Underspace

June 2022 (Week 3)

+ Updated and added new bosses.
+ Scripted the first draft of every ambient boss.
+ Exploders can now steal credits.
+ Blackholes, player cloners, and damaging fields can now be deactivated, particularly by storm hazards.
+ Stormhazards can track fighter squadrons.
+ Added a growth object for space hazards.
+ Fire and forgetters can use settings now to override things.
+ Added regional color settings to save me lots of time.
+ Beam firers can override beam graphics.
+ Explosion Effects can become bigem lasers.
+ Ghost ships now pull their names much better from a list of things.
+ Ghost ships can now override attack settings.
+ Regions can also now define ship designations.

June 2022 (Week 2)

+ Code executors can execute children without worry or care, finally.
+ Debugged more quests.
+ Added some more robustness to code execution to prevent errors or things where I misdid em.
+ Fixed issue where missing solar childs were missing linked solars.
+ Exclusive starchasers now forcibly spawn.
+ Fixed some unrelated scripting issues.
+ Added some more script commands to allow for selective alliances.
+ Fixed issue where solar item users wouldn’t disable stuff.
+ Solar box consumers can now have acceleration and can properly consume boxes.
+ Bossfights can simply be music overriders now.
+ Added comm ui controls to station dialogue window
+ Fixed issue where death trackers wouldn’t track all trackers.
+ Added more controls to login screen UI.
+ Fixed issue with Hardturn gate.
+ Restored old graphical effects for trackoring.
+ Player followers can be things that move back and forth.
+ Improved scannable item readability and allowed for overrides.
+ Player can pick items up by running into them if they’re targeted.
+ Players can now individually tractor items.
+ Worked on some stuff for THE CORE.
+ Worked on bits of the last unfinished campaign system.
+ Coded and worked out new boss.
+ Added some new stuff to the harvest dungeon.

June 2022 (Week 1)

+ Added system for constructing new items from records.
+ Added first bits of modifying existing ships via records.
+ Worked on some armor and accessory models.
+ Fixed up a bunch of vignettes and tested them.
+ Developer console can now teleport to a specific area based on the name you input.
+ Fixed some texture and coloring errors in fields.
+ Beam firers can now override shooty settings for audio and stopping on solars.
+ Optimized several nebulas.
+ Changed some nebula spawnpoints for less fuckiness.
+ Ship headlights now deactivate effects when needed.
+ Added new audio for ambiences and big kapewers.
+ Large solars can now work off tags.
+ Player knowledge can function off gameobject names.
+ Fixed issue with some space monsters.
+ Fixed issues where inputfields were fucky.
+ Fixed issue with the space pillar race.
+ Fixed issues with the great dish attacker.
+ Fixed several issues with the first person player controller.
+ Second campaign mission can now fail if you fail to scan the ships in time.
+ Guns can be deactivated via keycommand now.
+ Added some more robust controls to global command stuff.
+ Fixed a bunch of various quest issues.
+ Added some exception catchers for bodyparts, global settings, etc.
+ Added factional rep control commands.
+ Fixed stupid issue with subsplosions.
+ Added some catches to prevent shipdealing bugs.
+ Added a conversation flag that prevents duplicate conversations from playing.

May 2022 (Week 4)

+ Went through systems and made sure scannables worked correctly.
+ Added generic robot race faces.
+ Refactored ship visual system.
+ Added new effects for ship visuals, buffs, etc.
+ Fixed issue where you couldn’t kill yourself.
+ Killing yourself in multiplayer now destroys enemies around you, as a sacrifice thing.
+ Redid tons of cloaking effects and mechanics.
+ Implemented decal tech on all flyable ships.
+ Added fuckloads of new YHUGE explosions for capitalships.
+ Added explosion fuses to some bosses.
+ Added fire fuses to all big ships.
+ Added debris to all large ships.
+ Ship records now take cruise charge time.
+ Debris can now simply work off giant gameobjects instead.
+ Added more death to more bosses.
+ Began redoing some boss mechanics.
+ Added unique dungeon weapons.
+ Wrote and added new scannables for bosses.
+ Wrote and added new scannables for large shipwrecks.
+ Fixed issue with the pirate gunboat’s explosions.
+ Redid the Cahgurine boss to fit new, better mechanics.

