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Starmade | Slabs' touching sides will not render if one slab is opaque and the other is transparent.
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Description

If one places one transparent and one opaque slab side by side, it becomes possible to see through the side of the opaque slab where it touches the transparent slab. It becomes invisible.
For example, a glass slab and a hull slab will reproduce this bug.
This specifically concerns slabs of the same size and same orientation.

My apologies if this was reported before, I couldn't find it on the tracker.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Category
Engine
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GeForce GTX 760 (192-bit)/PCIe/SSE2
Steps to reproduce
  1. Place a slab of an opaque block (e.g. Grey Hull)
  2. Place a slab of a transparent block (e.g. Glass) with the same size and orientation directly adjacent so one face touches it.
  3. Look through the transparent block at the face it shares with the opaque block
Detected video (Graphicsinfo.txt)

Running on thread: main
Adapter: nvd3dumx,nvwgf2umx,nvwgf2umx
Driver Version: 9.18.13.3544
Vendor: NVIDIA Corporation
OpenGL Version: 4.4.0
Renderer: GeForce GTX 760 (192-bit)/PCIe/SSE2
GLSL Ver: 4.40 NVIDIA via Cg compiler

Serverconfig (server.cfg)

WORLD = EC Shipyards set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
PROTECT_STARTING_SECTOR = true
Protects the starting sector
ENABLE_SIMULATION = true Universe AI simulation
CONCURRENT_SIMULATION = 256
How many simulation groups may be in the universe simultaniously (performance)
ENEMY_SPAWNING = true Enables enemy spawing
SECTOR_SIZE = 5000
Sets the size of sectors in the universe WARNING scaling the size of an existing universe down may cause issues
BLUEPRINT_DEFAULT_PRIVATE = true If true, set blueprints private as default (else they are public)
FLOATING_ITEM_LIFETIME_SECS = 600
How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 420 How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true
Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 20 Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10
Time in secs after which inactive sectors are completely removed from memory (-1 = off)
USE_STARMADE_AUTHENTICATION = false allow star-made.org authentication
REQUIRE_STARMADE_AUTHENTICATION = false
require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 10 How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
DEFAULT_BLUEPRINT_ENEMY_USE = false
Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_FACTION_BUY = false Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_OTHERS_BUY = false
Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_HOME_BASE_BUY = false Default option for blueprints not in catalog yet
LOCK_FACTION_SHIPS = true
If true, ships of other factions cant be edited, activated, or entered
DEBUG_FSM_STATE = false transfer debug FSM state. Turning this on may slow down network
PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false
Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
CATALOG_SLOTS_PER_PLAYER = -1 How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = 1200000
how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
FORCE_DISK_WRITE_COMPLETION = false forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true
enables asteroids to be able to move in space
ENABLE_BREAK_OFF = false debug (don't activate unless you know what you're doing)
COLLISION_DAMAGE = false
colliding into another object does damage
COLLISION_DAMAGE_THRESHOLD = 2.0 Threshold of Impulse that does damage (the lower, the less force is needed for damage)
SKIN_ALLOW_UPLOAD = true
if off, skin uploading to server is deactivated
CATALOG_NAME_COLLISION_HANDLING = false if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
SECTOR_AUTOSAVE_SEC = 300
Time interval in secs the server will autosave (-1 for never)
PHYSICS_SLOWDOWN_THRESHOLD = 40 Milliseconds a collision test may take before anti-slowdown mode is activated
THRUST_SPEED_LIMIT = 120
How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 8 Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = false
Enable super admin for this server
SUPER_ADMIN_PASSWORD = mypassword Super admin password for this server
SERVER_LISTEN_IP = all
Enter specific ip for the server to listen to. use "all" to listen on every ip
SOCKET_BUFFER_SIZE = 65536 buffer size of incoming and outgoing data per socket
PHYSICS_LINEAR_DAMPING = 0.05
how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.05 how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9
multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
CHEST_LOOT_COUNT_MULTIPLIER = 0.9
multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
CHEST_LOOT_STACK_MULTIPLIER = 0.9 multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
USE_WHITELIST = false
only names/ips from whitelist.txt are allowed
FILTER_CONNECTION_MESSAGES = false don't display join/disconnect messages
USE_UDP = false
Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
AUTO_KICK_MODIFIED_BLUEPRINT_USE = false Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false
Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false Ban player by IP that spawn modified blueprints
AUTO_BAN_TIME_IN_MINUTES = 60
Time to ban in minutes (-1 for permanently)
REMOVE_MODIFIED_BLUEPRINTS = false Auto-removes a modified blueprint
DEBUG_SEGMENT_WRITING = false
Debugs correctness of writing of segments (costs server performance)
TCP_NODELAY = true Naggles algorithm (WARNING: only change when you know what you're doing)
PING_FLUSH = false
flushes ping/pong immediately (WARNING: only change when you know what you're doing)
RECIPE_BLOCK_COST = 5000 How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.05
(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
RECIPE_REFUND_MULT = 0.5 how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
RECIPE_LEVEL_AMOUNT = 4000
On how much created blocks will a recipe level up (base value) (min 0)
DEFAULT_SPAWN_SECTOR_X = 2 DEFAULT Spawn Sector X Coordinate
DEFAULT_SPAWN_SECTOR_Y = 2
DEFAULT Spawn Sector Y Coordinate
DEFAULT_SPAWN_SECTOR_Z = 2 DEFAULT Spawn Sector Z Coordinate
MODIFIED_BLUEPRINT_TOLERANCE = 0.1
Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.1 Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_POINT_X_1 = 8.0
First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_1 = -6.5 First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_1 = 0.0
First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_2 = 15.0 Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_2 = -6.5
Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_2 = 8.0 Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_3 = 8.0
Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_3 = -6.5 Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_3 = 15.0
Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_4 = 0.0 Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_4 = -6.5
Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_4 = 8.0 Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.0
players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
PLAYER_DEATH_CREDIT_DROP = false drop credits lost on death into space instead
PLAYER_DEATH_BLOCK_PUNISHMENT = true
player will drop all his blocks into space on death
PLAYER_DEATH_PUNISHMENT_TIME = 300 Time interval in seconds after death of a player in which the player is not punished
PLAYER_DEATH_INVULNERABILITY_TIME = 20
Time the player is invulnerable after death in sec
PLAYER_HISTORY_BACKLOG = 30 How many login history objects (with name, IP, account-name, and time) should be saved by player state
PROJECTILES_ADDITIVE_VELOCITY = true
initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.0 multiplicator for projectile velocity
IGNORE_DOCKING_AREA = false
ignores docking area size
ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true enables clients being able to upload their pre-build-blueprints to the server
SHOP_NPC_STARTING_CREDITS = 10000000
how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 100000 how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 1
how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
BROADCAST_SHIELD_PERCENTAGE = 5 percent of shields changed for the server to broadcast a shield synch
BROADCAST_POWER_PERCENTAGE = 50
percent of power changed for the server to broadcast a power synch (not that critical)
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = false admins can enter ships of any faction
STAR_DAMAGE = true
suns dealing damage to entities
SQL_NIO_FILE_SIZE = 256 megabyte limit of .data file when to use NIO (faster) (must be power of 2)
PLANET_SIZE_MEAN = 200.0
Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 100.0 Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
ASTEROID_RADIUS_MAX = 64
Asteroid max radius in blocks (from -x to +x)
ASTEROID_RESOURCE_SIZE = 2.5 Average diameter of resource veins in asteroids
ASTEROID_RESOURCE_CHANCE = 0.003
Chance per block to place a new resource vein (1.0 = 100%)
PLAYER_MAX_BUILD_AREA = 30 max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000
period of spam protection
ASTEROID_SECTOR_REPLENISH_TIME_SEC = 3600 seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
NT_SPAM_PROTECT_MAX_ATTEMPTS = 30
max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 ips excepted from spam control (separate multiple with comma) (default is localhost)
NT_SPAM_PROTECT_ACTIVE = true
enables connection spawn protection (flooding servers with login attempts)
USE_PERSONAL_SECTORS = false will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
BATTLE_MODE = false
turn on battlemode (warning, don't use unless you know what you're doing)
BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; General config for battlemode
BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8]
Faction config for battlemode
LEADERBOARD_BACKLOG = 24 time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
