Hello Spacers,
We have a large bugfix patch for you today, which includes fixes for a lot of the remaining campaign-related bugs that have been reported to us. Here is the full list of changes:
Changes/Features:
- Started replacing some events with a new safe-invoke system to prevent exceptions in event handlers from causing disconnects.
- Camera bobbing is now disabled when Temporal Anti-Aliasing is selected due to the screen artifacting it produces if the camera is not moved frequently enough.
- Initial Formations fleet editor submode is no longer available when editing campaign fleets.
- Updated some translations.
- Dragging the scale handle on a cutscene keyframe with no tangent will now stretch the initial tangent in the direction of the selected handle instead of setting it to <1,1,1>.
Bug Fixes:
- Fixed campaign map underlay star labels not saving their size parameter.
- Fixed ships owned by co-op clients not being turned back into the map when they have crossed the border for an invalid destination.
- Fixed the final line of dialog in the Anacrusis intro having the wrong character assigned.
- Fixed being unable to change craft weapon group authorization if there were two weapons of the same type with different ammo loads.
- Fixed an exception preventing saving when a craft group had two or more craft with the same weapons but different ammo loads.
- Fixed an exception when loading a save which has a pursuit record for ships which are not loaded in the current room.
- Fixed an exception when traveling to a new room with an out of date pursuit record with no referenced ships.
- Fixed being unable to travel to the next room if a destroyed enemy carrier in the previous room had a craft on the pad ready for takeoff when it was killed.
- Fixed several errors when the first half of a large group of craft had been launched and destroyed while the second half was being pre-flighted, and then the game was saved and loaded.
- Fixed being able to copy master nodes from one graph type to another.
- Fixed an exception when updating campaign editor warnings if an AI graph had a GetAIShip node with an invalid ship selected.
- Fixed hybrid missiles with a direction-only seeker not staging if their sprint range was less than the seeker range, despite the editor warning saying they would.
- Fixed an exception when trying to add a missile template to a fleet through adding an ammo type to a magazine when the missile already existed
- Fixed spacecraft template references being lost after saving and loading a fleet.
- Fixed joining two spacecraft groups to each other while the game is paused causing all member craft to become unresponsive.
- Fixed a InvalidKeyException being thrown in the campaign list when a workshop campaign which had its cover image in an unloaded mod.
- Fixed some subtitles not matching spoken dialog after retakes.
- Fixed being able to order a craft group to land on a ship which has no landing pads or hangars.
- Fixed an infinite recursion in the SequenceForLoop node causing the game to crash when the node was used in a script.
- Fixed ships set to EVADE struggling to dock.
- Fixed an exception when starting a quick test from the current room with an entity selected.
- Fixed deleting an underlay element in the campaign editor not removing all of its child elements from the map as well.
- Fixed an exception caused by loading the testing range from the fleet editor with a missile component selected.
- Fixed being unable to fire missiles from an MLS when a ship's programming channels were all full.
- Fixed the bottom of the main menu options getting cut off on ultrawide aspect ratios up to 32:9.
- Fixed craft only attempting to enter the landing queue once and not re-checking if hangar space has been made available since their first request.
- Fixed craft items being duplicated, up to one per hangar, in the "last known inventory" list.
- Fixed an NRE when firing an arm launcher manually and the magazine containing the ordered missile type was destroyed during programming.
- Fixed large formations sometimes landing with some ships inside map geometry.
- Fixed rooms failing to load in the editor if the ship template used by a ship entity had been deleted.
- Fixed being unable to transfer craft via the docking menu to/from a ship which had a bulk hangar but no launch pads.
- Fixed a typo in the power status icon tooltip.
- Fixed an exploit allowing ships to be placed inside each other. Ships which overlap in their initial formation will be broken up into independent units during spawn selection.
- Fixed ships default formation position being closer than the minimum limit when setting a ship to escort an escort in the fleet editor.
- Fixed Focused Particle Accelerator being available to OSP despite being useless to them.
- Fixed dragging the scale handle on a cutscene keyframe to extremely large values causing errors. Keyframe tangents now have a maximum velocity of 10,000 m/s.
See you in the battlespace,
-The NEBULOUS Team