May 2022 (Week 3)

+ Finalized all remaining vignettes.
+ Added forcefield script tech, for forcefields.
+ Finalized all non-complex vignettes.
+ Added new fighter and weapon types for some vignettes.
+ Fixed issue where some storms would spawn right on top of stations.
+ Fixed issue where player could doge while engines were offline.
+ Added more tutorial things.
+ Added more warnings to tutorials.
+ Rotators can rotate UI elements.
+ Coded out bisected spawners.
+ Coded out a ghost race.
+ Coded out combination lock logic.
+ Missiles now have better tracking when up close.
+ Fixed null reference exception with the developer console.
+ Added a random jumper vignette.
+ Created combination lock for Showboater stuff.
+ Stormeyes can now spawn via loottables.
+ Global setter zones can set a global just once.
+ Beam shooters no longer need an owning solar for longrange stuff.
+ Added more space fauna to places.
+ Fixed some quest issues.
+ Redid some graphics in the Veil.
+ Made some popup one-time messages more one-timey.
+ Fields can override coloring on spawned mineables.
+ All spawned mineables now have proper color based on the field/nebula they’re in.
+ Added dodge effects to all missing dodgable ships.
+ Added missing headlight effects to all flyable ships.

May 2022 (Week 2)

+ Modeled out vehicles for interiors.
+ Damaging fields and mining box spawners can have requirements for stuff.
+ Added sayline, create message and addknowledge commands for the scripting system.
+ Damaging fields can have their damage multiplied by a global.
+ Added special kinds of equipment with regenerative properties.
+ Added new high value items for looting from vignettes.
+ Began finalizing vignettes.
+ Redid some asteroid meshes.
+ Redid graphics in Shipstar a bit to fit the rest of its racial aesthetic.
+ Rotators can now work off disabled entities, not just destroyed ones.
+ Expanded ancient knowledge quest for stuff.
+ Added new crafting recipes for pre-existing items.
+ Fixed issue where fields could produce null reference errors.
+ Added new minibosses.
+ Redetailed and optimized the Baton system.
+ Redid Obscurite gates and added in obscurite stations and bases.
+ Blackholes can now reward you for entering them. Whores.

May 2022 (Week 1)

+ Worked on more space dungeons.
+ Added forcefield stuff.
+ Textured remaining weapon platforms.
+ Added some new mines.
+ Textured customization rooms.
+ Finished all space dungeons.
+ Did a bit of work on backer bosses.
+ Trying to overwrite saves displays as such.
+ Modularized dodging effects and gave each shipline its own dodge graphics.
+ Fixed issue with ships records, selling, etc.
+ Stations now reflect stormeye costs.
+ Equipment and ships at higher tiers now cost stormeyes.
+ Fixed issue where ships wouldn’t spawn with the right stats.
+ Did up all the decal system and stuff.
+ Packaged and built things for system.
+ Fixed some shield overriding errors.
+ Fixed some conversation duplication errors.
+ Fixed issue where nebulas were fucky at the start.
+ Fixed a bug where NPC pilot settings wouldn’t apply.
+ Fixed issue where entering a second to last laneline or a wrong lane would cause weird shit.
+ Fixed issue where conversation played that shouldn’t.
+ Refactored a bunch of navmap stuff to make it easier to work with.
+ Modeled out some unique equipment because I’m bored.
+ Wrote some dialogue for party members.

April 2022 (Week 4)

+ Animated the other robots.
+ Animated all doors.
+ Worked on space dungeons.
+ Modeled out and textured weapons platforms.
+ Greatly increased performance in the Veil.
+ Optimizers can now work off trigger zones, not just straight spheres.
+ Added multi-material mesh optimizers.
+ Space doors can be locked via dialogue now.
+ Worked on record-to-ship replacement.
+ Total and complete refactor of how ships are handled and loaded to integrate the record system. Modding ahoy.
+ Changed UI drawing of storm indicators.
+ Added equipment records, not gonna replace this after the horrors of ship records, but just integrate it on top of the current system.
+ Added dodging.

