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Nov 18 2015

SmilingDemon moved T859: Right shift / build mode info not working properly on a large planet and station from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Nov 18 2015, 7:51 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon added a comment to T859: Right shift / build mode info not working properly on a large planet and station.

sounds rather trivial if it only happens on Planet plate edges

Nov 18 2015, 7:51 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon triaged T859: Right shift / build mode info not working properly on a large planet and station as Low priority.
Nov 18 2015, 7:39 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon claimed T859: Right shift / build mode info not working properly on a large planet and station.
Nov 18 2015, 7:37 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon created T860: BufferOverflowException + render issues with mass placement of non cubic blocks.
Nov 18 2015, 6:26 PM · Engine, Starmade
SmilingDemon added a comment to T462: Metal grills beside doors, sometimes do not render when the door is opened.

found by accident .. same as T168

Nov 18 2015, 6:17 PM · Engine, Starmade
SmilingDemon updated subscribers of T168: transparent blocks touching open doors have invisible faces.
Nov 18 2015, 6:16 PM · Game Development (Beta), Engine (Rendering), Starmade
SmilingDemon merged task T462: Metal grills beside doors, sometimes do not render when the door is opened into T168: transparent blocks touching open doors have invisible faces.
Nov 18 2015, 6:16 PM · Engine, Starmade
spunkie renamed T859: Right shift / build mode info not working properly on a large planet and station from right shift not displaying entity info near edge of planet plates to right shift not displaying entity info reliably.
Nov 18 2015, 12:53 PM · Game Development (Beta), GUI/HUD, Starmade
spunkie created T859: Right shift / build mode info not working properly on a large planet and station.
Nov 18 2015, 12:25 PM · Game Development (Beta), GUI/HUD, Starmade
spunkie changed Last tested (version) from release 0.19361 to release 0.19488 on T456: Ship HUD non functional after being forced out of reboot.
Nov 18 2015, 12:15 PM · Game Development (Alpha), GUI/HUD, Starmade
plusnine added a comment to T856: Turrets from Pirates stations are not decay anymore.

at the moment, from my fairly extensive tests on our set of custom pirate stations (all updated for current build / rails)

Nov 18 2015, 12:20 AM · Game Development (Beta), Prefabs, Starmade

Nov 17 2015

SmilingDemon added a comment to T856: Turrets from Pirates stations are not decay anymore.

Is this happening with custom pirate stations ?
Because you explicit talk about rail docks.

Nov 17 2015, 8:14 PM · Game Development (Beta), Prefabs, Starmade
SmilingDemon moved T856: Turrets from Pirates stations are not decay anymore from New / Unconfirmed to Feedback on the Issue Navigation board.
Nov 17 2015, 8:12 PM · Game Development (Beta), Prefabs, Starmade
SmilingDemon triaged T856: Turrets from Pirates stations are not decay anymore as High priority.
Nov 17 2015, 8:12 PM · Game Development (Beta), Prefabs, Starmade
SmilingDemon claimed T856: Turrets from Pirates stations are not decay anymore.
Nov 17 2015, 8:10 PM · Game Development (Beta), Prefabs, Starmade
SmilingDemon changed Reproducible from issuerepro:yes to issuerepro:random on T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..
Nov 17 2015, 7:57 PM · CBS: Rails, Starmade
SmilingDemon changed the status of T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities. from Open to In Queue (Game).
Nov 17 2015, 7:56 PM · CBS: Rails, Starmade
SmilingDemon claimed T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..
Nov 17 2015, 7:56 PM · CBS: Rails, Starmade
Napther added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

I tried both Delay and a Not of the clock. It appears to cease to function, or is Significantly reduced. Even Activation blocks and buttons become unresponsive when they are linked up to banks of capacitors

Nov 17 2015, 7:34 PM · Logic, Starmade
SmilingDemon added a comment to T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..

as far as i do remember that is already the fix for a problem that had emerged before.

Nov 17 2015, 7:15 PM · CBS: Rails, Starmade
alterintel added a comment to T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..

Thanks SmilingDemon, for confirming the issue. Hopefully this isn't as intended. :)
There has to be a better way of naming chained items than to add a zero.
Otherwise we will be limited to chain docks of around 50 or so.

