Saturday, February 3, 2018

Development Log

Always up to date progress on current development.

Development Builds

0.8.25

  • Current Development

0.8.24

  • 9/10/2021
  • Ship fitting class network performance improvements, to address a performance regression due to adding the sail damage feature
    • ShipFitting class is now serialized directly to byte array for transfer to clients, instead of serializing as CSV and then encoded to byte array for transfer
    • Changed the sending of ship fittings to clients, so regular updates are returned to the previous behavior of only being sent to the ship's owner.
    • Now when a player gets in range of another ship, ship fittings are sent just once for that ship to the player
    • Changes to sail damage status, from new damage or a repair, are now sent to all nearby clients as the sails only, instead of all ship fittings each time (also sent as a serialized byte array instead of csv)
  • Increased brightness of login scene again
  • Changed vertical cannon aiming range again, to improve ability to hit sails.  Now you get 12 degrees upwards movement, and 4 degrees downward, from center.  

0.8.23

  • 8/18/2021
  • Money in your cargo hold will now be used for a market purchase, when not enough money in city storage
  • Ship bonuses are now recalculated immediately whenever a fitting is added or removed from a ship
  • Ship Maintenance window and Crew tab now update the max total crew the ship can carry properly
  • Working on sail and mast damage
    • Sail trigger colliders are now on their own layer, and chain shot now does a line cast from previous location to current location each frame to check for sail colliders
    • Experimenting with setting cannonballs collision detection to continuous dynamic and all ships set to continuous, to allow cannonballs to hit ship masts, and also to investigate possible instances of  the fastest cannonballs possibly passing through the smallest ships without detection.  (currently unknown if the later is actually happening, or if it is an artifact of object position syncing and interpolation on the client, but I suspect it is real)
    • Added new sail impact prefab for when chain shot hits sails
    • Added new Sail item to the item system, which is used by the ship fitting system
      • Sails aren't actually a traded or gatherable item
    • Sail items now automatically added to a ship's fittings when it spawns for the first time
    • Chain Shot now does a raycast from its position last frame to detect if it pass through a sail, if so damage is done to the sail.  The raycast is done because sails are very small, making traditional collision detection unreliable otherwise.  
      • Sails each have 100 hit points, which can be viewed as a percentage
      • Larger chain shot does more damage to a sail, with the largest able to destroy any sail in 1 hit
    • Damaged sails now reduce the maximum speed and sail force applied to the ship as a percentage of the number of sails on the ship
      • Example: So if a ship has 10 sails, and 2 are destroyed (leaving 8 good sails), then max speed and sail force is reduced to 80%
      • I'll see how this goes, and in the future may change the system so sails have different weights, so larger sails are more important than smaller sails in this calculation, but any damaged sail affects the ship equally for now
    • Redesigned repair crew system, which now uses the prioritize rigging check box
      • There's now 4 types of repairs your repair crew can do, mast, sails, leaks, and hull
      • When prioritize rigging is checked, they are repaired in that order, otherwise they fallow leaks, mast, sails, then hull
      • Note that mast damage will not actually be part of this update yet, as the work until now has already taken too long
    • Added new sail damaged and destroyed event alerts
  • Added Explosive Shot
    • Will be a very low penetration (2-4), very high hull integrity damage ammo type
    • When it does penetrate, it will cause very large leaks and high crew injury
    • Only available in sizes 30LB, 32LB, and 42LB
    • Added new explosive impact prefab
  • Vice Admiral NPC's (ocean class) now carry 30LB explosive shot instead of iron cannonballs, Secured Magazine, Water Tight Bulkheads, Live Oak Framing, Reinforced Hull, and 2X Bilge Pumps
  • Smoothed out some particularly bad terrain geometry errors in zone 33 (Greece)
  • AI now far less likely to fire on friendly ships and terrain
    • When checking whether to open fire, AI ships now raycast to the target
      • Fixed raycasting issue which showed up during testing, where the raycast could hit its own ship, preventing the ship from firing.  Now raycasts are fired from one of the cannons on that side of the ship.
    • If the raycast hits a friendly ship or terrain, then the AI ship does not open fire
  • Fixed bug with in game menu ("Menu" button) text size for buttons making them invisible at certain resolutions
  • Slightly increased brightness in LoginClient scene.  
  • Minor performance improvements to cannon camera scripts
  • Increased vertical cannon range from 4 degrees from center to 6 degrees
  • Added force add item to container option for internal use
  • Suppressed another expected MinimapControl null log message when expected when first spawning

