Underspace

February 2020 (Week 4)

+ Multiplayer now synchronizes and saves.
+ Reorganized some files internally for my own sake.
+ Added proper models for freighters.
+ Updated icon logic to go alongside fighters.
+ Created hashtable functions for multiplayer (mostly).
+ Resized some existing freighter and fighter models to better fit.
+ Redid some menus.
+ Updated atmospheric meshes on demo models.
+ Fixed resizing issues on quest UI.
+ Players can now shoot each other in multiplayer.
+ Ship Service UI can now properly rearm your ship.
+ Fixed respawning issues and gave the UI better graphics.
+ Fixed annoying longstanding issue with cursor locking itself.
+ Fixed issue where closing a window while docking would make the dock.
+ Camera can no longer do weird shit when in autopilot.
+ Keyboard commands can now open menus in any state.
+ Fixed some basic issues with waypoint indicators.
+ Cockpit mode now reads correctly.
+ Fixed issue where destroying the wrong kind of solar would produce errors.
+ Players can now tractor in cargo amounts and ammo that they could, theoretically, fit.
+ Shield caches and webbing can now be properly looted.
+ Can no longer overcraft ammo or repair items.
+ Limiters placed for adding overabundances of cargo items.
+ Docking points changed to flat docking logic to prevent overshoots.
+ Fixed graphical issues when respawning.
+ Fixed contact button issues when multiple waypoints were in play.
+ Created NPC-only icons for npc only ships.
+ Added new console commands to help my dad because he wants to play the game.
+ Loading a save now properly clears active missions and any recent undertaken actions.
+ NPC taunts now open and close properly.
+ Re-added sounds back to the message HUD.
+ Rolling camera now smoothed out.
+ Added a whaling ship and harpoons.
+ Added a dedicated screenshot button.
+ Added new models for cargoitems.

February 2020 (Week 3)

+ Fixed issue with respawns
+ Gave chaff equipment an existence, and hooked up ammunition to the equipment.
+ Fixed some text errors.
+ Fixed issue with equipping items.
+ Fixed issue with photomode cancellations being weird.
+ Added rolling to the photomode UI.
+ Updated photomode looks.
+ Exiting a system when you have cargo available to be tractored will no longer show that cargo as valid.
+ Can no longer open the console while paused.
+ Switching tabs properly closes submenus in HUD windows.
+ Waypoints to undiscovered items now show themselves.
+ Fixed issue where best pathing wouldn’t work on low-distance waypoints.
+ Player-set waypoints more accurately show where to go and no longer have menu errors.
+ Redid offscreen indicators to work much much much better.
+ Atmospheres on planets with atmospheres work properly now.
+ NPC ships only flee now if they’re the sole surviving member.
+ Fixed tons of internal issues with NPC formations.
+ Docking at a lane or gate no longer slows the player before final entry.
+ NPCs now properly comment on wingman death, when it occurs.
+ Ammo is now a spectrum rather than a solid value, with a chance for no spawning with it on NPCs.
+ NPCs now only use mines when defending, and only use missiles when attacking.
+ Missiles now track targets more accurately. The fix for this was too dumb.
+ Began work on a new login system for multiplayer.
+ Made space billboard models.
+ Character UI now displays your stats before your reputation.
+ Properly saved player locations in multiplayer, including station status.

February 2020 (Week 2)

+ Added distance-based activators, mostly used in the demo.
+ Hateful Spillage can now ram people, and scream when they do things.
+ Added waypoint creators, which automatically assign waypoints to you.
+ Added an NPC spawner that can simulate encounter zones.
+ Fixed issue where jumpholes would always fail.
+ Updated space deer controls a bit to make them less uniform in movement and more organic.
+ Updated fixture models in some systems.
+ Conference demo went really well.