Nov 17 2015, 6:40 PM · CBS: Rails, Starmade
SmilingDemon added a comment to T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..

the logs are full of stuff like

Nov 17 2015, 5:21 PM · CBS: Rails, Starmade
Chandler added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.
In T851#31396, @Napther wrote:

...I Swear doing some of this Lag stuff re-runs myself is like monitoring electron diffraction. Observing the thing skews the results.
Unless the first times were some Horrific coincidence that the lag kicked off when I linked those things in.
After another test, the admins complained the server was lagging - and apparently it wasnt my test rig - rather, someone deciding to take that moment to land on a planet...
I recorded a few videos, but, its inconclusive. If you wish to take a look at them, Ill stick them somewhere, but the set up was this

(Ignoring the little "Lag-O-Metre clock")
Main reason it was brought up was because I had an issue with it in the past I didnt bring up, and Scheema mentioned it in another, recent post.
However, While doing this I found Logic to be inoperable on a ship which has logic connected to a bank of capacitors

I was unable to operate the logic for whatever reason, pressing R on them did nothing.

Nov 17 2015, 3:38 PM · Logic, Starmade
SmilingDemon added a comment to T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..

entity_destroy_dock is to be used to eliminate an entity with all of its attached docks afaik.

Nov 17 2015, 11:21 AM · CBS: Rails, Starmade
Zackey_TNT added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

Unable to reproduce possible random affect or another cause.

Nov 17 2015, 9:29 AM · GUI/HUD, Starmade
alterintel added a comment to T843: Deleting turret causes crash. Upon reload, ship is missing allot of docked entities..

Is there something else that you guys need from me.
Or is there anything I can do to help out with resolving this issue?

Nov 17 2015, 9:07 AM · CBS: Rails, Starmade
spunkie moved T844: Mining Planets causing lag. from Open / Validated to Feedback on the Issue Navigation board.
Nov 17 2015, 1:16 AM · Engine, Starmade
spunkie added a comment to T844: Mining Planets causing lag..

I wasn't able to discern any noticeably large difference in ping rates with a green planet vs an ice planet, as well as an asteroid.

Nov 17 2015, 1:05 AM · Engine, Starmade
NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

i tried it against missile isanths and cannon isanths. Turrets got destroyed after ship shields got under 50% but there never was any shield down message

Nov 17 2015, 12:37 AM · GUI/HUD, Starmade
Napther added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

Unless the first times were some Horrific coincidence that the lag kicked off when I linked those things in.

Nov 17 2015, 12:04 AM · Logic, Starmade

Nov 16 2015

Zackey_TNT claimed T852: "Shields Down" message displayed when docked entities shields depleted.

Since Nuclearfun was unable to reproduce I shall now take a crack at it

Nov 16 2015, 11:51 PM · GUI/HUD, Starmade
Chandler changed the status of T849: Ships cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0 from Open to In Queue (Game).
Nov 16 2015, 10:29 PM · Engine, Starmade
Chandler moved T849: Ships cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0 from Feedback to Confirmed on the Issue Navigation board.
Nov 16 2015, 10:29 PM · Engine, Starmade
Chandler renamed T849: Ships cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0 from stations still cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0 to Ships cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0.
Nov 16 2015, 10:28 PM · Engine, Starmade
Chandler added a comment to T849: Ships cost credits to repair, even if SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 0.0.

-Confirmed-
It is with ship repair however, not station.
I tested with station got the expected result
I tested with a ship and had to pay to repair the ship..

Nov 16 2015, 10:28 PM · Engine, Starmade
Chandler moved T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour from Open / Validated to Feedback on the Issue Navigation board.
Nov 16 2015, 10:05 PM · Logic, Starmade
Chandler claimed T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

Do you have the structure this was built on? Or can you up load a video of what you are doing? I have connected a clock to a bank of Caps, nothing happens.

Nov 16 2015, 10:03 PM · Logic, Starmade
psycommando added a comment to T573: Planet Plates "Shrink" after Core detonation with a Logic Ship.

I had that a while ago too. I used the explode command for this one. Just to add that it might not be linked to the ship destroying the core having logic controlled systems.
Its much easier to notice when there is a city on the plate though.

Nov 16 2015, 9:52 PM · Game Development (Alpha), Universe, Starmade
Napther added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

Perhaps this is specific to missiles only, I was able to get it a number of times while testing the point defence against Missile-cannon isanths. Perhaps the missile's ability to down multiple docked shields at once can cause this message to appear

Nov 16 2015, 8:11 PM · GUI/HUD, Starmade
NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

I had no success what so ever in reproducing this bug. Neither with my own designs (using a clock to fire at a docked entity) nor with the provided blueprint and pirate Isanths, both in release as well as the latest dev build there was not a single instance where the shields down warning was wrongly displayed...