0.8.22

  • 3/13/2021
  • Added Cabin Upgrade items and broadopedia pages
    • Bonuses for Sick Bay, Expanded Crew Quarters, Accessible Magazine, Secured Magazine, Water Tight Bulkheads, Holding Tank have been added
    • Made changes to the Ship Maintenance window and supporting scripts to add Cabin Upgrades
    • Added Cabin Upgrade item skill requirements
  • Added sun shafts visual effect
  • Added animated flags to all ships
  • Updated LoginClient scene's appearance
  • Minor visual updates to intro scene
  • Fixed bug where most ship bonuses were serialized improperly when synced to clients
  • Removed code related to increasing max gallons of ship classes, and the unused bonus values are no longer synced to clients (saves 40 bytes per sync in network traffic).
  • New players now start with a full crew of 8, instead of 5
  • Market supply/demand price scaling for NPC orders now goes from base price to 10 times base price instead of 20 times base price
  • All sea creatures, except whales, now require the Holding Tank Cabin Upgrade in order to be kept alive and fed.
    • Transporting sea creatures without a Holding Tank now will destroy 1 from each stack every 5 minutes, but will not use consumable resources without the Holding Tank (all currently require Animal Feed)
    • Transporting with a Holding Tank will still require consumables to keep them alive
  • Increased visibility of text over mini repair window bars
  • Increased base price of all higher tier ships and fittings, including most cannons
  • Fixed tool tips for Live Oak Framing items in Broadopedia

0.8.21

  • 2/18/2021
  • Can now switch measurement units to the metric system via the options menu
  • Bonus to ship class skills now changed to reduce damage to your hull integrity, and is now actually being applied
  • Started work on the ship officers feature
  • Added rich text filtering to chat messages
  • Reduced hull integrity of larger ships

0.8.20

  • 2/15/2021
  • Fixed Market window regression where the Purchase button wasn't changing to Sell when the market window mode is switched
  • Extended player view distance of ships, and reduced AI target distance, so they both match
  • Added new Hull Integrity feature
    • Hull integrity damage field added to back end tracking for ships
    • New max hull integrity stat added to ships and damage amount added to cannonballs
    • New Hull Integrity bar added to Repair tab
    • Hull integrity bar added to ShipWorldUI (UI HUD floating above other ships)
    • Added Hull Integrity stat to all ships and ammunition Broadopedia pages
  • Added new mini repair status window at the bottom center of the screen, which holds duplicates of the bars for gallons flooded and hull integrity as on the Repair tab
    • Repair UI script object moved to the root of the UI, so that it is now always active instead of only when the Repair tab is active.  
  • Switched game client builds back to uncompressed, to address a Steam update issue where 600MB is always downloaded for minor changes when compressed
    • This will use more space on disk, but small updates will be small downloads going forward
  • Add new Hull Upgrade items "Live Oak Framing" in all 4 sizes, to decrease damage to hull integrity when hit
    • Added to Broadopedia page
  • Fixed bug where Reinforced Hull upgrades were not applying their bonuses
  • Added "Cabin Upgrades" to backend ship record, and added available cabin upgrades stat to all ship classes

0.8.19

  • 2/5/2021
  • Added intermediate window to create market orders feature, so you can select items for orders which don't already have the category listed in existing orders on the city market
  • Switched the default graphics API back to DX11
    • You can continue using Vulkan API by adding -force-vulkan to the Steam launch options for the game
    • This was done because Vulkan can cause a crash on launch with certain GPUs or graphics drivers (only seen on older)
  • All smaller ships have received an acceleration and turn speed boost of between 10-30%
  • Mass of Po8 and R money items have been reduced by 80%
  • Added "Cannabis" item, and added it to some pirate faction AI ships to be dropped, added demand for it in all ports in line with existing Cigar demand
  • Added "Animal Feed" item, this item is produced in all agrarian ports
  • Medicine item now needed in your ship hold, or chance to heal an injured crew is cut in half
    • When an injured crew is healed, 1 Medicine item is used
    • Added "Medicine" item to game, added to AI ship spawns, added to temporary default items available in every port
  • Repair Timber item now needed in your ship hold for repairing leaks, or crew repair effort is cut in half
    • When a leak is repaired, 1 Repair Timber item is used
    • Added "Repair Timber" item to game, added to temporary default items available in every port, and added it to all AI ship spawns
  • All items now have 3 additional parameters, which indicate whether they use drinking water, meals ready to eat, or animal feed while they are in your ship's cargo hold
    • All land animals need animal feed and drinking water
    • All ocean animals need animal feed (no need for drinking water since they live in sea water)
      • Exception is Whales, which it isn't really plausible you'd be keeping them alive
    • All human items need drinking water and meals ready to eat
      • The exception are slaves, which unfortunately aren't treated like guests on an ocean cruise, so will use animal feed instead
    • These live cargo items will use consumables every 5 minutes, the same timing as ship crew and in the same quantities (1 consumable per 5 items, rounded up).  If missing a consumable, then 1 of each live cargo item which needed that consumable will be destroyed
    • Consumables for live cargo items aren't used while stored in city storage or while your ship is in range of a port
    • New event alert added for when out of consumables for live cargo
  • Ship icons on the mini map now don't update their color until you are close enough to see their UI HUD.
    • Exceptions are trade company, squadron, flotilla, and yourself (though trade company and flotilla not in game yet)
  • Added Crew Management Broadopedia page contents and Consumables page