ANNOUNCE_SERVER_TO_SERVERLIST = false
announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = SaucerSpace
max length 64 characters
SERVER_LIST_DESCRIPTION = A quaint little server max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = true
can shoot down own or missiles from own faction
USE_DYNAMIC_RECIPE_PRICES = true use recipe based prices (the price is the price of the parts it is made out of in crafting)
MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true
Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
PLANET_SPECIAL_REGION_PROBABILITY = 240 one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
NT_BLOCK_QUEUE_SIZE = 1024
How many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25 Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3
Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
BUY_BLUEPRINTS_WITH_CREDITS = false buy blueprints directly with credits
SHOP_USE_STATIC_SELL_BUY_PRICES = false
shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.5 maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.5
minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
MINING_BONUS = 1 general multiplier on all mining
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000
max logic trace queue allowed
MAX_COORDINATE_BOOKMARKS = 32 coordinate bookmarks per player allowed
ALLOWED_STATIONS_PER_SECTOR = 1
How many stations are allowed per sector
STATION_CREDIT_COST = 10000 how much does a station or station blueprint cost
SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256
how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
ALLOW_OLD_DOCKING_BEAM = false enables old docking beam
WEIGHTED_CENTER_OF_MASS = true
if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
SECURE_UPLINK_ENABLED = false dedicated servers can be registered on the StarMade registry
SECURE_UPLINK_TOKEN =
uplink token, provided when registering a dedicated server
USE_STRUCTURE_HP = true ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
SHOP_REBOOT_COST_PER_SECOND = 100.0
Cost to reboot a ship at a shop (per second it would take to reboot in space)
SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 Cost to repair a ship's armor at a shop
MAX_SIMULTANEOUS_EXPLOSIONS = 10
the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
OVERRIDE_INVALID_BLUEPRINT_TYPE = true
If a loaded blueprint is invalid, it's type will be overridden
FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 Days of inactivity after which a founder may kick another founder
DEBUG_BEAM_POWER_CONSUMPTION = false
server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
DEBUG_BEAM_TICKS_DONE = false server will send notifications on ticks done on server (costs performance, so only use for debugging)
DEBUG_BEAM_POWER_PER_TICK = false
server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
DEBUG_MISSILE_POWER_CONSUMPTION = false server will send notifications on missiles on server (costs performance, so only use for debugging)
BLUEPRINT_SPAWNABLE_SHIPS = true
enables or disables blueprint spawning from item
BLUEPRINT_SPAWNABLE_STATIONS = true enables or disables blueprint spawning from item
USE_OLD_GENERATED_PIRATE_STATIONS = false
enables spawning of old style pirate stations
CARGO_BLEED_AT_OVER_CAPACITY = true cargo is ejected every minute if storage is at over capacity
ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false
Personal Inventory can go over capacity
ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = true only allows faction ships to be added to fleet
MAX_CHAIN_DOCKING = 25
maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
SHOP_RAILS_ON_ADV = true Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
SHOP_RAILS_ON_NORMAL = true
Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
ALLOW_FLEET_FORMATION = true Allows fleet formation
BACKUP_WORLD_ON_MIGRATION = true
Back up world when migrating to a new file format
BACKUP_BLUEPRINTS_ON_MIGRATION = true Back up blueprints when migrating to a new file format
DISPLAY_GROUPING_DEBUG_INFORMATION = false
Displays grouping calculation information
SECTORS_TO_EXPLORE_FOR_SYS = 15 How many sectors of a system have to be explored
NPC_FACTION_SPAWN_LIMIT = -1
Maximum npc factions per galaxy (-1 for unlimited (will still be around 2-10))
NPC_DEBUG_MODE = false Sends complete NPC faction package to clients (very bandwith intensive)
FLEET_OUT_OF_SECTOR_MOVEMENT = 6000
How long for an unloaded fleet to cross a sector in ms
NPC_LOADED_SHIP_MAX_SPEED_MULT = 0.7 How fast NPC fleet ships are compared to their max speed when loaded
USE_FOW = true
Use 'fog of war'. Turning this off will make everything visible to everyone
NPC_LOG_MODE = 0 use 0 for npc file logs [/logs/npc/] and 1 for normal log output
NPC_DEBUG_SHOP_OWNERS =
Additional shop owners for npc faction shops (case insensitive, seperate with comma)
SQL_PERMISSION = //user name allowed to sql query remotely (direct console always allowed /sql_query, /sql_update, /sql_insert_return_generated_keys) (case insensitive, seperate with comma)