February 2020 (Week 1)

+ Input can now remap controls without issue, including handling conflicts and allowing any button type to be input for any action, among other things.
+ Keybinds can now be saved.
+ Fixed buyable ship icons to be rotated all correct-like.
+ Removed old keybind code.
+ Added testing star systems and stations, developer areas that can easily get me all the equipment and shit I need.
+ Tooltips now show the keybinds of any command they’re linked to, if they have them.
+ UI windows now won’t scroll when over relevant data.
+ Asteroid exterior map tech combines itself, saving on performance.
+ Added more character models.
+ Redid minefield explosions to be in-line with the rest of the new effects.
+ Redid asteroid exterior models to work properly with the new system.
+ Added new bosses and “boss collections”; systems to handle bossfights that are actually multiple enemies.
+ Fixed contact button issue for items that change categories.

January 2020 (Week 5)

+ Added keycode UI.
+ Renamed jumpholes to have proper names for themselves.
+ Began work on overhauling the netcode.
+ Netcode is now more efficient and not as weird, also only selectively updates data based on immediate needs.
+ Added code to actively reflect server state better.
+ Redid the UI on additional elements, including multiplayer stuff.
+ Worked on changing input stuff and add better controller support.
+ Worked on character and player models some more.
+ Prepped giveouts and printed stuff for upcoming convention showcase.
+ Added cargo container mimics.
+ Added god.

January 2020 (Week 4)

+ Continued working on the new UI, added scanlines and new graphics and a bunch of stuff, it’s neat.
+ Fixed issues with item duplication and wrong referencing in navigational UI.
+ Fixed issue where comms UI couldn’t exit out of end-choices.
+ Trading UI now displays what kind of NPC you’re trading with and will properly return to camera modes when not looking at equipment.
+ Added more effects to the player marker, which now also sits on station points when docked.
+ Solar systems now track their dockable solars.
+ Added new optimization tech for the game, a global and generic mesh combiner, and a grid/bubble that culls objects when the player is not in it.
+ Redid graphics for salt columns to be in-line with the others.
+ Cleared issue where some stations didn’t have docking points or had null mooring points.
+ Certain mission types now properly display their main object upon undocking.
+ Fixed issue where waypoints were doubling up in situations they shouldn’t have been.
+ Replaced docking rings with their updated graphical versions and properly assigned docking data to them.
+ Added readable books, command prompt terminals, and readable emails.
+ Added space stairs, space archway ruins, and space reeds.
+ Greatly optimized nebula exteriors and laneline portals.

January 2020 (Week 3)

+ Can now buy AI items on all stations.
+ Redid and optimized models on all minefields.
+ Fixed crash that occurred if the player quit the tutorial.
+ Tooltips no longer appear while in cinematic modes.
+ Went back over asteroid fields, filling out ones that were missing any new asteroid variants.
+ Added in some missing descriptions to stations and fields that were missing them.
+ Jumpholes can now fail and dump the player in places they don’t want to be dumped.
+ Jumps can set their fade out colors, jump effects are less subtle.
+ Systems can be marked as psychologically incomprehensible, which scrambles on them.
+ Fixed various UI errors when jumping to new systems, to make transitions cleaner.
+ With a few exceptions, all systems with jumpgates have jumpholes to them now too.
+ Added jumpholes to missing connections and moved those jumpholes around to properly fit with the system’s designs..
+ Fixed up various clearings a bit to have more uniform checks on themselves.
+ Added activators to stations: basically things that can be frobbed for various effects.
+ Created new button and lever models.
+ Fixed issue where some station meshes had the wrong materials.
+ Finished making models for all non-campaign capitalships.
+ Began working on redoing all non-HUD UI graphics

January 2020 (Week 2)

+ Added a full-autopilot system, which turns off all player controls and instead lets them move by themselves.
+ Fixed issue where best paths wouldn’t set themselves properly.
+ Fixed issue where waypoints could be seen in systems that didn’t have waypoints.
+ Renamed certain equipment to make it clearer that said equipment were upgrades to existing equipment.
+ Larger messages on the message hud now displace other messages properly.
+ Player can review their current mission objective via keys now.
+ New quests that start when the player has no active quest enabled will now self-activate themselves, all sneaky like.
+ Attempting to use weaponry while in cruise mode now plays a sound.
+ Manual docking now works with jumpgates and jumpholes properly, and jumpgates will disable your request if you get too far away.
+ Light flares will now be disabled if the player is too far away, which helps with optimizations.
+ Replaced a shitload of station models.
+ Optimized audio a bit.
+ Fixed issue where loading the game from the title screen wasn’t working.
+ Stations now combine their meshes, again greatly optimizing the game.
+ Added autoturret, fishing drone, defense drone, and mining drone items and rebalanced the existing prices of them.

