UI
- View shortcut memories (1234) are now saved to disk.
- They can also be used to remember locations in the virtual world and drive Colin’s autopilot.
- Colin manual flight mode is no longer framerate-dependent.
- SHIFT key boosts speed
- Better method for dragging knobs
- Right button allows the mouse to be used for steering (instead of clicking on things), and while this is held down, the left button optionally controls thrust. Since A and D aren’t then needed for turning, they slide sideways instead.
- Added a contextual help system for objects and general help (it should explain itself!)
- Added confirmation dialog when we press ESC to quit
- Can now type values into CDU pages (name, owner, etc.).
- There are no default creatures any more, but you can create some using the old editor menu and they’ll still be there next session. You can give them names using a page in the CDU.
- Debug consoles that used to be invoked using F1 and F2 are now moved to F12 and F11, so as not to interfere with help.
- PAUSE key now cycles through 10fps, 30fps and unlimited, for detecting framerate dependencies
Brain
- I’ve MOSTLY fixed navigation, where creatures were previously bumping into things and just kept on walking
- Assorted bug fixes
Biology
- Cleaned up balance, CG, etc. a bit
- Creatures created in an editor will be given randomized appearance genes, but these remain with the creature for the rest of its life (i.e. between sessions).
- Growth improvements, ready for when the chemistry exists
Graphics & system
- Rewrite of the mouse and keyboard handling to centralize hover/click/drag behavior and make it more flexible
- Fixed a few Unity breaking changes – skybox reflections, terrain material
- Basic analytics added, so that later I can gather bug stats and usability data
- Game state is saved on quit and reloaded on start, including re-spawning of dynamic objects (not everything is saved yet)
- Hooks are in place for modding
- import/export of objects, creatures and 3D resources
- Improved cleanup and object deletion
- Switched to Unity 5.4 release
- Fixed the problems where I had to duplicate some files when cutting builds
Lab
- Assorted eye candy
- Slightly better lighting
- Better CDU design, with more tools for flying Colin, tracking creatures, etc.
- New health monitor, as an example of tools for the relatively non-technical user
- New chemical monitor (roughly based on a gas chromatograph) for the more technically minded
- Whiteboard and photo frame with changing images downloaded from my server
- Pin board with simple live weather forecast.
- New creature selection logic and features
- Colin has an autopilot for finding / following creatures and moving to memorized locations.
World
- Edible plants that grow and need correct environment (not finished. They don’t self-seed yet)
- Nicer but far less GPU-intensive ocean
- Early stages of the portal, for import/export/transit of objects and mods. Import/export of creatures mostly works (see context help)
- Somewhat better fog