Clientconfig (settings.cfg)

C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false Display help for controls
C_MOUSE_BUTTON_SWITCH = false
Switch build/remove mouse buttons
G_RESOLUTION = 1360 x 768 Resolution
G_FULLSCREEN = false
Fullscreen
G_WINDOWED_BORDERLESS = false Borderless windowed mode
G_TEXTURE_PACK = Default
Texture Pack
G_TEXTURE_PACK_RESOLUTION = 256 Texture Quality (Resolution)
G_VSYNCH = false
Vert-Synch
G_MULTI_SAMPLE_TARGET = 0 Antialiasing (Samples)
G_MULTI_SAMPLE = 0
G_GAMMA = 1.2
Gamma (Needs Frambuffer)
G_FOV = 85.0 Field of View
G_MAX_SEGMENTSDRAWN = 1000
Amount of Chunks possibly drawn (view distance)
G_NORMAL_MAPPING = false Enable Normal mapping
G_SHADOWS = false
G_SHADOW_QUALITY = BEST
G_SHADOWS_TARGET = false
Enable Shadows
G_SHADOW_QUALITY_TARGET = BEST Set Shadow Quality
G_PROD_BG = true
Procedural Background (fbo req)
G_PROD_BG_QUALITY = 1024 Procedural BG quality
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
Draw other galaxies in map (slow)
HIT_INDICATION_NUMBERS_LIFETIME = 0.4 Time, hit numbers remain (sec)
PLAYER_SKIN_CREATE =
Create Player Skin
PLAYER_SKIN = Path to player skin. Remove to Use default
D_LIFETIME_NORM = 30
Lifetime (secs) of debris (0 to turn off)
S_SOUND_SYS_ENABLED = true
S_SOUND_ENABLED = true Sound
S_SOUND_VOLUME_GLOBAL = 4
Sound Volume
USE_OPEN_AL_SOUND = true OpenAL (Off fixes stutter, but silent videos. restart needed. working on fix)
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = -1
ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0
MOUSE_WHEEL_SENSIBILITY = 7.0E-4
BUILD_MODE_SHIFT_SPEED = 25.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 600
Damage display distance
G_STAR_COUNT = 2048 Star Count
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true
Draw beams
G_DRAW_EXHAUST_PLUMES = true Draw thruster plums
D_INFO_CONTROLMANAGER = false
D_INFO_SHADER = true
T_ENABLE_TEXTURE_BAKER = false
D_INFO_DRAW_TIMES = false
D_INFO_DRAW_SPACE_PARTICLE = false
G_SPACE_PARTICLE = true
Draw space dust particles
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
F_FRAME_BUFFER = true Use Framebuffer
G_SHADOW_NEAR_DIST = 1.0
G_SHADOW_FAR_DIST = 75.0
G_SHADOW_DEPTH_RANGE_NEAR = 0.0
G_SHADOW_DEPTH_RANGE_FAR = 1.0
G_SHADOW_SPLIT_FAR_0 = 0.325
G_SHADOW_SPLIT_NEAR_1 = 0.325
G_SHADOW_SPLIT_FAR_1 = 0.325
G_SHADOW_SPLIT_NEAR_2 = 0.325
G_SHADOW_SPLIT_MULT = 1.005
G_SHADOW_CROP_MATRIX_MAX = -1000.0
G_SHADOW_CROP_MATRIX_MIN = 1000.0
G_SHADOW_EXTRA_BACKUP = 20.0
G_SHADOW_NEAR_CLIP = 0.05
G_SHADOW_SPLIT_MAT_RADIUS_ADD_0 = 0.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_1 = 10.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_2 = 10.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_3 = 3.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_0 = 0.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_1 = 100.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_2 = 50.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_3 = 150.0
G_SHADOW_SPLIT_ORTHO_NEAR_ADDED = -100.0
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_0 = -0.013
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_1 = -0.002
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_2 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_0 = -0.023
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_1 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_2 = -0.0
G_SHADOW_FOV_ADDED_RAD = 0.2
G_SHADOW_DISPLAY_SHADOW_MAP = false
G_DRAW_SHIELDS = true
Shield Effect
G_DRAW_WATER = true
G_DRAW_BACKGROUND = true Background Image
G_WATER_USE_MIPMAPS = false
E_NAVIGATION_FILTER = 613
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMERATE_FIXED = 60
Limit Framerate (30, 60, 120, 240, or -1 for unlimited),
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = false
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_TEXTURE_COMPRESSION_BLOCKS = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL Radar (minimap) size
SECTOR_INDICATION_MODE = INDICATION_ONLY
Indicators for other sectors
S_KEY_ALLOW_DUPLICATES = true Allow key assign duplicates
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
S_INITIAL_SETTING = Single Player
S_GAME_MODE = Sandbox
G_BONE_ANIMATION = true
P_NT_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
P_PHYSICS_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_MODE = 0
G_DEBUG_LINE_DRAWING_ACTIVATED = false
G_WINDOW_START_POSITION = center