January 2020 (Week 1)

+ Fixed issue where the player couldn’t buy ships.
+ Fixed issues related to saving and some storm aspects.
+ Changed some coloring aspects on the navigation and contact UI.
+ Fixed issue with the customization UI not closing properly.
+ Fixed issue where stacked items couldn’t be transferred properly.
+ Changed camera settings for in-game thruster.
+ Fixed issue where the player’s current ship was getting damaged after just buying it.
+ Adjusted the speed and color settings of distant ships on lanes.
+ Fixed some grammatical errors
+ Changed some loadouts on certain ships to scale better.
+ Added a camera pullback effect, mostly for use on lanelines.
+ Player can now cancel out of fulldocking (when the cinematic stuff happens).
+ Changed docking on stations to be slightly more reliable.
+ Fixed issues where player could eject cargo from their ship on a station.
+ Fixed issue where text was blocking other text.
+ Fixed issue where the autopilot would randomly switch docks.
+ Fixed issue where a statue couldn’t be scanned.
+ Added generic highlighting box.
+ Fixed some errors when purchasing and viewing items to buy.
+ Ships without skills will no longer malfunction and several ships in quests now work properly.
+ Bigkill, assassination, and deaddrop missions now change their mission waypoints to read correctly.
+ Quests and missions now report any payouts on their completion.
+ Fixed some issues where skill settings would be too high.
+ Fixed cruise readout errors.
+ Fixed issues that prevented out-of-system waypoints from working.

December 2019 (Week 4)

+ Began applying the mesh combiner logic to a generic version of things.
+ Created new models for more capital ships.
+ Added models for cruisers.
+ Implemented another new creature.
+ Created new tilesets for space dungeons.

December 2019 (Week 3)

+ Added voiceacting to the tutorial.
+ Expanded tutorial popup prompts.
+ Added an override to tutorial prompts.
+ Did more work on the tutorial, mostly double-checking to see if anything was missed.
+ Adjusted camera effects when boosting into highengine mode
+ Made mineable asteroids are easier to shoot at.
+ Did some slight work with fish.
+ Did some optimization work to demo areas.
+ Fixed some UI drawing issues.
+ Changed some elements of the tutorial based on feedback.
+ Alleviated some loading times by staggering out the game’s startup code.
+ Fixed issues with NPC ships getting stuck in lanes.
+ Orphaned damage effects will destroy themselves, figuring that it’s better to die than become a burden to the state.
+ The game will no longer crash when exploding in orbital camera or reverse camera mode.
+ Can no longer pause in situations where you shouldn’t be allowed to pause.
+ Adjusted price of repair costs.
+ Aiming at the leading pip now properly curves bullets towards it.
+ Fixed issue where tutorial didn’t have spacedust (spust).
+ Tutorial recharges all the things that need recharging.
+ Fixed some dialogue and dialogue camera issues.
+ Released a new demo.

December 2019 (Week 2)

+ Moved around some suns in systems for better clarity.
+ Changed lightning colors in demo.
+ Added starting weapons items that make it harder for the player, because fuck you.
+ Added some background configuration things that make it easier for me.
+ System readouts can be set to not say “system” at the end of their name.
+ Fixed issue where meta-inventory items would add duplicates of themselves, and could be ejected.
+ Dialogue activators can pass in basic data.
+ Keyboard can now parse strings for keyboard commands, used in tutorials.
+ Started working on tutorials.
+ Finished adding in tutorial simulation.
+ Fixed issue where several comm icons had collision.
+ Created several kinds of tutorial popups because you’re stupid.
+ Added a simulation system (for levels and content and whatnot).
+ Created tooltip system for the options menu.
+ Dialogue systems can now change trees.
+ Solar systems now have their own independent ambient reflection intensity.
+ Dialogue systems can now pass in floats as data for extra effects, neato.
+ Dialogue windows now displace the choice window if the text overflows.
+ Disabled contacts no longer persist on your HUD.
+ AI presets can now be set to flee or not flee.

