Underspace

January 2021 (Week 4)

+ Created more heavy weapons: more exploders and torpedoes: slow moving high damage single target weapons.
+ Clamped values on ship skills to prevent negative values.
+ Party and charger bonuses are BUFFS, rather than sets, to keep things nice.
+ Effect fields have way more fields to help control how they work and can now affect a wider variety of objects.
+ Created several new endgame weapons and hooked up, for the most part, all heavy weapons.
+ Completely recoded how summoning gates worked.
+ Fixed stack overflow exceptions with fields.
+ Fixed issue where missiles were colliding with each other.
+ Photomode now works properly with main character.
+ Added a basic dissolve input-output controller for various situations.
+ Rebalanced thrusters a bit to be more viable.
+ Fixed issue where transferall wasn’t working.
+ Fixed issue where system transfer wasn’t working on the OG starting system.
+ Fixed issue where player could override docks during campaigns.
+ Implemented Veiler models and as comm icons.
+ Redid storm rift graphics completely, including destruction code.
+ Fixed issue where stormeyes wouldn’t spawn post-stormdeath.
+ Fixed issue where starchaser spawns were calculated incorrectly.
+ Cleaned up small memory leak with stormeyes.
+ Engine trails on ships now properly space out based on their stuff.
+ UI can now override highlighting colors for places that are more yellow than usual.
+ Added multiple storm campaign controls, for various things.
+ Fixed issue where neutral spawners would have trouble reflecting their immediate neutrality change in the UI.
+ Fixed issue with window price ticker.
+ Started work on the most basic elements of the modding system, adding a sorting, loading, and serialization system for basic mod record changes.
+ Tweaked some writing on quests and lore entries to help things flow a bit better.

January 2021 (Week 3)

+ Continued working on memory optimizations, greatly decreasing the overall RAM usage at the cost of longer load times.
+ Expanded the size of some clearings.
+ Fixed issues with Sparkplatform and began tweaking some elements of its battle and allowed it to be destroyed
+ Started creating special components, equipment/accessories that don't take up space on your hardpoint slots.
+ Tweaked some nebula graphics and looks.
+ Distant horrible objects can now fade in and out.
+ Added a field to explosions to let them only damage the player’s enemies.
+ Increased the size of some minefield explosions to better fit the graphicals.
+ Fixed issue where projectiles would bounce onto mines.
+ Heavy weapons can now constantly generate particle effects.
+ Created some new heavy equipment and tweaked equipment effects.

January 2021 (Week 2)

+ Added more variety of party member spawning stuff and redid entire logic core for spawning them in.
+ Party members can spawn on stations with unique dialouge per station.
+ Improved frienddrive UI looks and implemented drive mechanics.
+ Implemented basics of demo party member.
+ Campaign system managers can have an independent event system, largely used for quests.
+ Created lower tier washer turrets for quests.
+ Added system managers to all systems.
+ Added new requirements to the dialog requirement section to check if the player is currently engaged with any sort of fighter.
+ Added storage system and custom model for it, to let players store equipment.
+ Shift+click now quick-actions items for the trader, storage system, and mission system.
+ Changed ship customization system to use sliders instead of a color wheel.
+ Redid certain beam projectile trail mechanics and allowed projectile impact effects to be anything.
+ Godmode no longer affects heavy equipment.
+ Storms can now spawn unstable wormholes inside nebulas.
+ Began work on major memory optimizations. God this makes me want to die.

