PhoenixGames
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P0-B8: Part 1409: Debugging, Improvements
I have made more changes and improvements to the spawning system. There was still an issue where AI characters would be floating in the air above the ground, but this should be finally fixed now.
I have also fixed some issues with creating and placing large objects in the world, and some issues with gravity direction, etc.



P0-B8: Part 1408: Debugging, Improvements
I hae added some new items to the project, such as night vision goggles, and made some further improvements to the items.
I have also fixed several bugs, including some isseus with physics and raycasting that were hard to track down.
There is still an intermittent bug with AI pathfinding that I am trying to solve, but it doesn’t seem too serious.
P0-B8: Part 1407: Debugging, Improvements
I have made some minor quality of life improvements to the project, as well as fixed some minor bugs.
I have also modelled and textures two more items, and I am in the process of adding them to the game.
One of them is slightly more complex than the other, and may take a little more time to add.
I have a few more art items to add after this, and then I will move on to more testing, and maybe adding additional quests.

P0-B8: Part 1406: Debugging, Improvements
The multiplayer testing is going very well.
I have run some complex tests, with only very minor issues.
The multiplayer part of the game is a relatively small part, but it is important, so I intend to spend more time testing this in future.
There were some minor issues with movement and rotation of objects in the world not being synced between players, but this has been fixed now.
P0-B8: Part 1405: Debugging, Improvements
I have added some new items to the project, and integrated them with the system. I have a few additional items to add in B8, that should improve the functionality of the project.
I have also been testing the multiplayer part of the game, including the in-game messaging and chat systems, etc, and so far, I haven’t found any major issues.
I have also added some additional minor quality of life features to the project.


P0-B7: Part 1404: Debugging, Improvements
In addition to the other gui improvements, I have also improved the scanner. It can now detect multiple objects, instead of just the closest one.
This fixes a problem where the player cannot detect distance objects when they are too close to another object.
The main issues left to fix now are the issues with the Crew AI not navigating properly when the ship object rotates.
This is a complex problem.





P0-B7: Part 1403: Debugging, Improvements
I have completed another full test run of the game, and uncovered a few more minor bugs.
There were also some additional issues that were caused by changes to the system to improve functionality.
I have made improvements to the dynamic quest system, the subtitles, and fixed some issues with AI and item placement.
I have also made improvements to the main gui menus so that the position of the menu is stored persistently when the player hides the menu. This means that the user can configure the menu the way they want it just once, instead of every time it is displayed.
I have added another options screen to the main menu to store additional options for customising the game.



P0-B7: Part 1402: Debugging, Improvements
I have fixed a minor issue with NPC’s spawning into the world with the wrong world space position. This was causing their position to change incorrectly during the game.
I have also made several balancing changes to the game, mostly focusing on harvesting, etc.
I have also fixed many more minor bugs and issues that I have found during testing.
I have also added significant improvements to the way that scoped weapons work, which makes them easier to use.
P0-B7: Part 1401: Debugging, Improvements
I have found, and fixed, a tricky issue with the physics system in the project.
I was have issues with raycasts intermittently failing.
The cause turned out to be objects with rigidbodies attached that were far from the origin.
However, in unity, rigidbodies cannot be disabled, so I had to remove the rigidbodies when the object was far from the player, and then add them again, and setup their parameters, when the player got closer.
This was a relatively easy solution, but discovering the problem was complex.
I also made some improvements to the inventory system, and to the player server.