0.8.18

  • 11/18/2020
  • Client and server version now saved to all log files
  • "shipObject is null in MinimapControl.cs" log message now suppressed in client player log until it becomes a real problem
  • When the user changes the music volume, it now actually changes almost immediately
  • Disabled several legacy server side debug messages going to the player log so as to reduce unnecessary clutter
  • Added "Made with Unity" logo to opening splash screen
  • Bug reports now save to their own file on the server instead of just the main log file
    • Fixed bug where the reporter's username was being saved as an empty string
  • Added the create market buy/sell orders feature
    • Market orders created by the player now expire after 3 months, and items or funds put up are automatically returned to the player's city storage at the same city when the database server starts if that time has expired
    • Added Create Market Order window
    • Button in the Market window now automatically activates and deactivates as needed to open the Create Market Order window
  • Minor performance improvement to CSV processing
  • Changed default channel of most client to server RPC's in CityPlayerInterface to the command channel, after noticing they were incorrectly set to the Large Messages channel (unlikely any detectable performance difference, as the Large Messages channel is primarily used from the server to the clients). 

0.8.17

  • 10/6/2020
  • Slowed down Route Planner rotation
  • Fixed ship wake positioning
  • Set Vulkan as default graphics API
    • Add -force-d3d11 to launch options in Steam to return to DirectX 11
  • When your ship is spawned, if over half the crew are unallocated then Beat To Quarters is now automatically called
    • This is so when you purchase and set up a new ship, it will automatically have crew allocated properly
  • Improved indication of whether you are viewing sell or buy orders in the Market window

0.8.16

  • 9/16/2020
  • Switched to different song for main menu
  • Set most songs to load in background, improving initial game load times
  • Fixed low volume of song 'A Sailor's Journey'
  • Removed "Depth of Field" from 3rd person camera post processing, but kept for cannon camera
  • Fixed performance regression caused by forcing tooltips to be on top every frame (now checks if already on top first)
  • Improved the performance of ship wake on clients
  • Changes to in game ocean for mild performance, appearance, and to allow fog effect to appear over the water

0.8.15

  • 9/3/2020
  • Added Chain Shot ammunition type
    • Chain Shot now fired by some AI ships
    • Chain Shot now available for purchase in cities
    • Splashes now scale for chain shot
  • Updated Chain Shot Broadopedia page
  • Zone servers now log current FPS, and as error if too low
  • Cities are now displayed in the Route Planner
  • Added SailCollider class for capturing trigger collisions from ammunition and calling the appropriate method in ShipDamageStatus
    • Started work in ShipDamageStatus for handling sail hits, as well as for handling hits to masts
  • Added trigger colliders to all sails on all ships to allow for detecting hits to the sails
  • When cannonballs are activated on the client we now call clientReset() on the cannonball before activating in an effort to eliminate the occasional issues with the wrong cannonball models being used client side

0.8.14

  • 6/11/2020
  • Enabled compression on all route planner globe textures to reduce build size
  • Exception errors caused by JCGNetwork API now record the stacktrace to the log file
  • Added current location of squadron members to the Route Planner
  • Reduced starting distance and max distance of Route Planner camera from the globe
  • Added setting ship name to Ship Maintenance Window
  • Fixed unintended water darkening, and in lower detail levels water flickering
  • Added tree prefabs
    • Made changes to quality settings (LOD Bias) to support trees with reasonable performance
    • Cancelled and removed trees from terrain for now, due to excessive performance impact - will have to come up with a better performing solution before implementation
  • Added FPS tracking both server and client side
    • Added optional FPS display which can be enabled with a setting to config.csv
  • Removed unused globe textures so they do not waste space in the builds