January 2021 (Week 1)

+ Campaign failers can also just spawn normal objects.
+ Fighter squadron spawners can now optionally have spawn-in effects.
+ Campaign Mission #2 now complete!
+ Fighter spawns for campaigns can activate another effect.
+ Added exceptions to hostility campaign stuff to prevent accidental failures.
+ Began work on a graphical option to hide UI graphics when opening non-navmap stuff.
+ Fixed a myriad of issues with branching campaign paths.
+ Allowed for the AI to be overridden to not be immediately hostile, for certain situations.
+ Fixed issue where scanned items wouldn’t properly fulfill their requirements.
+ General loading for the campaign manager can now be invoked via fighter squadrons.
+ Fixed some spacing issues with the player’s ship description box.
+ Campaign scripting can incite capship jumps now.
+ Adjusted ambient occlusion a bit.
+ Battleships can now jump directly to a point, ignoring distance
+ Nice crispy closable windows for mother, yes. Can make it so that you don’t have to see the pretty background graphics.
+ Adjusted some projectile weapon effects.
+ Campaign starts now show quest-like stuff.
+ Lights can be instantly dimmed based on campaign states.

December 2020 (Week 5)

+ Added backgrounding to the garage UI to make it read better and stopped other UI elements from getting in the way.
+ Gaining new ships gives you a message for such.
+ Fixed issue for ships with no thrusters.
+ Dialogue can now set and clear campaign markers.
+ Activators in dialogue can be set via flags.
+ Fixed issue where some traders would go fucking flying.
+ Refactored a few variables internally to make the logic for them easy to understand when I inevitably forget what the fuck they do.
+ Campaign markers can now be set via dialogue.
+ Started work on campaign mission #2.
+ System campaign scripts can set and remove docking points.
+ Fixed issue where heavy weapons would produce errors.
+ Added events for scanning ships and finding certain things.
+ Added support for instant proc dialogue events.
+ Cargo items can have situations where they can only be dropped in specific circumstances.
+ Ships and quest items can be set to drop stuff.
+ Added trigger boxes for loot boxes can be set and lootboxes can be prevented from being picked up.
+ Added additional AI settings that can be passed to starting missions, to help give greater controls during quests and such.
+ Stopping a campaign can optionally send NPCs to specific areas, if they want to go there.
+ Goto controls can now cruise to a point and createfighterspawners can spawn with stuff.

December 2020 (Week 4)

+ Fixed issue where ship engine cruise particles wouldn’t charge right.
+ Campaign mission 1 complete!
+ More campaign scripts, including combat starts and suspensions.
+ NPCs can be picked to “do nothing” as an AI command.
+ Filled out basic AI command tables.
+ Added some better following script stuff oh god help me.
+ Fixed bug where NPCs would prematurely exit lanelines
+ NPCs that are not interactable on stations reflect that in the UI.
+ Fixed issue where AI presets wouldn’t evaluate properly.
+ Added super SUPER easy variants of AI.
+ Unique ships no longer comm stations.
+ Opening the inventory UI shows a description of all your ship’s stats with comparisons.
+ Fixed issue where AI couldn’t get a single target in a fight.
+ Fixed issue with NPC deaths.
+ Added a general campaign tracker that can mass-invoke commands across specific shiptypes.
+ Fixed a rare issue where a ship wouldn’t die because physics.
+ Fixed issue where NPC ships would be firing forever.
+ Campaign manager can branch.
+ AI can now choose to stay near an area for fighting, good for close quarters fights.
+ Fixed issue where lanes wouldn’t spawn pirate disruptions.
+ Attempted fix for planetary dockings going all weirdo.
+ Added a new kind of event system for dialogue events, mostly for campaigns.
+ Added a flag for party members jumping in, same with other boys.
+ Storms can have a campaign flag, preventing certain spawns and similar from taking place.
+ Added a system for expanding the player’s garage and acquiring new quest item ships that can’t be accidentally sold.
+ Began work on the basic player storage system.
+ Added solar comm nodes, which let the player have dialogue conversations with non-ship related entities. Like suns.
+ Created custom loadouts for campaign people.
+ Tweaked some lighting and coloring in systems.

