03-10-2020, 06:37 PM
Sync
I just walked into a building and teleported into the ocean miles away. Pick your variation of this event. It happens to everybody at some point.
Another symptom was a lag spike that always hit me when launching from Atlantis, just as the fighter left the ship. That is where I would sometimes find myself at the bottom of the sea.
Redesigned the way certain syncronizations are negotiated between the client and server. This eliminates the jitter and fixes a number of reported issues.
A lot of crucial things are affected, like respawning, teleporting, transporters, getting in/out of vehicles, wormholes, warp travel, turbo lifts, entering leaving spacecraft, entering leaving the domain of worlds. I tested all of those things, more thoroughly than usual, but there is always potential for a problem. Please be patient if there is a problem.
Hit Sync Lag
When character or any driveable vehicle that is under control by player gets hit by weapon or fists or anything like that, it stuck on one place for a second. Unable to move and rotate camera. This gets worse when there are many sources of damage
This was fixed by the previous work on sync.
Previously, it was not possible to induce a vector onto a player controlled avatar; it didn't propagate to the avatar properly, ending up as a lag spike instead. Now you will be moved by explosions and kinetic damage to your body. Large animals may throw your body quite far when hitting you.
Try having a fist fight with an indigenous person. I think it feels more solid when your blows knock them back a bit.
Cache Options
Cache options still mention old style ship designs.
Removed references to old style spacecraft designs.
Bullion Q
Bullion production says "Produced x at Q141"
Bullion production is always Q255. The manufacturing panel was showing incorrect information. The information is fixed.
Gov Policy
Government Office > Can change join policy and password
Removed obsolete join policy permission
Republish Design
Should be able to republish a design with the same name. It can tell you that's what happened.
Fixed error that prevented republishing an existing design. The error reported a duplicate name which should have been ignored when overwriting a design id. The new design replaces the old design with the same name. Duplicate entries are not created.
Gas Giant Refineries
Refineries in gas giants dont "see" exotic atmospheres
Fixed.
Sky Box Seams
Since the update on the 21st, I see large seams in the skybox
I could not find any error or cause for the seams at the edges of each panel.
There is a setting to disable mip mapping of the skybox texture. You could try that.
I added a debug switch to disable GL_TEXTURE_CUBE_MAP_SEAMLESS when drawing the sky box. You can try that. It's a rendering state that affects the seam. It is the b31 switch on the Program page of the Settings window. The check box has a tooltip. If that works for you, I'll replace the debug switch with a setting on the Scene page.
Empire Standings
Empire standings pages have links that say 2015.
Year reference removed fromĀ empire standings pages.
Big Flags
Flags larger than 64x64 are causing sizing problems on the web site.
Big flag size issues fixed on web pages.
Blank Paper in Notebook
I made a notebook with a bunch of blank pieces of paper. I put my welcome letter in there and I can't tell which one it is in the list.
Blank paper is now identified as "Blank Paper" in the gear list.
Bought Blueprint Error
I bought a blueprint onto one of the blank pages of my notebook. I got the blueprint but it didn't use up the blank page.
Fixed an error finding the media when it was inside a nested container. My notebook was in my backpack. The user interface found the blank pages and listed them for storing the blueprint. The server did not find the blank paper inside the nested container so it was not removed.
System Map Error
When I display my solar system map, the first planet starts with roman numeral II.
Fixed an error that was introduced in a recent update.
I just walked into a building and teleported into the ocean miles away. Pick your variation of this event. It happens to everybody at some point.
Another symptom was a lag spike that always hit me when launching from Atlantis, just as the fighter left the ship. That is where I would sometimes find myself at the bottom of the sea.
Redesigned the way certain syncronizations are negotiated between the client and server. This eliminates the jitter and fixes a number of reported issues.
A lot of crucial things are affected, like respawning, teleporting, transporters, getting in/out of vehicles, wormholes, warp travel, turbo lifts, entering leaving spacecraft, entering leaving the domain of worlds. I tested all of those things, more thoroughly than usual, but there is always potential for a problem. Please be patient if there is a problem.
Hit Sync Lag
When character or any driveable vehicle that is under control by player gets hit by weapon or fists or anything like that, it stuck on one place for a second. Unable to move and rotate camera. This gets worse when there are many sources of damage
This was fixed by the previous work on sync.
Previously, it was not possible to induce a vector onto a player controlled avatar; it didn't propagate to the avatar properly, ending up as a lag spike instead. Now you will be moved by explosions and kinetic damage to your body. Large animals may throw your body quite far when hitting you.
Try having a fist fight with an indigenous person. I think it feels more solid when your blows knock them back a bit.
Cache Options
Cache options still mention old style ship designs.
Removed references to old style spacecraft designs.
Bullion Q
Bullion production says "Produced x at Q141"
Bullion production is always Q255. The manufacturing panel was showing incorrect information. The information is fixed.
Gov Policy
Government Office > Can change join policy and password
Removed obsolete join policy permission
Republish Design
Should be able to republish a design with the same name. It can tell you that's what happened.
Fixed error that prevented republishing an existing design. The error reported a duplicate name which should have been ignored when overwriting a design id. The new design replaces the old design with the same name. Duplicate entries are not created.
Gas Giant Refineries
Refineries in gas giants dont "see" exotic atmospheres
Fixed.
Sky Box Seams
Since the update on the 21st, I see large seams in the skybox
I could not find any error or cause for the seams at the edges of each panel.
There is a setting to disable mip mapping of the skybox texture. You could try that.
I added a debug switch to disable GL_TEXTURE_CUBE_MAP_SEAMLESS when drawing the sky box. You can try that. It's a rendering state that affects the seam. It is the b31 switch on the Program page of the Settings window. The check box has a tooltip. If that works for you, I'll replace the debug switch with a setting on the Scene page.
Empire Standings
Empire standings pages have links that say 2015.
Year reference removed fromĀ empire standings pages.
Big Flags
Flags larger than 64x64 are causing sizing problems on the web site.
Big flag size issues fixed on web pages.
Blank Paper in Notebook
I made a notebook with a bunch of blank pieces of paper. I put my welcome letter in there and I can't tell which one it is in the list.
Blank paper is now identified as "Blank Paper" in the gear list.
Bought Blueprint Error
I bought a blueprint onto one of the blank pages of my notebook. I got the blueprint but it didn't use up the blank page.
Fixed an error finding the media when it was inside a nested container. My notebook was in my backpack. The user interface found the blank pages and listed them for storing the blueprint. The server did not find the blank paper inside the nested container so it was not removed.
System Map Error
When I display my solar system map, the first planet starts with roman numeral II.
Fixed an error that was introduced in a recent update.