0.8.13

  • 5/9/2020
  • Added compass feature
  • Added scaling UI feature, which adjusts the size of UI elements with the game's window size/resolution
  • Medium and lower graphics quality settings now update the minimap twice per second instead of every frame, to improve performance
  • Fixed bug where sunk ships weren't rolling over
  • Added Route Planner feature
  • Disabled some performance impacting settings on all game scene cameras
  • Client side hotfix 0.8.13 build 2
    • Extended view range to fix issue where terrain was appearing/disappearing
    • re-enabled HDR on cannon camera
    • Adjusted size of night sky stars so they are less likely to disappear when anti aliasing is enabled

0.8.12

  • 4/27/2020
  • Fixed bug where you couldn't fit small guns to a medium slot, and large guns where shown as able to fit
  • Added consuming food/water
    • 1 Meals Ready to Eat and Drinking Water is used for each 5 crew rounded up every 5 minutes
    • If out of either, 10% of your crew is injured
  • Changed Fire started event alert to emergency (red color)

0.8.11

  • 4/18/2020
  • Fixed bug in updating display of player skill training
    • Now it should refresh the correct time remaining every 15 seconds
  • Major changes to the City Window
    • Market window now movable
    • Split the City window into 3 windows
      • Original City window now shows primarily City Storage and has buttons to access other city related windows
      • Added Ship Maintenance window for outfitting of your current ship
      • Added Dock window which shows all your ships at the dock available for you to switch to
      • When you close the City window it now automatically closes all of these other windows
  • Report Bug window now disables sailing keyboard controls while open
  • New ships now automatically created with maximum crew, except initial Bremen class

0.8.10

  • 3/30/2020
  • Replaced Sailing Quick Crew button with Gathering Quick Crew button
  • Fixed bug on close of Gathering window preventing clicking on the same natural resource again
  • Optimizations on server side by caching many GetComponent calls
  • Added Report Bug feature

0.8.9

  • 3/8/2020
  • Minor housekeeping cleaning up the low hanging fruit of compiler warnings
  • Added Christopher Class Heavy Cog
  • Increased max gathering crew for Bremen Class Cog
  • Added Athens Class Gunboat
  • Rebalanced Ship of the Line base prices (generally increased)

0.8.8

  • 3/4/2020
  • Added fish resource gathering
    • Added special fish spawners which deploy at existing zone spawn locations
    • Fish spawners spawn fish prefabs on clients for visuals
      • Fish prefabs enable/disable based on the low poly distance set in the options menu graphics setting slider
    • Starting with Salmon, Great White Shark, and Bass, while other fish types will be added later
    • Created GatheringUI which opens when you click on a fish resource in the Resources window
    • Added ShipGathering.cs for executing natural resource gathering to all ship prefabs
    • Moved updating resources in player range from ItemDrop.cs to Resource.cs so it applies to all resource drops instead of only item drops
    • All zones now have at least 1 fish spawner available
  • Increased max size of fire animation (visual change only)
  • Minor error checking improvement to ItemDropSalvageUI, which will prevent error in a rare corner case
  • Added Broadopedia page for Heated Shot
  • Rebalanced all Stone Cannonballs, so they now have a higher chance of causing fires (still lower than Heated Shot), and increased their maximum crew damage
  • Rebalanced starting skills so all characters can at least upgrade to a caravel, and some can use larger guns from the start
  • Fixed bug selecting cannon deck switching back to previously selected deck on ships with multiple side cannon decks
  • Rebalanced live fish items' base prices and mass
  • Fishing and Advanced Fishing skills now increase fishing speed by 10% per level.  Default with no skills checks for catching fish every 5 seconds.  Level 5 on both skills would bring that down to 2.5 seconds.  

0.8.7

  • 2/17/2020
  • Repositioned Zone 0 spawner locations so they are all within the zone's borders
  • Started work on adding ship skins by adding the skin category of items and adding the skin item as something fit to the ship in the back end systems
  • Disable all autostart zones to allow for testing on lower powered devices
  • Progress on ship fires mechanic
    • Created ship fire and smoke animation effect
    • Fires objects now automatically added to ship records on ordinance impact
    • Fire intensity now synced to clients
    • Changed the ShipDamangeStatus script on all ships to sync to all clients instead of just subscribed, so players will see ship fires and smoke at very long distances
    • Fire animation effect now automatically instantiated and destroyed on clients and the size is adjusted based on the fire intensity
    • Firefighter and fire pump work now applied to putting out fires, so you'll need to start leaving crew in the firefighter role
    • Fire intensity now reporting in the client's Repair tab (bottom left)
    • Fires now produce leaks once it grows in size to "large"
    • Some AI ships now fire heated shot
  • Changed copyright date to 2020
  • Fixed bug where heated shot wasn't setting the splash size when hitting the water

