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Difference between revisions of "Update v0.2.5259.23818"

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While testing fluids flooding many of our bases, we kept wanting something that felt like a horizontal version of the manual hatch door. So we've added one so you can unwittingly spin the hatch wheel and dump a flood of water on yourself.
 
While testing fluids flooding many of our bases, we kept wanting something that felt like a horizontal version of the manual hatch door. So we've added one so you can unwittingly spin the hatch wheel and dump a flood of water on yourself.
  
 +
== Change Log ==
 +
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> First pass on in-world liquids and particle-based liquid solver.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Modded worlds with invalid weatherEvent now fail to load on game data initialize.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Liquid solver commands to support liquid profiling.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Manual floor hatch to door kit.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> First pass on liquid visualizer particles.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Ability for liquids in-world to have exaggerated liters per mole ratio.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Liquid Vacuum recipe to tier2 tool printer.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Liquid Vacuum tool with inwards/outwards mode.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Different color visualization for various liquids.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> First pass on showing liquid flow direction.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Camera effect for being under liquid.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Buoyancy for dynamicThings (non-entities) with angular damping.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Recache atmosphere mixing pressure values after liquid mix.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Placeholder water footstep sounds and underwater ambience.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Flow direction force and velocity damping to floating objects.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Second pass for water footstep audio and ambience.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Moles per litre in-world for liquids to Stationpedia.
 +
*<span style="color:#267F00;font-weight:bold">[Added]</span> Max liquid render distance to liquid blocks and visualizer particles.
 +
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Condensation fog renders only when gases condense into liquids in an atmosphere cell.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Solar processing tick converted to unitask.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Increased speed when using drinking fountain.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> LiquidFlow network update type from volume to grid, then to statechange.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Passive liquid inlet mixing behaviour improved for new sim.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Atmos tablet no longer shows gas volume values for liquids in-world.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> All liquid volume uses now pass through scalar function.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Minimum liquid render height to 12cm; mole threshold for horizontal solver lowered to 500.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Passive liquid inlet now draws from up to 6 neighbouring grids.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Liquids mix sideways only if both grids have rendered liquid.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Active liquid outlet logic moved to OnPreAtmosphere.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Increased minimum gas volume for world atmospheres.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Liquid solver merge behaviour refined for ripe particles.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Liquid flow direction now uses absolute volume difference.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> IC10 Sleep command uses GameManager.GameTime.
 +
*<span style="color:#E57125;font-weight:bold">[Changed]</span> Updated passive liquid inlet description.
  
== Change Log ==
+
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Incorrect thumbnail for composite wall.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Modded worlds with invalid GlobalAtmosphereData failing to load.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Network message dictionary not regenerated in rev 23691.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Critical game initialization error for German players.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Solar panel collision mask layers.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Solar panels not generating power on dedicated servers.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Smelting ingot granting "oops" achievement.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Hydroponics Larry not stacking hay from switchgrass.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Drinking fountain prompt when hydration not full.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Missing model for ItemKitRocketLaunchPad.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Incorrect shadow distance on window shutters.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Missing material on broken composite window shutter.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Manual floor hatch animation alignment.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Solar distance temperature offset applied twice.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Missing/incorrect MAXPressure values in Stationpedia.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Interaction issues with tools when unpowered.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> EVA DLC bobbleheads printing without ownership.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Reading IsSeeding from Seedbag via proxy causing null ref.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Prefab issue on ManualHatch breaking Tutorial3.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Water pools spreading below threshold.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Door animation speed mismatch.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid solver out-of-bounds errors.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Missing hydrogen liquid color.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Back face culling enabled on liquid renderer.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Null ref when resetting liquid flow flags.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Minimum liquid render threshold considers InWorldVolumeMultiplier.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Water color alpha set to zero.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Shader flickering with transparent objects.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid visualizer particles not taking liquid color.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Index out-of-range when max rendered grids reached.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Underwater camera effect not disabled on main menu.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Wind sounds playing underwater.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Pressure spikes when liquid solver particles resolved.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Large pressure differences when filling multi-depth liquids.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid visualizer particles not cleared on exit.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Breathing sounds play underwater with helmet open.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Able to breathe underwater with helmet open.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid flow turbulence from opposite flows.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> IC10 Sleep command not respecting pause state.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid mixing oscillations from inconsistent gas volume calculations.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Fake liquid pressure showing in pipes incorrectly.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Passive liquid inlet not drawing from own grid.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Blueprint for ItemLiquidVacuum.
 +
*<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Liquid solver particles not spawning on dedicated server.
  