April 2022 (Week 3)

+ Fixed issue with solar dock restrictions not working.
+ Reworked mimics a bit to have more general tech for non-animated mimicstyle bosses, including distance based activation and playable particle effects.
+ Replaced the space sword with a better model and some more stuff.
+ Redid the space missile.
+ Fixed issue where skyboxes couldn’t be defined elsewhere.
+ Fixed respawning issue.
+ Added color variations for shield disruptions.
+ Worked on more tilesets.
+ Finished creating all tileable textures.
+ Finished all tilesets and integrated them for construction into the game proper.
+ Rotators can now slow down if a boy gets blown up.
+ Added animated door scripts with opening logic.
+ Textured Hausher and Gatebuilder tradelanes.
+ Redid graphics in gatebuilder systems and replaced tradelanes.
+ Redid graphics in Shipstar to fit new things.
+ Refactored and animated showboater gates.
+ Animated robots.

April 2022 (Week 2)

+ Rescripted explosions to have tons of variants for big capships.
+ Added tons of tileable textures.
+ Worked on tilesets for dungeons.
+ Redid meshes on certain tradelanes, jumpgates, etc.
+ Redid meshes for some vignettes I wasn’t feeling.
+ Took inventory of all mechanics that need to be applied to points of interest.
+ Worked a bit on adding space dungeons.
+ Hooked up ancient knowledge mechanics to their associated quest.
+ Large shipwrecks can be scanned for money now.

April 2022 (Week 1)

+ Textured generic floaty robot faces.
+ Fixed rendering and mesh errors in the Gravecity system.
+ Fixed various quest issues in places.
+ Redid and fixed some issues in Dead Argon.
+ Renamed some misnamed lanelines.
+ Began reworking the girder thingies for big scrap pieces.
+ Fully replaced scrap girder pieces.
+ Books can execute scripts now.
+ Worked on more quests.
+ Modeled out some secret vignette fighters.
+ Execution trackers can be constantly checking now.
+ Redid space egg meshes.

March 2022 (Week 5)

+ Created and finished more boss textures.
+ Title screen loads now display proper playtime.
+ Pirate NPCs now go hostile under more specific conditions that are reflected in the UI.
+ Fixed bug where player could skip the shakedown portion of assassination missions.
+ Fixed some rendering errors in deep space.
+ Redid some deep space skyboxes.
+ Created the basics of some missing bosses.
+ Fixed some issues with Hardturn’s gate not appearing.
+ Added some more quests.
+ Created a system to direct the player to ancient knowledge when seeking out lost structures.
+ Fixed issues with some vignettes.
+ Fixed issue where higher level gunboats couldn’t splode.
+ Added way for NPCs to equip items well above their hardpoint grade.
+ Hooked up broken items to non-broken items.
+ Redid some of the capital system stuff.

March 2022 (Week 4)

+ Chase AI follows enemy ships, not AI points now.
+ Redid some of Pyrona’s quest to be capable of handling crazy players.
+ Fixed issue where mimics could be detected always.
+ Fixed issue where things would softlock during ship customization.
+ Fixed issue where some quests wouldn’t complete right.
+ Fixed issue where waypoint pathing would end early.
+ Fixed a memory leak caused by asteroid systems.
+ Fixed some quest bugs.
+ Implemented much better decal systems.
+ Added more functionality to some generic objects, to prevent bugs.
+ Changed graphics on nebula items to look better.
+ Changed some nebulas to be less bright.
+ Extended the functionality of some garbage grinder objects.
+ Began yet another refactor of how the ship customization and decal system works.
+ Added more quests.
+ Redid the graphics and scaling in a remote edge system.
+ Fixed some other errors that I forget about.
+ Fixed issue where wormhole failures were malfunctioning.
+ Transfers into systems with nebulas are instant colorized or something.
+ Avoidance zones now apply as tracking spheres on larger ships.
+ Fixed issue where quest lost its entries.
+ Fixed multiple issues related to docking.
+ Fixed issue where the game would decide to completely rename you.
+ Fixed some misnamed gates.
+ Doubled the range of manual docking.
+ Textured more bosses.
+ Fixed an issue where players could dock with ambient battleships.
+ Added functionality to wipe out player’s exploration progress, for testing.