0.8.6

  • 12/22/2019
  • Fixed bug where a ship's total flooding would be reset to 0 whenever the ship was respawned
  • Fixed bug where teleportation is only successful when the zone to transfer to is already online
  • When cannonballs hit the water, the size of the splash now depends on the size of the cannonball (previously all splashes were the same size)
  • Added ship images to relevant Broadopedia pages
  • Added ammunition selection UI, allowing the player to switch between ammunition types at sea
    • Redesigned the syncing of loaded ammunition to the client - previously just the name of the loaded ammunition was synced for display, now the full items are synced, and on the client the string name is then derived from the item
    • The database now saves your last ammo selection for a given deck as its default class, so when moving between zones or logging back in it will attempt to reload the same ammunition.  If ammo of that class is unavailable it will revert to the default priority when multiple types of ammo are in the cargo hold (current behavior)
  • Corrected misspelling of oar as ore in Broadopedia's Galley page
  • Decreased font size of news page
  • Added Heated Shot ammunition type (fires not yet implemented)

0.8.5

  • 12/4/2019
  • Fixed bug where ocean bow spray was turned on for every ship on the server, wasting CPU
  • Added National Relations window which displays all relations between the game's nations
  • Changed alliance and same faction color on the ShipWorldUI and mini map to be a more pure blue, so as to differentiate it from the friendly color and from even your own ship

0.8.4

  • 11/21/2019
  • Added ocean spray at the ship's bow
  • Username/password is now saved
  • Improved cannonball splash animation
  • Removed unnecessary logged warning coming from cannonballs waiting in the object pool

0.8.3

  • 11/6/2019
  • Add build icons
  • Add daily auto shutdown feature
    • Game servers will automatically shutdown at 2:40 AM US Pacific time
    • Game servers will automatically restart at 3:00 AM US Pacific time

0.8.2

  • 11/1/2019
  • Added national flags
  • Removed Smooth and SmoothRB modes from JCGNetworkTransform
  • Slightly reduced max oar speed of both Galley class ships

0.8.1

  • 10/18/2019
  • Developed new interpolate mode for JCGNetworkTransform
    • Much smoother client side movement
  • Change physics timestep and server frame rate to 32 FPS from 25 for improved collision detection of faster moving cannonballs against the smallest ships and smoother simulation
  • Add random item drops which appear on the map without a ship dropping it

0.8.0

  • 10/12/2019
  • Added Dreadnought Class Heavy Galleon
  • Added Straight of Gibraltar and entire Mediterranean and Black seas
  • Added Spanish, French, and Turkish starting locations and capital ports
  • Added confirmation prompt when saving location for teleport
  • Added Current News feature
  • Fixed terrain seam near The Hague
  • Upgraded multi terrain editor asset to address bug where terrain height modifications were creating incorrect height errors and breaking terrain seams
  • Implemented rowing propulsion
  • Added Roma Class Galley
  • Added Constantinople Class Great Galley
  • Added AI classes for the Ottoman Empire
  • Added functionality to add new characters with all skills at level 5 for use in internal testing and as admin accounts
  • Added new trade items for cooking oils and coffee
  • Added current zone description when logging in and when in zone
  • Added new AI ship classes
  • Updated world relations

0.7.14

  • 9/6/2019
  • Fixed player info window bug where the Squadron Invite button would be available when not a member of a squadron
  • Added teleport feature
    • The player can save a teleport location
    • Player can at any time choose to teleport to their saved location
    • Requires the player to be sailing an Escape class dinghy
  • Added button for bug report feature (for future feature)
  • Disabled several UI buttons for features not yet implemented in the City and Market UI windows
  • Added scuttle feature
    • Allows the player to sink their own ship
  • Fixed issue where the minimap camera continues following your sunken ship instead of switching to your Escape class
  • Fixed Portuguese player starting location set incorrectly
  • Fixed URL of TOS link when creating new account

0.7.13

  • 8/31/2019
  • Fixed distant ship not properly updating their position on clients (for reals this time)
  • Added Portuguese AI ship classes
  • Added zones to the atlantic west of france and the english channel all the way to -17 longitude
  • Added Portuguese capital zone and starting location