December 2019 (Week 1)

+ Worked on colliders for asteroids, optimizing and making them all nice and stuff.
+ Fixed issue where incoming missile would chase the player after warping to a new system.
+ Tweaked AI presets to launch mines much less often, and also to take advantage of ammo counts.
+ Asteroid ring exteriors now delete their base objects after building.
+ Greatly optimized asteroids by combining similarly materialed meshes together into a single mesh.
+ Worked on new explosion types.
+ Replaced all fighter and freighter explosions with the new ones.
+ Tweaked effects for ships that catch fire.
+ Made mineable asteroids spin faster, move faster and will decouple their effects when destroyed.
+ Missiles and mines can now be shot down.
+ Target closest enemy now targets the closest ship, rather than accidentally targeting stations.
+ Battleships now have the correct icon but also show up in the correct categories.
+ Redid asteroid textures to better fit new asteroid graphics.
+ Fixed issue where entering a system wouldn’t clear the asteroids in a possible clearing.
+ Docks can now be either based on a point or based on a plane.
+ Docking lights properly hooked up and will disable or enable themselves now.
+ Fixed issue where inputs would still be recognized when the console was open.
+ Created new battleship model.
+ Fixed issue where NPCs would have infinite ammo.
+ Added new pillar models.
+ Godmode now lets you thrust forever.
+ Fixed some places that didn’t have properly set up exteriors.
+ Fixed an incredibly longstanding issue involving 3D skyboxes. I have no idea how I fixed this and I am confused.

November 2019 (Week 4)

+ Ammunition based objects for NPCs can have a max firing counter, for limiting their abilities.
+ Worked on explosions art.
+ Worked on asteroid art.
+ Added additional asteroid types.
+ Tweaked some asteroids so that they could better fit as colliders.
+ Added new asteroid shaders to support cutout textures.
- These don't look too good but I'm not sure how to mix the semi-transparency of the normal asteroid shaders with cutout shader bullshit.
+ Fixed issue where some jumpholes were mislabeled.

November 2019 (Week 3)

+ Fixed further issues with laneline spawns.
+ Ship debris can now flicker and blink as its lights go out.
+ Overrode jumpgate point settings so that they spit you out on specific axes.
+ NPC ships now also spawn around points in these cases.
+ Fixed up the random object placer some more.
+ Added new laneline types.
+ New game settings now save properly.
+ Linked up some game settings to work fully.
+ Items and buying items now require reputations from a faction to purchase under some circumstances.
+ Added space deer.
+ Scannable items can now give out items as a reward, and meta-items now drop (very very rarely) from ships.
+ Did a pass on nebula interior puffs for size and shape.
+ Adjusted size of mine effects.
+ Countermeasures now work properly.
+ Location of mine and countermeasures on ships adjusted.
+ Npcs can now use missiles and mines.
- Npcs can now use all the missiles and mines.

November 2019 (Week 2)

+ Created a random object place in the editor, for placing random objects in a line with offsets. It’s good for pathways and such.
+ Made it so that there exist recipes that only show up if the player has some of the items for them. Usually used for object repair.
+ Fully integrated the meta-inventory into the game, along with the saving and loading of such.
+ Added asteroid objects, data structures that mostly keep track of their stats for better optimization, replaced old asteroid data with this new asteroid data.
+ Ship style factors are now divided into its intimidation rating and its interest rating, which control various aspects.
+ Added color areas, zones that override color grade settings when entered.
+ Shrank equipment buttons to show more per page.
+ Added additional exterior nebulas and tech for tiling.
+ Jumppoints can now be overriden and also teleport you to random places if set up as such.
+ Did a pass on every sun in the game for size and clarity, also made it so that the sun’s sizes could be debugged and previewed in-editor.
+ Fixed issue where some stations still had some old bits attached to them.
+ Did a pass on all exterior nebula puffs.
+ Fixed issue where NPCs were using mines when they weren’t allowed to use mines.
+ Fixed issue where NPCs spawning on lanelines would be facing the wrong direction
+ Fixed issue where suns wouldn’t grow all the way.
+ Fixed issue where fog would apply itself in places where fog shouldn’t be applied.
+ Train followers now properly go away alongside their train-engine selves.
+ Fields can now limit how long it takes between laneline spawns.
+ Asteroids outside of their fields no longer spawn in, and field clearings also optimized.