December 2020 (Week 3)

+ Added more dialogue controls for campaign stuff.
+ Allowed for more control over tutorial stuff via the cutscene system.
+ Tutorial system unpausing from station no longer causes issues.
+ Redid logic for quest dialogue requirements to use the new better system for requirements.
+ Added a ship campaign tracking system that can properly track and assign ship AI new roles.
+ Ships following the player have better compensation and AI, and can follow the player through lanelines and such.
+ Autopilot on lanes targets the lane’s portals, rather than the lane itself, allowing for better autopilot steering.
+ Fixed issue where high-speed ships would have flickering target brackets.
+ AI ships can now be affected by disrupted lanes.
+ Following NPCs can persist into new systems via a persistence system.
+ Added new effects for unstable jumpholes.
+ CreateFighterSquadrons can specific specific campaign spawning stuff and can override ships and factions, and also load in entire squads into persistency.
+ Gamefaction visibility and nameability (The ability to report out the name of a pilot) are now different flags.
+ Campaign system scripting can complete campaigns, and cause NPCs to start or stop following players.
+ Campaign system can now set campaign states.
+ Campaign now can restrict what a player docks at, because I know you’ll fuck it up you dumbasses.
+ Campaigns can restrict whether or not you’re allowed to take actual missions, set waypoints, or mark quests as active.
+ Stations can questmark what area they want you to go to.
+ Fixed issue where the radio could be played even with no music.
+ Respawn HUD now pauses the game and can be used for mission failure.
+ Added tons of various script commands for campaign stuff.
+ Set a station on fire and collapsed a few jumpholes.

December 2020 (Week 2)

+ Worked on a pirate ghost sidequest.
+ Created new variants for the Ast.
+ Storms can disconnect jumpholes (but not gates) and send you warping to random systems.
+ Trying to open the party member UI with no available party members will prevent you from doing so.
+ Quests can now award you with party members, and party members send events to the event system.
+ Added an on-station trigger volume, for various reasons.
+ Added controls for campaign states to cutscene intermediaries.
+ Redid dialogue system selector to take advantage of global requirement system.
+ Created initial dialogue for starting the first campaign mission.

December 2020 (Week 1)

+ Storms now affect pricing on stations by a flat 50% and levels up the entire system by a certain threshold.
+ Systems with storms now spawn possessed legendaries instead of ace pilots, which have their own special effects.
+ Legendary units now have an icon next to them to indicate if they’re legends.
+ Created a basic “fire and forget” attack object for spawning explosion and projectile-shooting attacks.
+ Created a basic interval-beam-firing mechanism for traps and such.
+ Storms can now be claimed, claiming a storm prevents it from being destroyed.
+ Created explosive rifts and attacking rifts for storms.
+ Redid storm indicator graphics to be slightly nicer.
+ Redid intensities and graphical settings on the map screen to look less straining and changed some player indicator colors.
+ Created ghost ship variants, mostly for the possessed but also for various other things.
+ Storms can now surge into hyperstroms, very dangerous high level varieties of storms with their own effects and hazards.
+ Rebalanced and fixed various prices for equipment to be more easily affordable.
+ Nav buoys now have less annoying icons.
+ Storms can now spawn hazards and track them properly. Spawned hazards pending, for the most part.
+ If the player is closer to the second waypoint in a list then they are the first, the waypoint system adjusts to compensate.
+ Added a campaign based tutorial system with popups for stuff.
+ The player can now fast forward through cutscenes and paused cutscenes can choose not to advance audio.

November 2020 (Week 4)

+ Rejiggered and re-did storm logic.
+ Navigation UI now highlights your choices.
+ Set up regional system colors.
+ Toned down nebula and star ambient graphics on the navmap for better readability.
+ Redid storm effects on nebula map.
+ Mousing over a system will now display the current level of storming that it has.
+ Fixed issue where entering a system wouldn’t activate the stormsignal.
+ Total redo of all storm spreading logic, to have better saturation and more inevitable content.
+ Fixed issue where storm rifts wouldn’t blow up.
+ Fixed issue where lightning didn’t properly override during storms.
+ Eased up storm transitions to be slower.
+ Storms can now override puffs, override audio and have distant objects spawn during lightning flashes.
+ Storms can now knock out lanelines, and spawn friendly starchaser on occasion.
+ Fixed issue where universe objects couldn’t be selected properly.
+ Navmap options now get properly highlighted.
+ Underspatial rifts now get placed at predefined centers of areas and are properly integrated into the transform system, and also are marked on your contact list and calculate their distance and indicator graphics correctly.