<pre>
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Unused rocket meshes and classes.
* Fixed incorrect thumbnail for composite wall
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Slot filter type from autolathe.
* Made vertical sleeper shorter to avoid interference with ceiling
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Bobblehead from thumbnail scene.
* Made vertical sleeper for Droid shorter to avoid interference with ceiling
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Unused test liquid shader.
* Updated blueprints and colliders for vertical sleeper and vertical droid sleeper.
+
*<span style="color:#E50000;font-weight:bold">[Removed]</span> Empty OutlineEffect directory.
* Added first pass on in world liquids and 'particle' based liquid solver. Currently, liquids can be lost when pooling on terrain. The exact interaction between liquids and terrain voxels is yet to be decided.
 
* Fixed Modded worlds with invalid GlobalAtmosphereData will fail to load.
 
* Added Modded Worlds with an invalid weatherEvent will now fail to load on game data Initialize.
 
* Deleted a number of now un-used rocket meshes and classes from the old rocket system.
 
* Changed Condensation Fog effect will now only render when gasses are condensing into liquids in an atmosphere cell.
 
* Fixed Network Message Dictionary was not regenerated in rev 23691.
 
* Added missing server checks around some imgui code.
 
* Added some more server tags around imgui code.
 
* Fixed Critical game initialisation error for German players. The game data loading was throwing an exception due to an outdated stationpedia page in the german_help.xml
 
* Added Liquid Solver commands to support Liquids profiling.
 
* Changed Solar Processing tick to be a unitask (It was still using a unity co-routine).
 
* Fixed Solar Panel CollisionMask for RayCast had a number of layer enabled that should have been dis-abled.
 
* Fixed Solar Panels would sometimes not generate any power on dedicated server despite being correctly pointed at the sun. This was due to some objects from the main menu scene not getting disabled on the dedicated server and thus blocking the solar panel ray cast to the sun.
 
* Refactored AtmosphericEventInstance to be a struct to reduce allocations.
 
* Some minor optimisations to liquid solver.
 
* Fixed smelting an ingot would give oops Achievement.
 
* Simplified Rendering of Liquids in world, its now allocation free and much faster but is limited to drawing 1023 atmospheres.
 
* Removed slot filter type from autolathe
 
* Fixed hydroponics larry not stacking hay when harvesting from switchgrass.
 
* Moved some liquid debug logic and changed numbers to use the StringManager.
 
* Fixed Would get not thirsty prompt when hydration was not full when using drinking fountain.
 
* Changed Increased speed to use drinking fountain.
 
* Fixed Missing model for ItemKitRocketLaunchPad. kit model was still using an old rocket model. It has been updated to the correct model.
 
* Removed bobblehead from thumbnail scene
 
* Added manual floor hatch to door kit
 
* Fixed Incorrect shadow distance on window shutters.
 
* Fixed Missing Material on broken build state of composite window shutter causing loading error on save games.
 
* Fixed Open and Close animation for the ManualFloorHatch. The door now moves underneath the frame instead of on top of it
 
* Fixed Solar distance Temperature offset was being applied twice. This was causing Vulcan to get extra very hot during its close approach to Janus.
 
* Fixed Tanks not showing their MAXPressure in Stationpedia
 
* Fixed dynamic Canisters in Stationpedia not showing the correct units of the MAXPressure value
 
* Fixed issue with players being unable to interact with the switches of tools such as the Tablet and the MiningDrill when they didn't have power.
 