March 2022 (Week 3)

+ Replaced graphics in various quest systems.
+ Added new explosions, fires, and more to some capital ships.
+ Added tech to easily visually explosions.
+ Redid debris and explosions on some drone enemies.
+ Fixed issue with old nebula hiders.
+ Solars can now specify linked bosses not connected to them, for convenience.
+ Worked on more quests.
+ Added technology to only display quest entries under certain circumstances.
+ Allowed for station trigger volumes to be constantly checking, if allowed.
+ Began implementing zombie mushroom people.
+ Added new AI faces.
+ Added models and textures for generic robot characters.
+ Refactored how large subsystem shield generators work.
+ Refactored how large subsystem turrets work to be independently run things.
+ LargeSolar entities can now operate and have AI without needing to be attached to a battleship, and can be controlled via dialogue and quest scripts.
+ Massive refactors of how beam weapons work, for various bullshit reasons.
+ Refactored some aspects of generic movies.
+ Added a generic screenshaker object.
+ Added code for generic destructibles to work off their base item.
+ Worked on giving the first build of the game to testers.
+ Made a bug a feature by way of formation attacking.
+ Fixed issue where Karbelle’s quests wouldn’t work.
+ Improved waypoint systems where, if you were close to the last waypoint, that would become the last waypoint.
+ Fixed some mislabeled service terminals.

March 2022 (Week 2)

+ Compressed and shaved down on file space for the game.
+ Began work on the archetype-record system.
+ Retextured all drones.
+ Retextured all missiles.
+ Retextured some ancient enemies.
+ Improved the hazard UI to display more information.
+ Refactored radioactivity to incorporate multiple sources in its hazard output.
+ Replaced and optimized all graphics on missiles, launchers, etc.

March 2022 (Week 1)

+ Finished total refactor of how station conversations work.
+ Station conversations can now disable talkers.
+ Added animation to some UI elements.
+ Solar billboards are now activators that can be overridden.
+ Added more sidequests.
+ Fixed issue with trade UI displaying stuff wrong.
+ Retextured all vignette models.
+ Adjusted some nebula textures.
+ Created tileable textures for certain areas.
+ Added some new effects to certain vignettes.
- Gonna have to do more with assetbundles…
+ Refactored laneline movement code in an attempt to once again prevent spinouts?

February 2022 (Week 4)

+ Added a bunch of generic monster types in storms.
+ Solar boss collectors can now tie themselves to storm rifts.
+ Made mimic collections generic.
+ Added optional requirements to execution scripts.
+ Fixed issue where camera fog colors wouldn’t tie to storm colors properly.
+ Fixed issue where early spawns wouldn’t cause dangerous music to play.
+ Fixed quest issue where some enemies were immortal.
+ Removed pointless rigidbodies from NPCs.
+ Added periodic checks to prevent ship disappearances.
+ Fixed issue where you couldn’t purchase webbing properly on stuff.
+ Fixed issue with a bunch of shiptransfer UI issues.
+ Refactored how station conversations work.

February 2022 (Week 3)

+ Info tab displays station info, if on a station and system descriptions, if possible.
+ Known station interiors properly apply now.
+ Updated info window colors, just a bit.
+ Fixed issue where solar comm option options weren’t optioned.
+ Dockable solars that SHOULD be enabled at start but aren’t are prematurely done so, for docking and story reasons.
+ Added more sidequests.
+ Added some more null checks in places.
+ Execution trackers can just be trackers, because fuck convention.
+ AddItem scriptcommands can also remove stuff. Why not?
+ Damaging Fields can be set to be damaging containers: Instant death if the player leaves them. Used to restrict arenas.
+ Movers and rotators can now move groups of movers and rotators with specific settings.
+ Added a generic spawn proximity hazard attacker.
+ Updated the lighting on all stations.
+ Beam weapon attackers are now solar activators, for script purposes.
+ Beam cannons have been restricted to only hit every so often, for balance purposes.
+ Redid the textures on all sculpture bases.
+ Refactored how storms with bosses work.
+ Fixed issue where Distant Horrible Objects would persist.
+ Storms can now be treated like boss fights.
+ Refactored how hazards work.
+ Added some hidden treasures.
+ Added a fake scripting jumper, for reasons.
+ Worked on some new hazards, including a giant ancient space train.
+ Added a space taxi and space taxi warp code.
+ Added a switch ship command.
+ Solar box consumers and station activators can activate code blocks now.
+ Added a global trigger volume setter.
+ Skyboxes now load from assetbundles and filenames for stations AND star systems.