November 2020 (Week 3)

+ Fixed some issues in the campaign scripting system to allow for some stuff.
+ Added low level variants of weaponry and tweaked low level AI to be EVEN EASIER. YOU HAVE NO EXCUSE NOT TO GIT GUD.
+ Removed some jokey meshes to prep for finalization aspects.
+ Lowered volume on scanning system.
+ Created override system for loot drops, mostly used in the campaign to allow for randomly spawned ships to specifically spawn higher level drops.
+ Fighter squadron spawns can now be overridden.
+ Cache and webbing now report their healing amounts in the description.
+ Inventory now has better descriptions on hardpoints, and shows when weapons are equipped.
+ Added the ability for station activators to open up job boards, the repair UI, news UI, etc.
+ Created models for interacting with job boards, repair stuff, etc.
+ Station docking cameras now can have chances attached to them for variable camera angles.
+ Fading plane now timescale independent.
+ Campaign state can now control whether or not ambient normal ships spawn.
+ Did more tweaking and switching about of the manual docking system to better prevent endless spinouts. This is take 20 and I’m losing my fucking mind.
+ Messages in the HUD now forcibly clear on scene transition.
+ Fixed issue where unfinished gunboats wouldn’t explode.
+ Animations for Ast now implemented.
+ Station UI rooms now highlighted.
+ Manual docking now shows you the proper thing to go to.
+ Filled out regional items and began work on storm system redesign.

November 2020 (Week 2)

+ Fixed issue where the camerashaker would cause lanelane rotational offset issues.
+ Fixed issue where loading mission saves would offer a mission against the same faction the player was doing the mission for.
+ Factions in missions now have specifically defined names for them, to prevent odd grammar issues.
+ Fixed some grammar and spacing errors in the game.
+ Fixed issue where the player could open menus they shouldn’t be able to open while typing in saves.
+ Missions can now override certain aspects of themselves, like faction, offered bosses, extra rewards, and can calculate multipliers a certain way.
+ Lowered overall volume of space chatter unless you are being commed.
+ Encounter spawns now try to avoid duplicating starting solar locations.
+ Opening inventory windows now suspends flight input.
+ Cursor now properly confined to the window during flight.
+ Fixed issue where the news UI was too big.
+ News UI now displays prices up top as a ticker.
+ Wrote more early campaign stuff.
+ Fixed issue where certain mission types wouldn't save.
+ Added larger-tier minibosses and added them to faction spawning tables.
+ Added lower tier AI presets for very early game stuff.
+ Fixed issue where camerashake would occur even after blowing up.
+ Added tech that allows for multiple entities in a conversation at once.
+ Added tech for campaign scripting, allowing it to be controlled by other campaign scripts, dialogue, etc.
+ Redid laneline logic slightly to allow for more control over how they disrupt.
+ Added low level variants of some ships for very very early game content.

November 2020 (Week 1)

+ Fixed issue with beam weapons and turret rotational code.
+ Added remaining news stories to stations.
+ Fixed rare issue with UI animators.
+ Simulators and blackboxes now place the player back on the station they started at.
+ Landing on stations now stops ambient chatter sources from playing.
+ Started adding new mission variety types.
+ Added background darkening to some station UIs, to help with readability.
+ Added social media links to the title screen.
+ Fixed an issue where buying an item in mass quantities would only buy one of it.

