Ahh, it still does the "check for collision" thing on jumping.
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Nov 5 2015
-QA Testing-
Nov 4 2015
Might be resolved with the "players not falling out of ships" fix. needs qa
In T806#29423, @mushroomfleet wrote:It will be great to see this actually fixed. Thanks Schema.
This has been hanging around for a long time.
It used to be when players held Shift, however you already fixed that already some time back.
Nov 3 2015
It will be great to see this actually fixed. Thanks Schema.
This has been hanging around for a long time.
Nov 2 2015
-QA Testing-
Nov 1 2015
Oct 31 2015
Appears to be fixed now.
Oct 30 2015
it should just "stop" when out of power, and continue when power is restored.
This may or may not be fixed. I tried to make it run out of power while building and it would completely build the ship, but then when I was deconstructing the ship and I would remove all the power it would stop completely and not remove all the blocks. So, I cannot tell if this is completely fixed.
Fixed as byproduct of T673
-QA Testing-
Oct 29 2015
I can confirm the fix; all seems to work as expected now. (Thing is, I'm not a tester so I can't close it.)
Oct 28 2015
Oct 26 2015
Game starts again now for me.
there are 3 task open while the game is started alongside the Java.exe .. is that intended ?
they are gone after ending SM
Newest build at http://sm-launcher-test.s3.amazonaws.com/index.html?prefix=jobs/Launcher/58/ resolves this issue.
Oct 7 2015
Oct 6 2015
Don't worry, we have all done it. Glad to help :)
-QA testing-
fix not included in latest dev-build.
Oct 4 2015
Oct 3 2015
Oct 2 2015
Sep 27 2015
Sep 26 2015
Sep 19 2015
-QA testing-
Sep 17 2015
Sep 15 2015
-QA Testing-
Sep 14 2015
-QA Testing-
Hi! The issue seems to fixed with wedges but i still get those wrong selection areas with tetras and heptas in 0.19435.
-QA Testing-
Tested on version 0.19434.
Planets and stations are now unaffected by the ship block/mass limit config.
However, the ship mass limit doesn't seem to work.. The block count limit does work however.
Sep 13 2015
another log, this one in 0.19433
Sep 12 2015
-QA Testing-
Sep 11 2015
Ugh, forgot the column again.
Sep 10 2015
Please check the upcoming build for this, it should be fixed in that one.
Okay, it appears that factory inventories were not being removed at all since the shipyard update. This should be fixed now. If there are any other recent issues about factory inventories not working correctly they are likely fixed as well.
Yes. As 1-block-scanners reload very slowly, I test with those first, as the difference is much easier to spot.
It appears that I missed the jump drive and scanner charge animations. Is that what you were re-testing with?
Sep 9 2015
Pushed to resolved as it is now an implemented feature
Sep 8 2015
Okay, so I've added a tiny.cc link, which allows us to edit the underlying link if the specific link (mentioned above) ends up going 404. This will point them to the download page directly without risking the 404 error in the future.