G_DRAW_GUI_ACTIVE = true
G_DRAW_NO_OVERLAYS = false
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = true
Draw additional stars
G_DRAW_PASTE_PREVIEW = true Draw preview for paste
G_USE_SPRITE_VBO = true
TUTORIAL_NEW = false
Tutorial enabled
G_AUTOSELECT_CONTROLLERS = true AutoSelect Controllers
S_INFO_DRAW = FPS_AND_PING
Tech Info
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVERTIME_UPDATE_FREQUENCY = 10000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 0.5 MoUse Sensitivity
G_HIT_INDICATION_SIZE = 1.0
Size of hit indications
F_BLOOM = false Bloom Effect
F_BLOOM_INTENSITY = 0.4
Bloom Intensity
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL = false Use keybind to scroll through other hotbars
S_INVERT_MOUSEWHEEL_HOTBAR = false
invert mouse wheel for hotbars
S_ZOOM_MOUSEWHEEL = SLOTS primary mouse wheel function
S_MOUSE_SHIP_INVERT = false
Invert MoUse-Y (Ship)
S_MOUSE_ALL_INVERT = false Invert MoUse-Y (All)
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK = true
Preview Block to build
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_BACKGROUND = false
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false Use linear mag filter on Blocks (restart required)
BLOCK_TEXTURE_ANISOTROPY = true
Anisotropic block textures (restart required)
G_MAG_FILTER_LINEAR_GUI = false Use linear mag filter on GUI (restart required)
G_MAX_BEAMS = 1024
MaxBeamsDrawn (restart required)
SEGMENT_REQUEST_BATCH = 64 Size of Chunk request-queue
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
LIGHT_RAY_COUNT = 48
Block light quality (impacts chunk refresh time, but not fps)
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 Popup Detach Warning (% server speed, -1 off)
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = false
Simple Lighting Quality (faster)
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPONENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
G_DRAW_ANY_CONNECTIONS = true Draw connections between logic blocks
G_DRAW_ALL_CONNECTIONS = false
Draw all connections (not only logic)
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 128 Max Missile Trails (restart required)
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true
Autoassign weapons on fire if bar empty
G_DRAW_NT_STATS_OVERLAY = false Draw network statistics in hud
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = true
MultiDraw Optimization (turn off on chunk Draw problems)
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true
CHAT_CLOSE_ON_ENTER = true Close chat on enter
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = true
creative mode
G_DRAW_LAG_OBJECTS_IN_HUD = false Draw lag statistics in hud
G_SHOW_SYMMETRY_PLANES = true
Show symmetry planes
LANGUAGE_PACK = english
LANGUAGE_PACK_ASSIGNED = true
DELETE_SEVER_DATABASE_ON_STARTUP = false
G_BASIC_SELECTION_BOX = false Draw basic selection boxes
OFFLINE_PLAYER_NAME = gamesaucer
ONLINE_PLAYER_NAME = gamesaucer
SERVERLIST_COMPATIBLE = true
SERVERLIST_RESPONSIVE = true
SERVERLIST_FAVORITES = false
SERVERLIST_CUSTOMS = false
CUBE_LIGHT_NORMALIZER_NEW_M = true
SERVERLIST_LAST_SERVER_USED = localhost:4242
LAST_GAME = SP;EC Shipyards;4242;gamesaucer
PLAY_INTRO = true
Play Intro
SUBTITLES = true Subtitles
TUTORIAL_BUTTON_BLINKING = false
TUTORIAL_PLAY_INTRO = false
TUTORIAL_WATCHED = fundamentals;
SHOW_32BIT_WARNING = true
USE_INTEGER_VERTICES = true
LOD_DISTANCE_IN_THRESHOLD = 80.0
Non Block Render Distance (LoD)
AUTOSET_RESOLUTION = false
FIRST_START = false
USE_TGA_NORMAL_MAPS = true
PLUME_BLOOM = true

Java Version (64bit)

java version "1.8.0_31"
Java(TM) SE Runtime Environment (build 1.8.0_31-b13)
Java HotSpot(TM) 64-Bit Server VM (build 25.31-b07, mixed mode)

Event Timeline

I made a screenshot of what it looks like.

SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.Jan 13 2017, 2:51 PM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon changed Affected Gamemode(s) from none/unspecified to Single and Multi.
SmilingDemon changed Category from none/unspecified to Engine.
SmilingDemon claimed this task.
SmilingDemon triaged this task as Normal priority.
Restricted Application removed a project: Issue Navigation. · View Herald TranscriptJan 13 2017, 2:52 PM
Restricted Application added a project: Engine. · View Herald TranscriptMar 10 2017, 5:42 PM
AndyP moved this task from Unclassed to Archived on the Starmade board.Mar 29 2017, 1:23 PM