* Fixed owning the EVA Supporters DLC granting access to the marine and hard suit bobbleheads in the printer
 
* Made liquid visualizer particles work on clients.
 
* Added first pass on liquid visualizer particles.
 
* Changed LiquidFlow network update type from volume to grid
 
* Fixed Reading IsSeeding from a Seedbag using proxy slot would through a null reference exception.
 
* Fixed Prefab issue on ManualHatch that was breaking loading of Tutorial3.
 
* Made water pools not spread out if they are under a certain threshold.
 
* Changed networkupdatetype for liquid flow from grid to statechange.
 
* Decreased liquid in world render threshold to approx 10 moles.
 
* Updated underwater camera shader
 
* Made floor drains and passive vents not take in liquids if they are above the liquid level in their atmosphere.
 
* Moved in world liquid flow rate into a static parameter for now.
 
* Added ability for liquids in world to have an exaggerated liters per mole ratio to allow reasonable amounts of in game gas to be meaningfully represented in world, currently at x50.
 
* Fixed animation speed of door to match up with the manual hatch
 
* Added Liquid Vacuum recipe to tier2 tool printer.
 
* Added Liquid Vacuum. A tool for cleaning up liquid in your base. It has an inwards and outwards mode setting.
 
* Added different color visualization of different kinds of liquids
 
* Fixed liquid solver out of bounds exception when reaching the max number of liquid solvers
 
* Fixed missing liquid colour for hydrogen and added GetGasColor to be used later for gas particle
 
* Updated the min render size to be half of what it was. This does mean that it can potentially be hidden bellow floors
 
* Fixed the usage of a lot of magic numbers and cleaned up the liquid solver file a bit
 
* Polish pass on Liquid Vacuum sounds and animation.
 
* Added first pass on showing liquid flow direction
 
* Added camera effect for being under liquid
 
* Fixed back face culling being turned on for liquid renderer
 
* Fixed missing references in the scene
 
* Updated the flow texture on the water shader
 
* Fixed possible null ref when resetting liquid flow flags.
 
* Changed Passive Liquid Inlet mixing behaviour so it works more nicely with the new liquid sim.
 
* Changed atmos tablet no longer shows volume value of individual gas types of liquids in world.
 
* Changed all uses of Liquid volume to correctly pass through the scalar function.
 
* Lowered mole threshold for horizontal liquid solver to 500moles from 1000moles
 
* Fixed Minimum liquid render threshold now considers InWorldVolumeMultiplier.
 
* Changed Minimum liquid render height to 12cm.
 
* Fixed water color alpha was set to zero.
 
* Fixed liquid shader flickering when interacting with other transparent objects.
 
* Fixed liquid visualizer particles not taking the color of their liquid.
 
* Updated flow visualizer texture
 
* Removed unused test liquid shader.
 
* Updated liquid flow texture on batched liquid material.
 
* Removed empty OutlineEffect directory.
 
* Moved some textures to their appropriate folders.
 
* Changed passive liquid inlet will now draw from neighbouring grids (up to 6 grids away) if its current grid is empty.
 
* Changed Liquids in world will now only mix sideways with other liquid neighbours if both grids have rendered liquid.
 
* Made grow light thicker, so it looks better with wall piece.
 
* Fixed index out of range exception when max rendered liquid grids is reached.
 
* Added buoyancy for dynamicThings not including entities. Angular damping has also been added for dynamicThings that are below the water volume threshold for the grid that they reside in.
 
* Fixed UnderWater camera effect not disabled when returning to main menu.
 
* Fixed Wind sounds play underwater.
 
* Changed Active Liquid Outlet atmospheric Logic to Run on OnPreAtmosphere(). This is so any overVolume caused by the process will be resolved in the following liquid mix step.
 
* Changed Greatly increased the Minimum gas volume for World Atmospheres.
 