Nov 16 2015, 4:42 PM · GUI/HUD, Starmade

Nov 15 2015

elantzb created T858: Build Mode for Shipyard design displays total power cap, including Shipyard's Station..
Nov 15 2015, 7:34 PM · GUI/HUD, Starmade
elantzb created T857: Entity Structure menu does not specify damage as per tick for Damage Beam.
Nov 15 2015, 7:24 PM · GUI/HUD, Starmade
cyberus111 added a comment to T820: stuck in ship core /stuck in undeathinator.

Re-color/change transporter pad and make it into a spawn point. C + V link Ship Core or Undeathinator to spawn pad, spawn or leaving core puts you on top of the pad. Now all we would have to do is make sure t here is a 2 block high open spot above the spawn pad.

Nov 15 2015, 6:02 PM · Game Development (Alpha), Astronaut, Starmade
SmilingDemon renamed T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour from Logic linked to Power Capacitors causing lag to Logic linked to Blocks as Power Capacitors etc. causing lag.
Nov 15 2015, 4:56 PM · Logic, Starmade
SmilingDemon moved T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour from Feedback to Open / Validated on the Issue Navigation board.
Nov 15 2015, 4:54 PM · Logic, Starmade
SmilingDemon added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

-Validated-
ah .. ok .. never tried that before ...
would also applies to reactors, shield caps, and rechargers and possibly others
open for testing to find which ones causing this for removal of this

Nov 15 2015, 4:54 PM · Logic, Starmade
NuclearFun claimed T852: "Shields Down" message displayed when docked entities shields depleted.
Nov 15 2015, 4:20 PM · GUI/HUD, Starmade
SmilingDemon moved T848: module charge can go over its limit from Feedback to Open / Validated on the Issue Navigation board.
Nov 15 2015, 4:01 PM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
SmilingDemon placed T848: module charge can go over its limit up for grabs.

-Validated-
open for testing then ... doubt it can be reproduced though

Nov 15 2015, 4:01 PM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
Napther added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

Hmm, Seems like this happened lots back when Power Capacitors emitted light. However, I seemed to drop Shattered Skies when I tested linking a clock to 2x 50x50x50 power capacitor banks...

Nov 15 2015, 3:55 PM · Logic, Starmade
AndyP added a comment to T848: module charge can go over its limit.
In T848#31058, @Napther wrote:

Yeah, I figured Id bring it up in case anything turns up like this.

  1. I was trying to fit a "large" vessel through a warpgate that barely fits it - In trying to get through and adjust geometry and power my cores were warped back and forth. Fun times returning each damned time to get warped moments later.
  2. I may have hit the scanners while entering and exiting the vessel
  3. Logfiles... They are probably gone by this point, nor do I know how to use or find them.
  4. Actually, no, those weapons systems you see appear to have "unlinked" from their secondariness and effects, the missiles fired during this event operated as normal.
  5. Settings... Here: I believe these are the right ones

pasted into settings.cfg field

Nov 15 2015, 3:47 PM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
AndyP edited Clientconfig (settings.cfg) on T848: module charge can go over its limit.
Nov 15 2015, 3:46 PM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
SmilingDemon updated subscribers of T62: Unwanted resizing of menu when moving icons in hotbar.
Nov 15 2015, 12:23 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon merged task T855: Clicking UI features still causes activation of hotbar items. into T62: Unwanted resizing of menu when moving icons in hotbar.
Nov 15 2015, 12:23 PM · Starmade
SmilingDemon added a comment to T855: Clicking UI features still causes activation of hotbar items..

this is a followup problem of T62 - merging and increasing priority there

Nov 15 2015, 12:23 PM · Starmade
SmilingDemon raised the priority of T62: Unwanted resizing of menu when moving icons in hotbar from Low to Normal.

Interaction with UI menus and the Hotbar in general is a problem. -> T855
increasing priority

Nov 15 2015, 12:22 PM · Game Development (Beta), GUI/HUD, Starmade
SmilingDemon claimed T855: Clicking UI features still causes activation of hotbar items..
Nov 15 2015, 12:17 PM · Starmade
Tarusol created T856: Turrets from Pirates stations are not decay anymore.
Nov 15 2015, 11:54 AM · Game Development (Beta), Prefabs, Starmade
Comr4de created T855: Clicking UI features still causes activation of hotbar items..
Nov 15 2015, 11:26 AM · Starmade
SmilingDemon placed T852: "Shields Down" message displayed when docked entities shields depleted up for grabs.
Nov 15 2015, 10:47 AM · GUI/HUD, Starmade
SmilingDemon moved T852: "Shields Down" message displayed when docked entities shields depleted from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Nov 15 2015, 10:47 AM · GUI/HUD, Starmade
SmilingDemon added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

-Validated-
sounds like the power outage effect that gets wrongly declared on turrets supplied by their mothership T340

Nov 15 2015, 10:47 AM · GUI/HUD, Starmade
SmilingDemon triaged T852: "Shields Down" message displayed when docked entities shields depleted as Normal priority.
Nov 15 2015, 10:42 AM · GUI/HUD, Starmade
SmilingDemon claimed T852: "Shields Down" message displayed when docked entities shields depleted.
Nov 15 2015, 10:38 AM · GUI/HUD, Starmade
SmilingDemon moved T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour from New / Unconfirmed to Feedback on the Issue Navigation board.
Nov 15 2015, 10:29 AM · Logic, Starmade
SmilingDemon added a comment to T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.