November 2019 (Week 1)

+ Redid news UI, data center, and mission UI to be in line with all other panels.
+ Did a pass on engine graphics to be more readable and less blindingly bright.
+ Fixed issue where prices weren’t uniform or misreported due to prices being truncated in situations where they should have been rounded.
+ Fixed issue where leveling up wouldn’t give the player all their levels if there was a massive payout.
+ Fixed issue where the player wouldn’t be told they had no cargo space available. It was pretty obvious but still.
+ Added a ship-independent inventory, usually for quest items.
+ Fixed issue where restoring default keys would cause the controls menu to go all fucky for a brief second.
+ Player can now switch between different control types (namely joystick and gamepad).
+ Added basic joystick flight support. It sucks.
+ Separated cargo out into meta-items (acquirable only by the player) and normal items, for things like crafting materials.
+ Redid jumpgate effects so that tunnels could twist and turn.
+ Minor optimizations done.
+ NPCs can now spawn mid-laneline and have effects for warping in and leaving lanes.

October 2019 (Week 5)

+ Created additional mining, fishing, and defense drones.
+ Fishing drones are static deployed platforms that vacuum up materials.
+ Defense drones are little wingman buddies that offer bonuses when active.
+ Mining drones seek out nearby mineable asteroids and loot them, transferring the cargo to you.
+ Created tech to let miningboxes know what they have inside themselves.
+ Added additional parameters to damage to let destroyed solars not drop loot (for cases when the player didn’t earn it more or less)
+ Fully integrated cargo container components into the game.
+ Added descriptions and comparative descriptions for all these things.
+ Reworked mines to make their logic more uniform with other projectile-based weapons.
+ Added new mine models and effects.
+ Added even more station models.
+ Fixed issue where non-missile items that used ammo wouldn’t show up as using ammo in the UI.
+ Began reworking the UI for some misc station windows.

October 2019 (Week 4)

+ Allowed for non-projectile sources to have damage-doers, for edges cases where certain weapons deal damage directly.
+ Autoturrets now curve and bend spacetime to fire their shit.
+ Active equipment tab now works properly for non-gun items, and reflects the state of objects that are on or off.
+ Player can no longer save on stations.
+ Began work on the decal system, for decals.
+ Ship customization hangar now has zooming and panning behaviors.
+ Fixed issue where some ships didn’t have stats properly set.
+ Fixed some UI issues with the dialogue system’s buttons.
+ Fixed issue where giving money to the player wouldn’t properly work.
+ Did some basic audio balancing.
+ Performed some optimization work on projectiles, removing some superfluous parts of them and adding less detailed versions of them for NPCs.
+ Added new fish tech.
+ Added new models for space drones.
+ Buying or selling commodities causes the price of that commodity to go up or down, until suchtimes as it can be produced or consumed. Also adjusted the pricing schemes of things so that
+ Fixed some formatting errors that would cause prices to get mislabeled.
+ Fixed some UI button issues.
+ Added cargo containers, which can be used to boost your smuggling and cargo capacity.