February 2022 (Week 2)

+ Fixed issue with scanning items for money.
+ Added vignette system to fight your evil twin.
+ Fixed issues where player ship cloners wouldn’t work properly under some circumstances.
+ Skyboxes can now be loaded from assetbundles, which themselves can be loaded.
+ Death execution trackers can now specify if ships MUST be wiped out or not.
+ Added item and money payout commands to the script.
+ Valid regions are now processed with tracking events.
+ Worked on MORE sidequests.
+ Quest markers set by the game will be unset whenceforth quests are complete.
+ Added skybox filenames to star systems.
+ Station emails can now execute campaign code and station consoles can execute dialogue scripts.
+ Fighter spawn rules can spawn with no damage being able to be taken.
+ Big ships can be set to NOT ignore combat, violating combat rules because whatever.
+ Fixed some console commands having odd behaviors.
+ Added a time travel boss.
+ Beam cannons can now override beam weapon sounds and width.
+ DamageEffects can now enable (though not spawn) debris when destroying solars.
+ Automatic beam firers can now be lists o beams.
+ Added modglobal commands to the script system.
+ Added a target follower that can mimic only certain axises or rotational angles. Good for a lot of things.

February 2022 (Week 1)

+ Player level is now capped at 50.
+ Fixed issue where hailing system wasn’t working.
+ Created quest star systems.
+ Stripped out star system variables that are defined in the record file, saving up memory.
+ Generic group activators can play animations now.
+ Added a generic light intensity controller.
+ Death result trackers can also now apply effects to its ship and is an activator.
+ Cargo activators can now have failure messages.
+ Fixed issue where inventory update UI would be updating in inappropriate circumstances.
+ Fixed broken UVs on all shipwrecks.
+ Single missionpoint areas will now work.
+ NPCs now properly avoid avoidance areas during combat.
+ Fixed some doppler audio issues on NPCs.
+ Shifted some demo sidequests over into other systems.
+ Added additional dialogue lines to Between Spaces.
+ Added a system that lets ships be instantly replaced, used in quests.
+ Went over existing vignettes and gave them proper IDs to be hooked up to the vignette scanning system.
+ Went over vignettes with no IDs and gave them IDs.
+ Made some hitchy elements work off coroutines.
+ Ship scanning upgrades can now include comm scanning upgrades and now work off expanding scanning and hailing.
+ Ship scanners can now use their long range abilities to damage other ships via some very rare, very powerful scanners.
+ Added knowledge base and defeated boss requirements to dialogue.
+ Beam cannons can be set to have different behaviors at longer ranges.
+ Quests can be indicated to start and instantly stop.
+ Created several new quests off the list.
- Lost 36 hours to a hospital stay.
- So disoriented I didn't post my fucking image.

January 2022 (Week 4)

+ Wrote up the last few sidequests.
+ Fixed issue where resupply missions wouldn’t display their information.
+ Equipped items now show the item's class and the max class of the hardpoint they're equipped on.
+ Campaign overrides can now override ship health and shields as well.
+ Added compound scripting controls for dialogue.
+ Ships can now be stopped/forced out of freeflight and similar with commands.
+ Updated pirate gunboats to have better colliders.
+ Improved NPC follower code. Again.
+ Idling ships will slow if their intermediate path is too far off angle.
+ Completely refactored tutorial system objects.
+ Added more tutorial showcases to the first campaign mission.
+ Dissolve controllers can do it on multi-material objects now.
+ Dissolve controllers can be set to do it automatically now.
+ Redid some pirate ghosts to fit graphics better.