-Feedback-
What is the intent to link a clock to the power capacitors ?
I dont think that should be possible in the first place.

Nov 15 2015, 10:29 AM · Logic, Starmade
SmilingDemon triaged T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour as Normal priority.
Nov 15 2015, 10:25 AM · Logic, Starmade
SmilingDemon claimed T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.
Nov 15 2015, 10:24 AM · Logic, Starmade
Keptick added a comment to T774: Power transfer beam logic activation missing 1 out of 5 ticks.

I noticed yesterday, I have two beams that alternate with 2.5 second timers, and the beams seem to shut off prematurely for like half a second before the full 2.5 seconds has passed. There's a noticeable delay between the beams activating, it should be instant. I can upload the docked reactor if you want to see for yourself.

Nov 15 2015, 1:29 AM · Starmade, Issue Navigation

Nov 14 2015

Keptick added a comment to T854: Armor values wrongly applied to missile damage.

Herm... idk why it edited all the parameters, I just edited the text to make it clearer...

Nov 14 2015, 11:58 PM · Engine, Starmade
Keptick updated the task description for T854: Armor values wrongly applied to missile damage.
Nov 14 2015, 11:57 PM · Engine, Starmade
Keptick created T854: Armor values wrongly applied to missile damage.
Nov 14 2015, 11:56 PM · Engine, Starmade
Napther created T853: shield effect overrides lighten mode.
Nov 14 2015, 9:14 PM · Engine, Starmade
Napther created T852: "Shields Down" message displayed when docked entities shields depleted.
Nov 14 2015, 6:35 PM · GUI/HUD, Starmade
Phocian added a comment to T833: Build mode controls all other docked entities on a station and or a docked ship.

I think this relates to performance really. If you build a station that can defend itself then it will require a reasonable number of turrets.
Now if you have say two ships docked each with ten turrets then this just drops the fps to single figures and PINGs the server to where it effects other players.

Nov 14 2015, 5:49 PM · AI, Starmade
NuclearFun added a comment to T645: can't remove blocks behind non cubic blocks.
In T645#29071, @lancake wrote:
In T645#28733, @spunkie wrote:

-QA Testing-
Partial fix
Only a few more quirks to iron out.
Certain instances where non cube blocks are next to other blocks will cause the copy selection area to disappear making it impossible to tell what is being copied until you select to paste it and see the preview. This usually happens where your cursor is pointing through the cubic area of a non cube block and hitting the block next to it.
A more minor effect of the above is when the selection area is not invisible its flipped from its usual orientation when pointing at that side.
https://youtu.be/ix0SyYfmAIU

Those instances spunkie describes also stop you from removing a block next to non cubic block, including that the copy selection area (and remove mode/build mode area highlight) is not visible.
Examples taken from T800
You can remove this wedge:


But not the solid block behind it:

Nov 14 2015, 5:23 PM · Game Development (Beta), Engine (Building), Starmade
SmilingDemon moved T573: Planet Plates "Shrink" after Core detonation with a Logic Ship from Feedback to Open / Validated on the Issue Navigation board.
Nov 14 2015, 2:39 PM · Game Development (Alpha), Universe, Starmade
SmilingDemon moved T573: Planet Plates "Shrink" after Core detonation with a Logic Ship from Archived to Issue affecting current release on the Starmade board.
Nov 14 2015, 2:38 PM · Game Development (Alpha), Universe, Starmade
SmilingDemon reopened T573: Planet Plates "Shrink" after Core detonation with a Logic Ship as "Open".

reopening ... as it seems to still happen rarely

Nov 14 2015, 2:38 PM · Game Development (Alpha), Universe, Starmade
Napther added a comment to T573: Planet Plates "Shrink" after Core detonation with a Logic Ship.

