load. It no longer does that. The file loads much more quickly.
Face Puncher Makes Many Splinters
The reason Celarious' ship design file was so slow was because of a part that had two circular holes punched into it, resulting in thousands of tiny splintered faces.
I put some work into the face cutter/puncher. Now punching the holes in those faces produces less than a hundred faces, instead of thousands.
Unfortunately, the result has many more visible edge lines, making a surface look more fractured than it was before. Remember the lines aren't visible in the final model.
Existing faces won't change. You'll have to repunch them if you want less faces.
If you want to compare the before/after result, select all the faces of your punched part in object mode and fracture them. Then exit object mode and click on the part. The status bar will show the number of triangles as faces. Repunch the face and compare the result.
Face Puncher Punches Too Much
As a stop gap to the face splintering bonanza, I was going to suggest cutting across the face to isolate the area that would be affected, before making the circular hole cut. That didn't work.
The face cutter no longer chops up faces that should not be affected. So, it might sometimes give a better result if you cut out the area before making elaborate cuts in a large face, just to isolate the destruction.
I imagine some players have wondered how tightly their hull pieces need to fit together. Some people want them to fit tightly with perfect seams, because that's the way they like it. Others might not bother if they knew they didn't have to.
I added the following information to the general usage tips, available from the Help, Usage Tips menu option.
Hull sections do not have to be sculpted to form airtight continuous shells where they join each other. This is inefficient and difficult to model. It is much better to butt an engine pylon into the side of the hull,
rather than carving a hole so it can make a perfect junction. Carving that hole breaks the side face into many tiny polygons. It is likely unnecessary, unless people are intended to walk or see through the opening.
Triangles and Quads
When in object mode, you can now add individual triangles and quads. These do not require prepositioning of the grid for any reason. The clockwise side is the front side.
Clothes on Solo Avatar
Your avatar is now clothed when using the off line designer.