The Epic Trello Thread

1568101140

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  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    Hey now, that looks pretty nice! :)
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Creepvine Forest has its own music--or did it always have that, and we've never heard it? 'Cause they fixed it!
  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    Cheers for the heads up, I'll check it out next time I'm on :)
    Right, off to school, cya later and enjoy the rest of your day :)
  • SGTChuckSGTChuck Sup. I like to chill. And yell "WHAT" at my TV screen. Join Date: 2016-07-05 Member: 219590Members
    Oooooh that menu looks awsome. Have some chekin.... wait... WHAT theres no chekin in the emoji list? thats messed up...
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    Coranth wrote: »
    Creepvine Forest has its own music--or did it always have that, and we've never heard it? 'Cause they fixed it!

    I wish the music in Subnautica would play more often, because it's beautiful <3
    I like how calming the Scarce Reef and Grand Reef music is, how haunting the Blood Kelp and Crash Zone music is, and how energetic the Safe Shallows tracks are ^^

    Love resource gathering to the SS biome musics~


    There's been a few times when the music seemingly stops playing entirely, but that's only been in the "Not ready for actual play" biomes like the Lost River and ILZ. Though I swear it stopped playing at the deeper parts of the Dunes and Mountains... Maybe the reapers scared it away.
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    35348 Auto-touch by Unity. Rebuilt FMOD banks.; this is the current build as of now.
  • ScienceNeko3ScienceNeko3 The Netherlands Join Date: 2016-07-06 Member: 219689Members
    Coranth wrote: »
    HYBRID1313 wrote: »
    Mornin' Coranth :)

    Good Morni--ooh, shiny!

    jkvj2u9rdfvs.jpg

    Ahh they worked on the mainmenu. Cool. Nice to see updates ingame. Hopefully they fixed the "Vsync" check too, did not get saved. Very annoying ^^
  • OculusLouOculusLou Canada Join Date: 2016-05-27 Member: 217605Members
    Sidchicken wrote: »
    I see "added sprinting" and "added sprinting on land" in those update logs - very interesting. Implies you can sprint underwater... wonder what the drawbacks will be?

    This could be the BEST news ever! For those who don't play in VR the on land movement speed is bugged at walking speed, yes walking. This makes EVERYthing in base and on land so painfully slow and boring. I have been asking for a speed increase or a sprint option for awhile now so fingers crossed.
  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    Some work is being doing on the Crabsquid EMP blast :smiley:
    Check out the changes and checkins
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    New copper meshes! purty :smiley:

    rh6vv9otyo3a.jpg

    that could mean titanium/lead/silver/gold is soon to follow!
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members

    35416 Built and imported FMOD banks.

    35414 mfb; ??? eh?

    35413 Fixed broken references to kelp background music.

    35412 Fixed merge issue.

    35407 merge from branch

    35406 Prefab touch.

    35405 Prefab touch.

    35404 Fixed bulkhead scanning. Fixed generic room scanning. Fixed observatory scanning. Removed observatory fragment techtag from abandoned bases. Removed exosuit fragments from the world.

    35402 grappling hook model; nice!

    35401 Translation files update. Legacy database update.

    35400 Removed exosuit fragments from the world.

    35399 new exosuit icons

    35398 Removed observatory fragment techtag from abandoned bases.

    35397 Fixed bulkhead scanning. Fixed generic room scanning. Fixed observatory scanning.

    35396 Store URL update

    35395 Store URL update

    35393 Updated vive test project to Unity 5.4.

    35392 Added story hooks to constructing vehicles.; nice!

    35391 Prevent exception in world boot sequence.; ouch!

    35390 Improved item icons debugger so reports fewer false positives.

    35389 Unity 5.4 upgrades

    35388 Refactoring / fixing crafters

    35387 Fixed item icons debugger.

    35386 Reverted main menu VR fix

    35385 reverted main menu

    35383 Reverted recommended clipmap settings.; current build we all have.
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    edited July 2016
    HYBRID1313 wrote: »
    Some work is being doing on the Crabsquid EMP blast :smiley:
    Check out the changes and checkins

    I know; I just saw 'em and posted them here for easy access.

    ....

    What's this? A Precursor Crystal?

    They're going to upgrade [the engine] to Unity 5.4; I wonder if that'll bring any graphical improvements or performance enhancements?
  • FathomFathom Earth Join Date: 2016-07-01 Member: 219405Members
    Fixed generic room scanning.
    A generic room? That in addition to the multipurpose room?
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Fathom wrote: »
    Fixed generic room scanning.
    A generic room? That in addition to the multipurpose room?

    Generic Room probably is the name the Developers know for the multipurpose room.
  • FathomFathom Earth Join Date: 2016-07-01 Member: 219405Members
    Coranth wrote: »
    Fathom wrote: »
    Fixed generic room scanning.
    A generic room? That in addition to the multipurpose room?

    Generic Room probably is the name the Developers know for the multipurpose room.
    Yes, it is. Found that out when I searched for more information on it. A pity. An X-Corridor sized room would be the perfect step between Corridors and Multipurpose Rooms.
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Checkins...

    35455 Prototype

    35454 tree cove edits, added new textures, edited current blocktypes

    35453 Translation files update. Legacy database update.

    35451 Merged in XBox patch branch; current build

    35450 fixing some of the stuckness in the grappling hoook animation

    35449 fixed some exosuit related warnings, added missing claw arm icon

    35447 fixed some exosuit related warnings, added missing claw arm icon

    35446 regen sky applier

    35445 fix lightmap values on various Sky prefabs

    35442 fixing reverbs and adding distance delay and more pickup sounds

    35440 more mixing to reverbs

    35439 Refactoring / fixing crafters. Fixed locked techTypes not constructable in Creative mode ("missing blueprint" for seamoth and stillsuit). Fixed smallstorage useable on fabricator bed. More verbose assertion for missing item pickup sounds.