0.7.12

  • 8/29/2019
  • Fixed bug where character nationality was not being saved correctly, causing them always to be loaded from disk as British
  • Attempt to fix issue with distant ships not properly updating their position on clients (not successful, still working on it)
  • Added zone for the french west coast / spanish north coast
  • Added spanish AI classes

0.7.11

  • 8/22/2019
  • Changed physics material on all ships so when they run into each other they are less sticky
  • Zero players timeout for zone servers now 20 minutes instead of 30
  • Added 13 new zones and 37 new ports
    • Added zone for Netherlands area (Dutch capital)
      • Since most of the country is at or below sea level, this required considerable manual sculpting to work in the game
    • Added zone for Saint Petersburg (Russian capital)
  • Added Dutch, Russian, and American AI classes
    • While most countries will have similar ship classes and fleets, the Americans won't have the highest tier Ships of the Line nor will have any obsolete ship classes, instead favoring modern frigates and corvettes like the Constitution and Niagara classes
  • Added sliders to options menu to control rotation rate in 3rd person and the cannon camera
  • Fixed bug with location anchor positions being incorrect for most zones, causing calculation of current location to be slightly off
  • Auto start zones can now be automatically shut down with 0 players
    • An option has been added to enable/disable keeping auto start zones online even with 0 players connected, with default set to shut them down instead of keep them online
  • Changed all ships to send position updates to unsubscribed players once per second instead of every 2 seconds
  • Switching moving between zones triggered by a series of lat/long bounding boxes for each zone in code, rather than manually placed trigger colliders in each zone
  • New Dutch and Russian characters now start near their respective capital ports instead of London
  • Added build compression for decreased size on disk

0.7.10

  • 7/29/2019
  • Add friendly fleet which always spawns outside of a nation's capital
  • Added new AI classes for British and French for Nicholas and Latina class ships
  • Rebalanced AI spawners for British and French to favor lower class ships
  • Rebalanced Zone 0 (English Channel) AI spawners to favor the British over the French
  • Login server now requests zone status and provides to client when ready for it to connect to
  • Login server now requests zones to be started which are currently offline when a player needs to connect to the zone
  • Zone servers now report to master server when they have had 0 players for 30 min, and the master server now shuts them down
  • Auto start zones in the master server now limited to national capitals instead of all implemented zones
  • Implemented UI check boxes and sending to server for activating rowing and steam engine propulsion
  • Reduced chance of injured crew death from 0.5% chance per second to 0.2%
  • Zone servers now properly shutdown their server socket and thread prior to reporting offline to the master server
    • This should allow the master server to immediately restart the same zone on the same server computer without issue

0.7.9

  • 7/23/2019
  • Changed broadside so ships with multiple decks fire a single cannon at a time
  • Set music priority to maximum, to resolve issue where large amounts of cannon fire can cause music to stop
  • Disable aft ship wake on server (now all wakes disabled instead of just port/starboard only, which was a mistake)
    • Small but noticeable CPU usage improvement
  • Disable all ship wakes on 2 lowest graphics quality settings
  • Implement Low Poly ship mode to increase game client performance
    • At certain distance from the player, ships switch to low poly mode
      • Distance depends on graphics quality setting
      • Disables ship wakes, rope models, and some cannon models
      • In the future the plan is to switch to a simpler base ship model
    • When moved to within a certain distance, switches back to High Poly mode
    • On server all ships forced to Low Poly mode
    • At lowest graphics settings frame rates are doubled

0.7.8

  • 7/22/2019
  • Fixed null reference error on server while turning your ship at the moment it sinks
  • Implemented port and starboard broadsides
    • You access them from the Cannons tab in the bottom left
    • You have to be at Battle Sails for at least 6 seconds prior to attempting a broadside
    • AI Ships of the Line now only use broadsides in combat
  • The cannon camera now shakes when you are hit with ordinance (previously it shook when you were firing cannons)
  • Increased the ShipWorldUI activation distance by 33% (UI which hovers over other ships)
  • Increased size of Nantes frigate by 20%
  • Decreased some ship skill requirements
  • Reduced training multiplier for Shipmastery and Advanced Shipmastery skills
  • Reduced idle until destroy timer for AI ships from 1.5 hours to 1 hours
  • Applied idle timer to AI's which have a target but have not fired for an hour
    • This will destroy AI's which are permanently stuck on land next to an enemy AI, or sailing together off into nowhere, unable to fire but not actually idle
  • Slightly decreased the size of AI spawns
  • Restored AI ships not targeting Escape class