October 2019 (Week 3)

+ Separated out leveling logic from pilot logic.
+ Set out bonuses for spaceships.
+ Fixed more issues related to all the new RPG code.
+ Did a ring pass on all planets with rings.
+ Nebulas can now have their puff colors be randomized from a list of colors.
+ Redid train movement entirely to be more trainy.
+ Worked a bit on mineable asteroids to help them fit and look better when it came to their equivalent systems, including smaller sizes, more dust variation colors.
+ Adjusted skill bonuses slightly.
+ Fixed issue where NPCs queuing for docks would fuck it all up.
+ Made another battleship.
+ Adjusted jumpgate effects to fade better and to properly set docking distances.
+ Console teleportation now matches the rotation of the thing it teleports to.
+ Added generic hardpoint types, which can fit any slot of any level, for NPCs.
+ Began work on robot-buddy slots.
+ Added the auto-turret, which shoots things automatically with a beam weapon, doing minor damage but costing energy and disabling energy regeneration while it’s active. This is the first of the robot-style equipment pieces to be added.
+ Added tech that prevents a ship from regenerating energy.
+ Corrected some missle angles to be a bit more accurate.

October 2019 (Week 2)

+ Created tons of new nebula textures.
+ Fixed issue where nebula volumetrics would be disabled if entering a nebula.
+ Fixed issue where sunshafts in a nebula would still be able to be seen.
+ System can now set their ambient intensity.
+ Added even more sun textures.
+ Began pass on nebula exteriors.
+ Exterior puffs can now have colors independent of the main body’s color.
+ Added and fixed icons for all freighters and bombers, and also corrected some descriptions on them.
+ Added puffs to solar rings.
+ Comm windows now use the priority system correctly.
+ Finally stopped dragging my feet with the skill redux and just did it properlike.
+ Re-evaluted several skills and made them actually work correctly.
+ Hired on a few new people for assetwork.

October 2019 (Week 1)

+ Added in all freighters, both to fly and to buy.
+ Added NPC freighters for them to use like a bunch of chumps, and also added them to encounters.
+ Docking points can now have camera overrides when docking.
+ Fixed issue where undocking while in cockpit mode would make the ship invisible.
+ Created new textures for nebulas.
+ When entering or exiting a nebula, the ambient particles fade in instead of immediately disappearing.
+ Nebulas can have ambient light shafts and volumetric light.
+ Changed lightning to take advantage of volumetric light system that was just mentioned.
+ Entering highengine mode causes a brief juice shake.
+ Fixed undocking issue.
+ Player can now select and load the tutorial from the start menu.
+ Did a directional lighting pass on all systems without suns.
+ Made models for a cruise liner.
+ Fixed issue where some station bounds were improperly set.
+ Added docking rings to all stations and gave them proper names and descriptions.

September 2019 (Week 4)

+ Even more station exteriors! All station exteriors are done, for a total of 152 unique station exteriors.
+ Created some more options for suns.
+ Fixed issue where duplicate items in a station’s sell would produce errors and prevent loading.
+ Fixed issue where entering cockpit mode would occlude suns.
+ Cockpit mode now performs admirably in both camera modes.
+ Loose camera mode no longer has weird behavior when going into freeflight.
+ Secondary heavy attack bar properly tracks its own energy.
+ When bars like heavy and friend bars charge up all the way, a small animation plays.
+ Updated models on fixtures.
+ Minor sun pass on demo systems.
+ Docking on a station displays its name on the system name readout… system.
+ Fixed issues with manual docking on lanelines.
+ Fixed issue where cruise readout would report massively overstated charging numbers.
+ Suns now kill you rapidly if you get too close.
+ Space rings now generate ice particles near them
+ Developer console now accepts station IDs for teleporting regardless of case sensitivity.
+ All stations now process collision.

September 2019 (Week 3)

+ Added more station exteriors.
+ Finished station exteriors for both transitional star systems and independent star systems
+ Fixed some missing sounds on certain fields.
+ Fixed issue where damage effects like fire wouldn’t get reset upon repairing.
+ Fixed issue where the cockpit camera wasn’t working correctly in loose camera mode.
+ Lowered distances of NPC sounds.
+ Fixed issue where ships guarding places would occasionally fly into planets because they didn't perceive those planets as real.
+ Added some directional lighting to places that didn’t have it in any form.