* Added Recache Atmosphere Mixing pressure values after Liquid Mix in MixInWorld().
 
* Fixed Pressure spikes when liquid solver particles resolved.
 
* Fixed Large pressure differentials and air movement when liquids are more than one grid deep and being filled from an already full grid.
 
* Changed When Liquid Solver particles are ripe but un-expired they will only merge with existing atmospheres if it has rendered water.
 
* Fixed liquid visualizer particles were not being cleared when exiting world.
 
* Tweaked uv distortion for liquid flow texture.
 
* Added Placeholder water footstep sounds and underwater ambience sounds.
 
* Added flow direction force to objects floating in water.
 
* Added velocity damping to objects floating in water.
 
* Changed liquid flow direction to use absolute volume difference rather than ratio.
 
* Added 2nd pass for Water footstep audio and underwater ambience.
 
* Fixed Breathing sounds play when underwater with helmet open.
 
* Fixed Able to breath underwater with helmet open.
 
* Fixed liquid flow looking unnecessarily turbulent. Opposite directional flow will now cancel out.
 
* Changed IC10 Sleep command to use GameManager.GameTime instead of DateTime.Now.
 
* Fixed IC10 Sleep Command was not respecting pause state.
 
* Added Moles per Litre In-World for liquids to Stationpedia.
 
* Updated Passive Liquid Inlet description.
 
* Added max liquid render distance to liquid blocks and visualizer particles.
 
* Fixed an issue with liquid mixing in world where the volume left for gas was different in two different functions causing oscillations.
 
* Fixed Fake liquid pressure was being used in pipe-networks in some cases where it shouldn't, causing confusing pressure readings when pipe was almost full. Fake liquid pressure now is only used in things/networks that have the prevent state-change flag.
 
* Fixed Passive Liquid Inlet did not draw from the grid it was in.
 
* Fixed blueprint for ItemLiquidVacuum
 
* Fixed liquid solver particles not spawning on dedicated server.
 
</pre>
 
  
 
== References ==
 
== References ==
 
# [https://steamdb.info/patchnotes/16001303/ Update on SteamDB]
 
# [https://steamdb.info/patchnotes/16001303/ Update on SteamDB]

Latest revision as of 15:11, 10 August 2025

In World Water
v0.2.5259.23818
Type Big Update
Release 11.10.2024 (Fri) UTC
Hyperlink SteamDB
Adjacent Updates
Subsequent Short Circuit: Liquid Device Interactions (v0.2.5284.23867)
Previous Hotfix (v0.2.5225.23702)
Back to overview of all updates

Stationeers now has in world liquid simulations. Because of the phase change update, liquids became a major part of the game. They were allowed to exist in the world, but they were represented by a foggy steam effect, and they moved around in all dimensions just like a gas. The motivation behind adding realistic fluid movement is an expectation that the game created for itself. Stationeers has the best atmospheric simulation in gaming, and the game deserves to have fluid simulations accompanying it.

Flowing Water[edit]

Liquids now flow horizontally and preferentially pool downwards. Lower areas of your base will be prone to flooding when liquid pipes unexpectedly break, or conditions for phase change causes gas to condense around you. Fluids in world have an exaggerated volume, to allow for meaningful interactions with in world liquids to happen. It turns out, it is difficult to collect enough ices to create thousands of litres of water while on a barren lifeless world.

Stationeer's atmospherics operate as 2m*2m*2m cubes that update every half second. This presents limitations in terms of first person fidelity, and propagation speed. For liquids, we wanted to make sure they felt fluid enough to not feel too gamey. We got around many of the issues with grid based spread and flow by utilizing a new physics based solver.

We use a series of CPU driven particles to represent and test paths that fluids want to take. These Physics solver balls allow liquids to drop down ledges, or get sprayed out diagonally, to allow fluids to move multiple squares at a time, all without the same limitations as our .5s tick grid atmospheres. We'll also soon be utilizing this system to better implement smaller liquid interactions such as pipe bursts, sprinklers and ice melting.