0.7.7

  • 7/19/2019
  • Hot fix for some bad AI behavior
    • AI now when accidentally get shot by a friendly AI do not treat the shooter as hostile
    • AI will now turn when in contact with another ship or land, to reduce the chance of getting stuck

0.7.6

  • 7/18/2019
  • AI now targets based on a ship's relations rather than simply if they are a player
    • AI will now target other AI with bad relations
    • AI should now continue to target a player's ship after they have disconnected
  • Added AI classes for British, French, and American fleets, and placed them in appropriate zones
  • Reenabled FXAA for some higher quality settings, and disabled all shadows
  • Reduced despawn time for item drops to 3600 seconds (1 hour)
  • The British are now hostile to the French and Americans, and the French and Americans are set friendly
  • Increased max gallons of all ships, to give more time for repair crews
  • Fixed bug where when a zone server is really active the player client will not send the signal to finish setting up the connection

0.7.5

  • 7/17/2019
  • AI ships will now automatically call Beat To Quarters whenever they have unallocated crew
    • This occurs when crew are injured in combat and then healed
  • Added ShipFaction.cs script to ships which tracks the nationality of the ship's owner
    • Existing AI ships now all set to Pirate nationality, and started work on AI ships supporting different nationalities
  • Added FactionRelations object and script for maintaining the current relations between all nations and updating the clients
  • A ship's nationality is now displayed in the ShipWorldUI (GUI that hovers over a ship) in game
  • Minimap and ShipWorldUI colors now set depending on the player's relations to the owner of the other ship
  • Fixed minor null reference bug caused by receiving a ship turn RPC after the player's ship has been removed (such as destroyed)
  • Started adding support for Flotillas to ShipOwner.cs
  • Fixed bug where moving between zones 2 and 3 would result in an endless cycle of switching zones
  • Temporarily disabled anti-aliasing due to visual glitches
  • Switched physics collision detection to Multibox Pruning Broadphase mode, to test if it can improve performance
    • Preliminary results are a 20% to 40% reduction in server CPU use on the highest physics threads
  • Disabled gravity on all ship rigidbody components (which wasn't doing anything other than using a small amount of CPU anyways)
  • Minimap icons for ships are now removed immediately when sunk

0.7.4

  • 7/9/2019
  • Sunk ship item drops now include ship fittings instead of just cargo, and increased item drop chance to 50%
  • AI ships now use the name of the AI class (example: NPC Interceptor) instead of just NPC Pirate for all

0.7.3

  • 7/9/2019
  • When creating a new user, now properly accepts a username of 4 characters
  • Rebalanced Zone 0 (London area) AI spawns so they are usually less difficult than before, and moved them away from the new player spawn point near London
  • The WindController now changes the wind direction during game play every 30 minutes (previously was a fixed direction)
  • Fixed issue with bit of land near London at sea level sticking out into the water but difficult to see and easy to get stuck on
  • Added Squadron chat box feature
  • Minor performance improvement for all chat boxes

0.7.2

  • 7/4/2019
  • Switched ship rigidbody components to using interpolate (was disabled previously due to a Unity bug in a previous version)
  • Increased update rate for ships to 25 per second from 10, and 5 per second for cannonballs

0.7.1

  • 7/3/2019
  • Added try/catch to various places in JCGNetwork involved in message processing to better handle malformed or otherwise problem messages received
    • Previously it was possible to get a message stuck in the queue that can't be processed, blocking other messages from being handled, but now they should be dropped and a log message recorded
  • Added 2 new AI ship classes
  • Increased AI Spawner spawns to 15 in all zones (up from between 8 and 11 in each zone) increasing the number of AI ships per zone
  • Rebalanced all AI Spawners, and reintroduced the 20 AI ship fleet spawns to more difficult zones
  • Fixed issue with most ships not getting the proper "fun factor" speed multiplier applied (causing older ships in the game to move slower than they should), and set now to 15.  
  • Moderate code refactoring by replacing the critical references to the Player GameObject and the player's Ship GameObject with references to the Player.cs and ShipComponents.cs scripts, which now reference all other components on their respective objects.  
    • This drastically reduces the number of GetComponent calls on both the client and server, which should improve performance
  • When receiving your initial Bremen class Cog, the crew are now divided by the database server between sailing and cannons when the ship is created.  
  • Quick Crew "Beat To Quarters" is now called automatically whenever you change the number of crew on your ship at port, and is no longer called automatically when your ship is spawned or you move between zone servers
  • Keyboard ship controls now disabled while typing into a chat box
  • AI ships now destroy themselves after 90 minutes of idle time without a target
  • Database out of sync issues after a server crash causing a ship to be stored in multiple places, or both currently being sailed and stored in a city at the same time, are now automatically corrected on database server start
  • Buttons on the Player Info window now are automatically disabled when they should not be available
  • Fixed race condition causing some info on a player's ship to not be sent to their client when the ship was spawned, depending on timing

