Spiritus Astrum [P0-B13]: p1533: Towards Early Access
I have made some changes and improvements to the new UI camera system, in order to fix some bugs that I found. I also discovered a long standing issue with the ground cover rendering when on planets. Under certain circumstances the grass renderer was being applied twice, breaking grass exclusion, and no doubt causing additional […]
Spiritus Astrum [P0-B13]: p1532: Towards Early Access
I am continuing my deep-dive testing, and I have fixed some issues with the floating origin system as well as rewritten some of the Persistent NPC spawning code (There were issues with the seeds being reset, resulting in different NPC’s being spawned on differen runs). I have also added more functionality to the NPC system, […]
Spiritus Astrum [P0-B13]: p1531: Towards Early Access
The most recent updates are some changes/improvements to the AI, especially while engaging in combat (There were some things that I missed here), and some improvements to the weapons. I have also started a new, intensive run of tests. So far, I have discovered quite a few bugs while doing this (It is a deep […]
Spiritus Astrum [P0-B12]: p1530: Towards Early Access
I have added support for persistent enemies to the game. Now, when an enemy dies (Or surrenders) their body will remain in the world across multiple runs. Their inventory/loadout will also remain. I have also made improvements to the client/server system for persistent objects. AI Companions now have the ability to draw weapons and engage […]
Spiritus Astrum [P0-B12]: p1529: Towards Early Access
I have recently completed a lengthy process of debugging and improvements. I was focusing more on legacy bugs that had been on my bug list for a long time, and I managed to finally fix a large number of them. I made some improvements to the AI system, and the dynamic character creation system. I […]
Spiritus Astrum [P0-B12]: p1528: Towards Early Access
This week, I made very extensive improvements to the character creator and spawner systems. I added the ability to not only randomise the clothing that NPC’s can wear (Which was already a feature) but to randomise the materials for each clothing object. This was extremely tedious, since I had to completely redo the data sets […]
Spiritus Astrum [P0-B12]: p1527: Towards Early Access
I am still working on debugging and improvements. I have made some improvements to the planet generation system, as well as fixed some GUI issues, and improved readability when the background highlight effect is turned on. I have also added a very simple concept test of a third person camera to the game. It is […]
Spiritus Astrum [P0-B12]: p1526: Towards Early Access
I have spent this week working on more improvements and bug fixes. I have modified the sky shader on earthlike and alien worlds to show more subtle and realistic cloud effects, and I have fixed several long-standing issues with the sky and weather systems. I have also fixed an issue with the sky colour not […]