The effect also happens Vice Versa, a R50 planet seems to revert to something close to R70-100 after logic-based detonation and timing the warp to coincide with the Sector Removed From memory time (default 20s)

Nov 14 2015, 1:52 PM · Game Development (Alpha), Universe, Starmade
Napther updated the task description for T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.
Nov 14 2015, 1:48 PM · Logic, Starmade
Napther created T851: Logic linked to Blocks as Power Capacitors etc. not effecting block behaviour.
Nov 14 2015, 1:47 PM · Logic, Starmade
lancake closed T52: ArrayIndexOutOfBoundsException in storage UI as Closed.

-QA Testing-

Nov 14 2015, 12:30 PM · GUI/HUD, Starmade
lancake moved T774: Power transfer beam logic activation missing 1 out of 5 ticks from Confirmed to Waiting for other issue on the Issue Navigation board.
Nov 14 2015, 11:40 AM · Starmade, Issue Navigation
lancake added a comment to T774: Power transfer beam logic activation missing 1 out of 5 ticks.

Tested in SP a while ago:
This appears to be some synch issue.
I see all 5 ticks apply their power drain + supply which is completely normal. However...After a 2 or 3 bursts, I see the power storage of my target jumping back to a previous state. The same goes for my power consumption, it jumps back up from back when I had more power.
As far as I can see, this keeps happening consistently every X bursts, the netto result at the end will always be less than 5 ticks per burst because of that. It seems to be around 4 ticks per burst although that really depends.
It just looks like the server checks the power supplied/consumed, disagrees about it what the client tells you and then corrects that. The client however was correct, the server isn't so that's causing this weird loss of ticks.
PS: Most likely this is affecting shield damage too

Nov 14 2015, 11:40 AM · Starmade, Issue Navigation
lancake changed the status of T764: Anti-aliasing does not work from Open to In Queue (Game).

I think we have enough results, works fine for AMD but not for Nvidia.

Nov 14 2015, 10:57 AM · Engine, Starmade
lancake moved T837: Gravity sometimes neutralizes when stepping on non-cubes. from Feedback to Open / Validated on the Issue Navigation board.
Nov 14 2015, 10:37 AM · Game Development (Beta), Engine (General), Starmade
lancake added a comment to T837: Gravity sometimes neutralizes when stepping on non-cubes..

Alright, thanks for the feedback, should be enough to test with.

Nov 14 2015, 10:36 AM · Game Development (Beta), Engine (General), Starmade
lancake moved T764: Anti-aliasing does not work from Open / Validated to Confirmed on the Issue Navigation board.
Nov 14 2015, 10:35 AM · Engine, Starmade
lancake claimed T764: Anti-aliasing does not work.
Nov 14 2015, 10:35 AM · Engine, Starmade
lancake moved T774: Power transfer beam logic activation missing 1 out of 5 ticks from Open / Validated to Confirmed on the Issue Navigation board.
Nov 14 2015, 10:35 AM · Starmade, Issue Navigation
Gamel added a comment to T830: Language pack: not everything has an entry.

config override have been fixed in 0.19489
but there are still a lot of things missing in the translation pack.

Nov 14 2015, 8:32 AM · Translations, Starmade
PhaserArray added a comment to T573: Planet Plates "Shrink" after Core detonation with a Logic Ship.

I experienced this bug today and yesterday, I've included the client logs that were created around the time I blew the planets up.

Nov 14 2015, 4:42 AM · Game Development (Alpha), Universe, Starmade
Napther added a comment to T848: module charge can go over its limit.

Copied your settings into a file attachment:


so 2 problems ?

  1. Weapons CPUs got unlinked from slaves and tertiary effects on trying to jump ?
  2. thats reported as random unlinking i think in T847
  3. the blue grafics glitch upwards from the hotbar ?
Nov 14 2015, 1:02 AM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
Napther added a comment to T456: Ship HUD non functional after being forced out of reboot.

On single player, This bug happened to me, however the LIGHTING MODE of Advanced Build Mode ALSO became unneffectual

Nov 14 2015, 12:36 AM · Game Development (Alpha), GUI/HUD, Starmade

Nov 13 2015

spunkie claimed T844: Mining Planets causing lag..
Nov 13 2015, 10:35 PM · Engine, Starmade
spunkie changed the status of T718: Playing the game at a small resolution renders parts of the hud unreadable from Open to In Queue (Game).
Nov 13 2015, 10:31 PM · Starmade
spunkie claimed T718: Playing the game at a small resolution renders parts of the hud unreadable.

The gui elements do not resize adequately to view all intended information as described.

Nov 13 2015, 10:31 PM · Starmade
SmilingDemon renamed T814: Transported astronaut position gets out of sync Client<->Server from Transporter stops functioning after use to Transported astronaut position gets out of sync Client<->Server.
Nov 13 2015, 10:22 PM · Game Development (Beta), CBS: Systems, Starmade