October 2020 (Week 5)

+ Worked on menu options for toggle cockpit on and off.
+ Game now saves manual docking and first person states.
+ Fixed issue where pausing would create physics errors.
+ Built game no longer has downscaled textures.
+ Fixed issue where you could thrust on stations.
+ Can now dock on jumpgates and lanelines that are hostile.
+ Turrets can now fire at intervals.
+ Can no longer slide mouse out of window while in space.
+ Fixed issue where the player could transfer more items into a ship than was allowed.
+ Game now calculcates the player’s hold size on every item acquisition or loss, to help prevent weirdness.
+ Can now input values into certain game settings sliders, because I’m nice.
+ Worked on writing more news stories.
+ Fixed issue where the radio could be turned on in menus.
+ Texture quality is now a dropdown instead of a slider.
+ Changed some fucked icons on jumpholes.
+ Fixed a serious memory leak in the game when jumping.
+ Fixed issue where the data center had some issues with its UI.
+ Strafe up and down are now separate keys.
+ Created many Ballden variations and implemented them properly as a race.
+ Created more variations for big kill missions.
+ Created target selection code for battleship turrets.
+ Worked a bit on record systems for optimizing the game’s memory.
- SphereCastAll seems to malfunctioning a bunch and I can’t figure out a fix.

October 2020 (Week 4)

+ Wrote some more campaign stuff, finally getting the initial story stuff down.
+ Added some more vignettes.
+ Fixed an issue where some bad miningboxes were causing errors.
+ Landline camera now properly aligns itself while going through lanelines.
+ Missions can now spawn friendly fighters to help you in some circumstances.
+ Big-kill missions will spawn fighters to defend the item in question until it's taken out.
+ Deaddrop missions can now fail if the player loses their cargo and deaddrop beacons have slightly improved graphics and are highlighted on mission stuff.
+ Mission spawned solars are marked properly.
+ Modeled out some new bosses.
+ Worked on rudimentary turret AI for capital ships.
+ Fixed issue where overlapping comm icons would exist.
+ Fixed issue where crosshair could be stuck in a permanent state of stateness.
+ Fixed some clipping and holes in space forest tree models and changed exterior meshes to be not as crap.
+ Fixed issue where exploratory missions could not be completed.
+ Planets can now be scanned at their proper range.
+ Guns can now have their DPS reported and compared.
+ Mission objectives now displayed in objective UI.
+ Worked a bit on demo area news stories.

October 2020 (Week 3)

+ Equipment buttons adjusted for various things.
+ Redid autopilot docking code to allow for more situations where flipping out is an issue.
+ Changed some texture filtering and mipmaps options for performance stuff.
+ Fixed issue with saving files where it wouldn’t be the full length and it'd sort incorrectly.
+ Added tech to allow battleships to instantly jump, mostly used in cutscenes and such.
+ Optimized some minefield meshes that were previously unoptimized.
+ Fixed some issues on Zalhaise Mining Depot with its quest.
+ Fixed some graphical glitches when transitioning into nebulas.
+ Large ship and foundry smoke now billows instead of dissipates.
+ Fixed issue where ship thrusters would still play while in lanelines.
+ Fixed issue where ammo costs were calculated wrong.
+ Added an occluder to the navigation grid to make it easier to read.
+ Fixed issue that would cause the player to have more cache items than was allowed.
+ Game now saves total playtime, boss destruction states, and missions and displays time in addition to date.
+ Game no longer autosaves when loading in a new save.
+ News stories can now have requirements before displaying them in bars.
+ Added navigational buoys to systems that required them.
+ Created an owning territory requirement to work for various situations.
+ Fixed issue where some stations couldn’t be undocked from.
+ Modified how bullet-curving works to apply to wreckage, but not spin your crosshair like asteroids do.
+ Fixed issue where scrolling on submenus introduced strangeness.
+ Redid some asteroids in a system and fixed exteriors that weren’t loading
+ Fixed some descriptions on ships and items that had typos.
+ Tweaked the lighting and cloud colorations in the Union systems.
+ Added background shading to all submenus for clarity.
+ Added some vignettes.

