Spiritus Astrum [P0-B14]: p1559: Towards Early Access
I have fixed two long standing bugs with the character system in the game. These bugs were causing visible distortion on the character meshes under certain circumstances. The issue was visual only, but it was noticeable enough to be a problem.
I also fixed some issues regarding spawning at random locations in the multiplayer survival scenario, and I made some improvements to the groundcover/grass exclusion system on ringworld.
In addition, I fixed a number of bugs with the inventory and item systems, as well as the enemy AI combat and spawning systems. One bug with the animation system took a particularly long time to find. It was causing the enemy AI to face in the wrong direction every time the fire animation was played. This turned out to be an issue with rotation baked into the animation itself that was causing the character to rotate.
Finally, I am in the process of adding tracer rounds to most weapons in the game. This allows both the players and enemies projectiles to be visible from a distance, which makes it easier to see where enemies are, as well as letting the player know when they are under attack. This is very important in a game with such long view distances as Spiritus Astrum. The effect also looks very good.
The next goal is to finish adding the projectile tracers, and fix some more bugs with the enemy NPC’s. This should take a few days. I then want to do some more testing, as well as add helper menus, tooltips, etc, to the game to reduce the learning curve a little.
