Any maps/saves with assets in them must be exported through the in-game UI to work properly; for performance reasons, assets are not embedded in map/save files unless exported in this way.
This system will likely have serious bugs, so expect hotfix releases after this one.
- Added 'LOD-like' system for hiding various details like power lasers when zoomed out
- Removed rounding of camera zoom levels
- Optimized rendering of various static blocks (e.g. walls)
- Made sounds load when played instead of at game startup (saves around ~150mb of RAM)
- Added a key for teleporting to the cursor in sandbox mode
- Added Developer Options settings tab
- Added option/hotkey to see performance stats
- Moved dedicated server rules config to a separate file
- Shuffled dedicated server fetch order on game start to prevent unfair ping resolution
- Improved performance of server snapshot packet serialization
- Improved performance of `Call.label` (for plugins)
- Improved transfer rate of world connection streams
- Added multi-file select support to system file picker
- Added new icons to font
- Added logic sensor for checking whether a unit is flying, and checking heat of Erekir blocks
- Added data asset system (see info above)
- Added logic instruction & server remote methods for playing music (can be sourced from server assets/map assets)
- Added map rules for random music that will be played (`Rules#ambientMusic`, `Rules#darkMusic`); currently, these values can't be edited in the map editor UI
- Added NoiseEffect for JSON mods/data patches
- Added support for :emoji: formatting in content descriptions
- Increased copper conveyor speed (4.2 -> 6.5 i/s)
- Decreased junction build time (0.15 -> 0.075 s)
- Added reading of processor links via read instruction
- Made mass driver bullets move faster based on timescale
- Moved Steam public hosting checkbox to paused menu instead of game settings
- Made settings checkboxes look slightly less terrible
- Disabled 'global' Steam griefer ban list in private (friends-only) lobbies
- Minor modifications to unnecessary requirements in Serpulo tech tree
- Renamed 'show enemy spawns' -> 'hide enemy spawns'
- Updated many Serpulo sector submissions
- Updated difficulty of sector submissions to reflect their actual difficulty value
- Made research prioritize sectors the player is not playing on
- Fixed derelict blocks sometimes still supplying power
- Fixed default methods not being overrideable in JS
- Fixed links being renamed under specific conditions when copying logic blocks
- Fixed Ground Zero tutorial getting stuck when on Casual difficulty
- Fixed a number of server crashes/exploits
- Fixed clearing planet research not properly resetting costs
- Fixed unit ability data (e.g. shields) not saving
- Fixed power node unlink causing power graph blinking
Hotfix 159.1 & 159.2
- Fixed Call.label crashing/not working under specific circumstances (labels still may be invisible sometimes, cause unknown)
- Fixed directional unloader sprite not updating
- Fixed logic processor read crash
- Fixed naval units not pathfinding correctly when commanded
- Fixed turrets sometimes shooting twice
- Fixed data patch content displaying as modded
- Fixed weather not applying to sectors
- Fixed Erekir conduit bridges not being placeable on liquids
- Fixed sectors not displaying correct resources
- Fixed file chooser not showing on Linux under non-english languages
- Note: Unicode file paths will still not work in the file chooser on Linux due to a Steam bug, the only workaround is to set the following launch options: LC_ALL=en_US.UTF-8 LANG=en_US.UTF-8 %command%
159.3
- Fixed generated icons for data patch content not loading
- Fixed crash related to plastanium conveyor spam
- Fixed shooting getting stuck when game is paused
- Fixed saves on some sectors becoming invalid after 159
- Map submission updates & fixes
- Added map rules to disable vanilla music playback
- Added rules for music control to map rules UI
- Added automatic mod update checker and update buttons
- Added caching of mod icons in mod browser
- Improved reliability of mod browser icon fetching
- Switched Steam multiplayer backend to Steam Networking Sockets - this fixes the issue of large worlds not loading on Steam, and should improve reliability, but may have new bugs
159.4
- Fixed Steam achievements not working
159.5
- Added logic variable for currently playing music
- Added logic rule for music volume
- Made Corvus/Vela attempt to shoot at targets even when commanded to move - this was previously disabled as the 'hold fire' stance did not exist
- Added imports for `java.lang.*` to JS
- Map submission updates
- Allowed console in editor
- Fixed armored conveyor displayed speed being incorrect
- Fixed derelict payload conveyors not updating item position
- Fixed fog-uncovered cached blocks not rendering properly
- Fixed conveyor items visually rendering at the wrong layer
159.6
- Fixed custom music rules not updating when editing rules before playing a map
- Fixed Littoral Shipyard not having waves
- Fixed icons not generating properly in data patch content
- Added support for loading mod assets in map music rules
159.7
- Fixed conveyors not appearing in schematic previews under certain conditions
- Fixed data audio view file name going out of bounds
- Fixed "unit can't build" text staying in the build menu in certain situations
- Made modded sector presets generate outlines by default
- Added internal rule for block placement limits per-type (no UI yet, only usable by servers/console edits; this can be used for things like limiting number of processors in a map to reduce lag)
Note for Java mod authors on Github: In order for the mod update system to work properly, make sure the version in the repository's mod.json actually matches the latest available released version of the mod. Use a separate development branch if necessary.
If you see a mod with a 'fake update' that doesn't actually apply after the button is pressed, this is the reason. Report this issue to the relevant mod developers if you see it.