October 2020 (Week 2)

+ Added simulation objects that can be used via your inventory.
+ Updated quest campaign a bit to reflect new things.
+ Fixed issues with cockpit mode producing some graphical glitches.
+ Certain items can no longer be ejected by accident, similar to how quest items normally work.
+ Fixed issue where missiles fired by NPCs would be considered player things.
+ Fixed issue where trading commodities would have their prices weird.
+ Rebalanced how trading works on stations that don’t buy items.
+ Adjusted autopilot docking distances to prevent spinning.
+ Fixed issues where some quests wouldn’t complete.
+ Potentially and finally fixed a freeze that occurs when spawning in solars after a long period of time.
+ Solarfields also ignore projectiles now.
+ Fixed issue where missions would be offered against storyline enemies.
+ Fixed issue with manual docking on planets.
+ Fixed issue with graphical effects from atmospheric entry being odd.
+ Began allowing saves to save mission data.
+ Fixed issue where skill calculations were broken for salvaging rates.
+ Mining boxes cleaned up a bit and despawn less often.
+ Mining drone graphics cleaned and made more efficient.
+ Fixed issue where equipment HUD deactivation states wouldn’t reflect the equipment that was activated or not.
+ Redid crafting menu a bit to not be dependent on weird shit like buttons.
+ Massive cleanup of event, quest, and cargo acquisition code, which also fixes a weird bug where reloading saves many times would cause microstutters.
+ Fixed some AI bugs with the undersnake.
+ Added in Ballden models.

October 2020 (Week 1)

+ Fixed up loadouts in preparation for the demo.
+ Fixed issue where old tutorial stuff wasn’t working right.
+ Changed around some graphics on the navmap to make them more performant and less in the way.
+ Fixed up smoke on larger ships.
+ Began sealing up and reworking stuff in preparation for the demo.
+ Sadly removed the Todds.
+ NPC characters can now process movement states.
+ Switching in and out of cockpit mode no longer produces some brief camera errors.
+ Finished up the opening cutscene stuff, and hooked it up to the main game properly.
+ Fixed issue where cutscenes would prevent the ship’s camera from functioning properly.
+ Games can now properly be saved and tutorials can be properly loaded into.
+ Began working on placeholder voice files.
+ Fixed issue where temporal guns were backwards.
+ Loading save games no longer shows updates on the UI when the player is reset.
+ Mining drones now properly scan for boxes without throwing exceptions.
+ Fixed issue where hostile NPCs would have non-hostile squadmates.
+ Fixed issue where detected solars wouldn’t properly clear and wouldn’t properly detect.
+ Added a trigger volume activator for processing scripts during things and stuff.
+ Fixed several bugs for quests.
+ Respawning now replaced with reloading.
+ Increased quest payouts and rewards.
+ Replaced voice lines.
+ Rigid’d out rigidbodies on stations.
+ Rebalanced some AI stuff a bit to make early-game fights easier.
+ Fixed issue where mines would display pickup messages.
+ Tweaked projectile visuals here and there.
+ Rebalanced some gun visuals and such.
+ Fixed some docking errors on jumppoints.
+ Redid visuals on some bosses.
+ Redid visuals on some inventory icons.
+ Godmode no longer makes you use energy for guns or ammo for missiles.

