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EDIT: OK this one has a large issue too but its a random chance if it triggers or not! the variable I use to scale the camera doesn't get it's value initialized correctly until the player loads in in this version, however, the world renderer initializes before that! therefore it just uses whatever garbage data was already in the spot in memory it assigns the variable to! this means it can do very bad things depending on what the math does with that 'number' in the few frames before player init sets it right, garbage data either causing the renderer to hang, or whatever it does, I don't know, all it means is there's a chance you can't load in, nothing is wrong with your player data, it isn't corrupted, I was just dumb and didn't initialize a variable with a sensible valueOriginal post:This time I did all my major testing on windowsif anyone needs the mac build just poke me for it and I'll put it togetherprobably will try to get the linux build later or tomorrow if someone pokes me about it

this is the first version in a while I'd consider playable, not everything has returned from 2.8 yet, there's still some cleanup to do, point out anything that seems offI believe I've fixed the performance issues by making sure animation controlling functions are only called on the master of the entityscaling in size should be saving correctly now so one shouldn't get stuck in the floor, or hover in the air after a warp or loading back inbeing let out from a pred should snap you to the floor if you got stuck in the floor from thatwe made the camera zoom in and out with you when you shrink/grow! I think this is great fun but if people would rather this be an option we can figure out an option for itthe game also won't break your character if you load them in with a status effect that doesn't exist, it'll just, remove itself from the character easy, the game should have done that from the getgo but, starbound be starboundwe made monsters interact with vehicle seats correctly, so now they rotate and are layered between the fg and bg of the vehicles correctly, which is greatquadrupeds haven't had their animations fixed yet, but we did change the behavior of how rotation arms work slightly, so they won't constantly flip in place if you hold the cursor above themremember the annoying ass "lock item" thing we had in SBQ, it is gone, we murdured it, it was something we needed before engine mods but it was fucking terrible and stupid and confused people and it was just bad, now we can just, have the vehicle seat itself choose what items are allowed to be used in it, which is great, Zy even went as far as to edit the behavior of the hotbar slightly so it would grey out items you aren't allowed to usethere's probably something else I forgot, we're going to make sure to make a cohesive changelog and documentation on new engine functions when 3.0 is finished thoughthe next goal involves violently ripping vehicles out and just making everything run on the player/NPC script itself by making them a loungable entity

LokiVulpix PATREON 149 favs
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POSTEDJan 13, 2024
ARCHIVEDJun 10, 2026