Visual effects[edit]

All this time, we've been saying liquids instead of water, and thats on purpose. All gasses in Stationeers can condense into liquids. Other fluids such as Liquid oxygen and liquid volatiles all look different in world. Unlike other games, we even allow separate fluids to mix and we accurately blend their colors together to really inform you of the disaster that may be mixing underneath you.

We've also worked significantly on creating effects that make liquids look cool while still matching Stationeer's scale and style. Water spreading has droplets that represent the physics solver fluid simulations. When water is spreading throughout already connected tiles, we analyse the volume, displacement and directional mixing ratios to create flow effects on the surface of the water to represent its movement direction and rate.

Buoyancy[edit]

All dynamic things except for entities, such as players and chickens, are buoyant. In the future we might expand this system to have things have different buoyancy or make some objects not be buoyant at all but during this first pass everything behaves the same.

Making fluids meaningful[edit]

Interaction[edit]

Representing fluids is important in of itself, but there are more game play systems we want to tie into. Vents are currently examples of devices that are aware of the surface level of the water, and will only start mixing with liquids when submerged, as opposed to interacting with the whole grid as normal. In the future we'll be making more devices interact with the fluids specially; such as APCs, transformers, and Batteries shorting out.

Fluids do currently interact with terrain. However, there are lots of edge cases that might cause water loss, or unexpected behavior. Once the new terrain system is done, we'll revisit how liquids interact with voxels, and potential performance improvements. This could eventually lead to us supporting larger liquid structures such as lakes, or weather effects that reflect global condensation like rain.

Liquid Vac[edit]

Because liquids dont behave like gasses, small puddles often are left behind when draining areas. We've added the liquid vac as a way to allow players to manually interact with in world water. It has two modes, inwards, and outwards, so you can manually relocate water to another place in the world. We originally had it operate with liquid canisters that could be interchanged, the balance of canister sizes for other gameplay reasons prevented it from being super useful. In the future we plan at looking at a more solutions, such as a being able to attach to a dynamic canister, and having a gas vac variant as well.

Manual Floor Hatch[edit]

While testing fluids flooding many of our bases, we kept wanting something that felt like a horizontal version of the manual hatch door. So we've added one so you can unwittingly spin the hatch wheel and dump a flood of water on yourself.

Change Log[edit]