September 2020 (Week 4)

+ Changed the logic of how crafting recipes work in order to make setting up hidden recipes more accessible.
+ Fixed issue where ships despawning would cause them to still spawn their debris stuff.
+ Replaced some outdated models on stations with their proper versions.
+ Added equipment tiers to all equipment to the game.
+ Created broken variants of all equipment in game and added it to demo wrecks.
+ Began experimenting with some better loading.
+ Large ship tracking spheres now properly shaped.
+ Added hazard buoys around certain areas.
+ Fixed issue with billboards not showing their ads or transferring between things.
+ Wingmen won’t try to talk over their lead ship.
+ Legendary ships now have a greater chance to spawn during missions.
+ Fixed some issues with lighting in stations and added some new ambient sounds.
+ Worked on some new models for gatebuilder dronics.
+ Worked on new models for party members.
+ Began replacing placeholder models with proper ones.
+ Replaced wrecked ships in the demo systems with proper wrecked models.
+ Began making new models.
+ Worked on cutscene stuff and controls.
+ Quest dialogue can now proc specific activators.
+ Created activators for playing cutscenes, for stuff.
+ Comm dialogue can now specify body parts to apply and will only override conversations if the conversation was meant to play in the first place.
+ Removed some old vestigial tutorial stuff.
+ Added some new title screens.
+ Hooked up opening cutscene to the new game button.
+ Ilk clusters now make noises.
+ Replaced old tutorial UI with slightly better graphix.

September 2020 (Week 3)

+ Fixed issue with docking rings having weird doppler audio effects.
+ Hardpoints can now take damage and be destroyed.
+ Expanded list of death conditions.
+ Cargoboxes on transports now are able to be destroyed.
+ To support new forms of destruction deleteafterplayings can now use trail renderers.
+ Optimized foundry particle systems.
+ Optimized large ship steam particle systems.
+ Removed some redundant collider systems from big ships.
+ Worked on hooking up the basics of the legendary system to the game proper.
+ Comm icons now a proper structure and the game can smartly assign variants to various NPCs.
+ Added seven new legendary effects to the game.
+ Debris can now be volatile, and will explode briefly after a set time.
+ Races and factions can now have titles put next to them, for funsies.
+ Hooked up animations for two new races.
+ Started adding comm icons to races and factions.
+ Toned down comm window effects for better clarity with new icons.
+ Comm icons can randomly assign NPC aspects for better clarity of stuff.
+ Added some accessories for characters.
+ Ship audio channels can now be determined by the chosen icon
+ Optimized ship audio.
+ Created Ijuni variants.
+ Created Macrovari variants.
+ Redid how chatter system works, allowing for some better clarity of things and stuff.
+ Changed around various distances for chatter, so that it happens more consistently and added a control timer for idle chatter.
+ Fixed longstanding issue where restricted encounters would be duplicated.
+ Advertisements in space now obey the proper LOD rules.
+ Fixed some mesh materials being on the wrong docking points.

September 2020 (Week 2)

+ Lets try this again
+ Redid graphics on navigation buoys a bit.
+ Began work on comm chatter audio overhaul, mostly adding new channels to reduce overhead.
+ Optimized light flares, removing some redundant aspects and changed their shaders a bit.
+ Subtitles now have speaking names above them.
+ Game intro now fades in/out properly and has a logo transition.
+ Created a dissolve controller on meshes that need to fade in/fade out with materials.
+ Station interiors now track all rooms, even ones not on the traditional list.
+ Players can now warp to a specific interior room in a station.
+ Interior rooms now disable the non-active rooms, for optimization purposes.
+ Redid room warping code to be enable-state independent.
+ Started next stage of the initial campaign with the initial conversation.
+ Did some work on linking the debris system to NPC ships being destroyed;
+ Worked out legendary effects and began tying them to the main spawning system.
+ Did some STATISTICS for figuring out race stuff.
+ Fixed some mesh issues with certain transports and adjusted light flare positions on them.
+ Microoptimized hardpoints and allowed some to be invisible for cargo data.
+ Transports now carry versions of large cargo boxes on them.
+ Resized a previous too-small star system.
+ Fixed issues where some stations had missing textures on their exteriors.
+ Rebalanced and fixed some issues with the inventory uI.
+ Fixed issue where attacking some ships wouldn’t piss off the entire group and some factions wouldn’t come to the assistance of other factions.
+ Updated larger ship’s inventory icons to read better.
+ Fixed issue where some ships didn’t have detection spheres.
+ Contact HUD reads a tiny bit better.
+ Hooked up the ship debris system to their destruction.
+ Gave all fighter and freighter NPCs possible debris drops.