+ Added an indicator to garages.
+ Fixed issue where distant indicators would be completely unapproachable.
+ Created wrecked texture variations of capital ship models.
+ Wrote even MORE sidequests.
+ Added sidequests records, for placeholdering right now.
+ African Americans can now be used as furniture
+ Starchasers can be set as exclusivity overrides, used in a quest.
+ Worked on some corpses.
+ Stations will reset hazard UIs not related to storms.

January 2022 (Week 3)

+ Added indicators to all garages.
+ Fixed issue where distant indicators would be completely invisible.
+ Created wrecked texture variations of capital ship models.
+ Wrote even MORE sidequests.
+ Added sidequests records, for placeholdering right now.
+ Starchasers can be set as exclusivity overrides, used in a quest.
+ Worked on some corpses.
+ Stations will reset hazard UIs not related to storms.

January 2022 (Week 2)

+ Audio sync visualizers can now hook up to independent audio sources and work off that.
+ Tested out some voice acting stuff.
+ Factions can now have designated “hated” ships, which they will be hostile to regardless of anything.
+ Fixed some music and hostility related issues to help with this.
+ Dockable targets can be flagged to never be pathed to by NPCs.
+ Mission dedicated solars are marked on the map.
+ Added avoidance zones to mission spawned solars.
+ Undocking properly resets guns and engines.
+ Fixed some bugs in an alternate dimension where factions were missing.
+ Animals can be detected by scanners now.
+ Ships in kill large missions will run if the large solar is destroyed.
+ Only large ships doing jobs ignore combat now.
+ Adding clamping angles for beam cannons.
+ Comms don’t occlude openings.
+ Fixed issue where equipment acquired in stacks wouldn’t be added save for a single one.
+ Rebalanced in-system trade prices.
+ Implemented the first bits of the stormtracking and chapter enlistment system.
+ Added a keyword system to most base game objects, useful for stuff.
+ Player controller can track missions complete and similar.
+ Player can now swap out to other ships at any shipyard.
+ Shipyards will always show your ship on top and highlight in green.
+ Created some quest-independent variants of previously quest-only enemies.
+ Wrote up more sidequests.

January 2022 (Week 1)

+ Formation flying on ships vastly improved to be smarter, reflect cruise states, and more.
+ Idling ships will eventually return to a normal rotation. Eventually.
+ Greatly enhanced and fixed large ship colliders
+ Projectiles now hit larger ships based on their colliders
+ Ships and areas can have defined weakpoints, which do extra damage.
+ Pathfinding uses MATH to better determine intermediate paths around obstacles.
+ Fixed issue where NPC was using weird math to pathfind to the wrong point.
+ Improved scanny boy AI.
+ Job AI waits a small amount before processing colliders, to better avoid stuff.
+ Adjusted some station models that would, normally, clip.
+ Refactored a bunch of pathfinding stuff
+ Updated the website a bit.
+ Idle ships now use intermediate pathfinding like job ships do.
+ Player can now use backup and orbital cameras from their cockpit.
+ Changed some cockpit models to be more readable.
+ Fixed issue where campaign mission displays would auto-clear on refresh.
+ Campaign and NPC followers are better about
+ NPC pirates can now shake you down, instead of raiding you.
+ NPC pirates now have lists of items they want to shake you down for.
+ Added code for re-evaluating music stuff.
+ Worked on the starchaser chapter system a little bit.
+ Regions can now have descriptions and icons.
+ Friendly ships will TRY to avoid firing at you.
+ Game now saves and tracks starchaser chapters and your progress towards their ranks with them.
+ Player cannot leave the demo area through train stations.
+ Worked on a bunch of new brushes and materials and such for Substance.
+ Fixed issue where ilk couldn’t be damage.
+ Courier missions highlight the wanted station.
+ Completing a mission refreshes UI
+ Certain quest attacks scale off the difficulty setting now.
+ Title screen savegame panel now initially sorts by date.