  • [Added] First pass on in-world liquids and particle-based liquid solver.
  • [Added] Modded worlds with invalid weatherEvent now fail to load on game data initialize.
  • [Added] Liquid solver commands to support liquid profiling.
  • [Added] Manual floor hatch to door kit.
  • [Added] First pass on liquid visualizer particles.
  • [Added] Ability for liquids in-world to have exaggerated liters per mole ratio.
  • [Added] Liquid Vacuum recipe to tier2 tool printer.
  • [Added] Liquid Vacuum tool with inwards/outwards mode.
  • [Added] Different color visualization for various liquids.
  • [Added] First pass on showing liquid flow direction.
  • [Added] Camera effect for being under liquid.
  • [Added] Buoyancy for dynamicThings (non-entities) with angular damping.
  • [Added] Recache atmosphere mixing pressure values after liquid mix.
  • [Added] Placeholder water footstep sounds and underwater ambience.
  • [Added] Flow direction force and velocity damping to floating objects.
  • [Added] Second pass for water footstep audio and ambience.
  • [Added] Moles per litre in-world for liquids to Stationpedia.
  • [Added] Max liquid render distance to liquid blocks and visualizer particles.
  • [Changed] Condensation fog renders only when gases condense into liquids in an atmosphere cell.
  • [Changed] Solar processing tick converted to unitask.
  • [Changed] Increased speed when using drinking fountain.
  • [Changed] LiquidFlow network update type from volume to grid, then to statechange.
  • [Changed] Passive liquid inlet mixing behaviour improved for new sim.
  • [Changed] Atmos tablet no longer shows gas volume values for liquids in-world.
  • [Changed] All liquid volume uses now pass through scalar function.
  • [Changed] Minimum liquid render height to 12cm; mole threshold for horizontal solver lowered to 500.
  • [Changed] Passive liquid inlet now draws from up to 6 neighbouring grids.
  • [Changed] Liquids mix sideways only if both grids have rendered liquid.
  • [Changed] Active liquid outlet logic moved to OnPreAtmosphere.
  • [Changed] Increased minimum gas volume for world atmospheres.
  • [Changed] Liquid solver merge behaviour refined for ripe particles.
  • [Changed] Liquid flow direction now uses absolute volume difference.
  • [Changed] IC10 Sleep command uses GameManager.GameTime.
  • [Changed] Updated passive liquid inlet description.
  • [Fixed] Incorrect thumbnail for composite wall.
  • [Fixed] Modded worlds with invalid GlobalAtmosphereData failing to load.
  • [Fixed] Network message dictionary not regenerated in rev 23691.
  • [Fixed] Critical game initialization error for German players.
  • [Fixed] Solar panel collision mask layers.
  • [Fixed] Solar panels not generating power on dedicated servers.
  • [Fixed] Smelting ingot granting "oops" achievement.
  • [Fixed] Hydroponics Larry not stacking hay from switchgrass.
  • [Fixed] Drinking fountain prompt when hydration not full.
  • [Fixed] Missing model for ItemKitRocketLaunchPad.
  • [Fixed] Incorrect shadow distance on window shutters.
  • [Fixed] Missing material on broken composite window shutter.
  • [Fixed] Manual floor hatch animation alignment.
  • [Fixed] Solar distance temperature offset applied twice.
  • [Fixed] Missing/incorrect MAXPressure values in Stationpedia.
  • [Fixed] Interaction issues with tools when unpowered.
  • [Fixed] EVA DLC bobbleheads printing without ownership.
  • [Fixed] Reading IsSeeding from Seedbag via proxy causing null ref.
  • [Fixed] Prefab issue on ManualHatch breaking Tutorial3.
  • [Fixed] Water pools spreading below threshold.
  • [Fixed] Door animation speed mismatch.
  • [Fixed] Liquid solver out-of-bounds errors.
  • [Fixed] Missing hydrogen liquid color.
  • [Fixed] Back face culling enabled on liquid renderer.
  • [Fixed] Null ref when resetting liquid flow flags.
  • [Fixed] Minimum liquid render threshold considers InWorldVolumeMultiplier.
  • [Fixed] Water color alpha set to zero.
  • [Fixed] Shader flickering with transparent objects.
  • [Fixed] Liquid visualizer particles not taking liquid color.
  • [Fixed] Index out-of-range when max rendered grids reached.
  • [Fixed] Underwater camera effect not disabled on main menu.
  • [Fixed] Wind sounds playing underwater.
  • [Fixed] Pressure spikes when liquid solver particles resolved.
  • [Fixed] Large pressure differences when filling multi-depth liquids.
  • [Fixed] Liquid visualizer particles not cleared on exit.
  • [Fixed] Breathing sounds play underwater with helmet open.
  • [Fixed] Able to breathe underwater with helmet open.
  • [Fixed] Liquid flow turbulence from opposite flows.
  • [Fixed] IC10 Sleep command not respecting pause state.
  • [Fixed] Liquid mixing oscillations from inconsistent gas volume calculations.
  • [Fixed] Fake liquid pressure showing in pipes incorrectly.
  • [Fixed] Passive liquid inlet not drawing from own grid.
  • [Fixed] Blueprint for ItemLiquidVacuum.
  • [Fixed] Liquid solver particles not spawning on dedicated server.
  • [Removed] Unused rocket meshes and classes.
  • [Removed] Slot filter type from autolathe.
  • [Removed] Bobblehead from thumbnail scene.
  • [Removed] Unused test liquid shader.
  • [Removed] Empty OutlineEffect directory.

References[edit]

  1. Update on SteamDB