September 2020 (Week 1)

+ Screenshots now finally, FINALLY, sort properly.
+ Worked a bit on in-game achievements.
+ Started changing the contraband system to work off the dialogue system.
+ Fixed more grammar issues on cargo item flavortext.
+ Added some missing descriptions to items.
+ Pirate factions will now scan the player for stuff.
+ Redid graphical stuff in Shipstar a bit.
+ Redid lightning in Pelindus a bit.
+ Fixed some mispellings on stations and such.
+ Fixed issue with multiple suns.
+ Fixed issue where minefields would disable themselves on accident.
+ Minefield explosions optimized a bit.
+ Created new, super powerful versions of minefields for insta-death zones that need to be cirumnavigated.
+ Added encounters to Veilsedge.
+ All lanelines across civilized space can now be disrupted by PIRATES.
+ Factions will now attack appropriately aligned other factions without suffering a rep loss.
+ Tooltips will no longer persist after opening a menu.
+ Fixed issue where player could manually dock at weird angles.
+ Adjusted planetary docking distances and mechanics a bit.
+ Fixed some audio issues caused by the doppler effect.
+ Fixed issue with ambient battleships having weird system docking problems and bad descriptions.
+ Redid nebula lightning across the board to be color-appropriate per the nebula.
+ Gave NPC particle systems a delay before playing for spawn, to stop some weird brief effects.
+ Adjusted spawning distances for a better visual at things.
+ Added a final check to the encounter system to prevent ships from spawning immediately on top of the player.
+ Fixed issue where FOV changes would occur in non-FOV-wanted camera modes.
+ Began cleaning up the master object table stuff a bit.
+ Added talky bits to docking rings.

August 2020 (Week 4)

+ Added additional smuggler piracy encounters to pirate bases.
+ Began fixing issues where pirate bases would spawn far fewer ships than expected.
+ Created “guard” encounters for pirates to let them spawn stuff around their base.
+ NPCs now ask to dock on stations and get replies similar to those of the player.
+ Created some new space structures vignettes.
+ Added some new asteroid vignettes.
+ Fixed some graphical issues in nebulas.
+ Made engine trails brighter on ships.
+ Manual docking is now allowed on stations.
+ Fixed issue where manual docking would require a double-dock.
+ Manual docking can now obey queuelines.
+ Manual docking now displays when the player is in range of a dock.
+ Started working on the initial opening campaign cutscene.
+ Added some more basic camera controls to the cutscene controller.
+ Added a bunch of stuff to deal with sudden shifts in nebula cameras.
+ Cleaned up and worked with cinematic controls some more, mostly to support the opening cutscene.

August 2020 (Week 3)

+ Stations now inform you if they’re full and will comm back when they aren’t.
+ Added proper weaponry to Veilers and Ast ships.
+ Added proper weaponry with effects to campaign enemies and hooked them up to fight against the player proper.
+ Began minor work on campaign antagonists.
+ Added some new gate types.
+ NPCs during intermediate docks turn faster and will do periodic intermediary checks for docking, as the player does.
+ Fixed issue where the player could thrust while in a docking queue.
+ Denied docks due to hostility cause messages to pop up and proper sorting to happen.
+ Began work on the computer voice… thing.
+ Added detection spheres to all stations.
+ Adjusted station docking distances to be more in-line with the boundaries of stations.
+ Added clearings to all in-asteroidfield jumpholes, fixing issues there among other things.
+ Fixed issue where godmode would turn off when switching into a new ship.
+ Added mission control audio systems.
+ Fixed issue where selling equipment would produce harmless, but still annoying, errors.
+ Fixed issue where factions were offering missions against themselves.
+ Detection spheres on stations now properly comm NPCs provided they meet the criteria defined for them.