    35438 Translation files update. Legacy database update.

    35437 Update master file

    35436 fix m_MipMap property not found

    35435 New icons

    35434 Improved targetting precision of grappling hook

    35432 wip improve targetting precision of grappling arm

    35431 Prevent floaters from attaching to exosuit

    35430 Prevent floaters from attaching to exosuit

    35429 Fixed upgrades flap not getting colored

    35428 Fixed upgrades flap not getting colored

    35427 Refactoring / fixing crafters

    35426 Refactoring / fixing crafters

    35424 Redoing the lava pit corridor again

    35423 Fixed exosuit reverting colors when changing arms

    35422 Fixed exosuit reverting colors when changing arms

    35419 Fixed fabricator script error

    35418 Fixed fabricator script error
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Latest Checkins...

    35482 Play screen layout

    35481 Translation files update. Legacy database update.

    35480 Fix Skyshop
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Latest thingamabobs...

    35620 VehicleUpgradeConsole fix for 'coroutine couldn't be started if game object is inactive' error

    35523 Refactoring / fixing crafters

    35522 Fixed saved games having strange rotation

    35521 Fixed floating terrain geometry in Blood Kelp 1 (Bug 26783)

    35518 Fixed non-buttons not being selectable in the main menu

    35517 Translation files update. Legacy database update.

    35516 Fixed unclear seamoth/exo tooltips/names. Fixed some typos

    35515 Fixed unclear seamoth/exo tooltips/names. Fixed some typos

    35513 adding cyclops defense grid; kickass!

    35512 fix Skyshop - fix Aurora interior skies - improve MaterialsMacro editor tool

    35511 mfb

    35508 lava pit tunnel revamp

    35506 /main/exopatch-testbranch/Degasi survivors redraft and third seabase 2016-08-01 14:10:40 Tom Jubert merging latest

    35505 fixed interaction with beds and chairs with disabled cinematics; current.

    35503 /main/beds and chairs in VR 2016-08-01 13:50:32 Igor Popov fixing


    The interesting one here is the Cyclops Defense Grid. Oh, man... *excited!*
  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    Yeah I saw the Cyclops defense grid too, super excited! :smiley:
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    Not gonna lie - cyclops defense grid makes me nervous - what does it need defense from?
  • dealwithitdogdealwithitdog Texas Join Date: 2016-06-09 Member: 218343Members
    Sidchicken wrote: »
    Not gonna lie - cyclops defense grid makes me nervous - what does it need defense from?

    Something tells me it won't be the Biters....
  • cheetored20cheetored20 cheetored20 Join Date: 2016-06-14 Member: 218564Members
    Sidchicken wrote: »
    Not gonna lie - cyclops defense grid makes me nervous - what does it need defense from?

    Something tells me it won't be the Biters....

    plot twist what if its a defense system FROM cyclopses
  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    I believe it will be both the Lava Larva and the Sea Dragon ;)
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    35715 Merged exopatch-testbranch. Changes are too numerous to list. Some things will break.

    Ah. That explains the holyfuckhuge update that I got this afternoon at 3 PM...
  • VincentNZVincentNZ Germany Join Date: 2016-05-31 Member: 217829Members
    yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    VincentNZ wrote: »
    yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.

    Just to be sure though, I'm going to go check out my watched areas at the Grand Reef and Mountains. I've been keen to see the new abandoned base and updated mountain for some time and hopefully this update might be that one <3


    Or, it's as you said and just merging in background content and implementing models/textures that aren't yet placed in-game ^^;
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    VincentNZ wrote: »
    yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.

    Maybe you should check out an area you've been to before.... ;)
  • HYBRID1313HYBRID1313 Australia Join Date: 2016-04-01 Member: 215179Members
    THE AURORA!? QWFJIQGRQAEGOKJewfWODhsefhS E9HU SEAGULL PUNCHING,
    nah jk im not fanboying, but sounds cool, will check it out later. Cheers for the heads up, Obraxis :)
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    edited August 2016
    Well, I didn't comb the area as thoroughly as @Coranth probably would have, but I found nothing in the Deep Grand Reef.... However! They have started adding in text for entering certain areas. I also got a message about the former Large Aquarium.


    > About the aquarium, it mentioned that it was a good place for studying live specimens - but you should be careful what you put in there, for "they may also be studying you". I knew those Bonesharks were looking at me all suspicious like! :s

    > Entering the DGR the onboard AI mentioned detecting large masses of titanium, but being unable to determine if it was from the Aurora or not. Degasi Seabase I imagine, though I never found it.

    > Approahing the Mountains, the AI scanned some massive energy reading but couldn't figure out what it was. I didn't see anything shockingly new, but then again I didn't scout too deeply into the underwater portion of the northernmost part of the biome.


    Looking forward to what else there might be hidden within this update, that more observing eyes might find. :)
  • VincentNZVincentNZ Germany Join Date: 2016-05-31 Member: 217829Members
    Obraxis wrote: »
    VincentNZ wrote: »
    yeah 350mb this morning...anyone figured out what is new yet? The last bigger update had 180mb and did not add a lot of visible things, so it might be just background or spawnable stuff.

    Maybe you should check out an area you've been to before.... ;)

    Well there goes my afternoon then. :smiley:
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