0.7.0

  • 6/17/2019
  • Fixed bug where supply/demand orders which would increase quantity at a rate of less than 1 an hour never actually increase in quantity
  • Added clicking character names in chat boxes now opens a player info window
    • Added PlayerMiscRequests.cs for requesting info on other players, and as a catch all for other minor request features later
  • Added Squadron feature (temporary player fleets)
    • Added Squadron invites can be sent from player info window
  • Added Company C# class for establishing player created Trade Companies (initial work, feature not yet complete)
  • Added PlayerStatus feature where Zone servers continually send updates on a player's status to the Tracker server
    • The Tracker server now maintains an up to date list of all connected players, their lat/long, connected zone server, and current ship class
  • Fixed bug where Universal Time Messages were being ignored by zone servers
  • Added config.csv configuration file to the client and server_cluster parameter for selecting server cluster
  • Added Steam SDK
  • Upgraded Unity version to 2018.2.21
  • Player.cs now has references to all other Player GameObject scripts set in the inspector to improve performance of communication between these scripts and other objects needing to talk to any of these scripts 
    • Now just a reference to Player.cs needs to be established instead of getting individual references to the other scripts
  • Added distance calculation code between two lat/long positions
  • Testing a physics performance possible improvement where all terrain colliders not on a shoreline are now disabled

0.6.14

- 4/18/2019
- Rebalanced all prices for ships and their fittings (mostly increases)
- Added Hind Class Galleon
- Added Nantes Class Early Frigate
- Added Essex Class Race Built Galleon
- Added Santa Clara Class Caravel
- Added Santa Maria Class Light Carrack
- Added Niagara Class Corvette
- Ship World UI (UI window displayed over other ships) now displays the ship's class
- Transfers of items between ship cargo and city storage now displays the total mass of the items being transferred
- Change to AI ships to slightly improve their accuracy

0.6.13

- 4/7/2019
- MasterClient.cs now has an option to no longer connect to the default address on start, to allow for changing this address before connecting
- The Command Console now takes an input field for the server cluster address to connect to
- Increased all ship speeds again, now a 100% increase vs 0.6.11
- Increased ship max speed penalty for battle sails to 60%, and now applying this penalty to acceleration
- All ship equipment and hull upgrades apply their bonuses, and are available again in all ports
- Most skill bonuses are now applied
- Most of the work for supporting multiple servers has been completed

0.6.12

- 4/3/2019
- Added all zones to fill out the British isles, including terrain and cities
- Added code for zone transfers of players
- Added code for starting offline zones when players attempt to move to an offline zone
- Changed game name to Broadside: Perilous Waters
- Increased all ship speeds by 36%
- Added new default buy orders in all cities for many items
- Fixed several bugs in the Broadopedia

0.6.11

- 1/31/2019
- Added enforcement of skill requirements for launching ships, fitting items to ships, and adding skills to the character
- Added a significant amount of Broadopedia content (there's lots to put in there), enough so the game is now playable with the new skill system in place (you can now see all skill requirements for all ships, ship fittings, and skills in the Broadopedia, with of course more content for the Broadopedia to come).
- Replaced Ironclad ship type with more general Gunboat type
-- Atlanta Class Ironclad remains in the Gunboat type, and moved Athens Class Corvette so it is now a Gunboat
-- The Athens Class is now planned to be a Corvette sized ship with a small number of Large guns, and the sailing performance of a frigate
-- Made skill changes so Ironclad skills are now Gunboat skills

0.6.10

- 1/10/2019
- Developed the skill class and enabled skill training
- Added many new items including skill books
- Added skills UI window to view character skills and set a skill to train
- Set all skill requirements of all applicable items
- Added slight red color to items on the market, in the city storage, and in the city ship cargo windows for items the character lacks skills to use
- Implemented the purchase of skill books in capital ports and adding them to your character's library to add a skill to your character
- Switched copyright date to 2019

0.6.9

- 11/17/2018
- Fixed bug where ship impacts could result in a ship moving sideways for significant distance
- Fixed bug where character names had to be 5 characters long instead of 4 that the help says
- Sun now rises in the east and sets in the west instead of the wrong direction
- Implemented Command Console to connect to Master Server
- Added Shutdown Cluster button to Command Console
- Implemented managed spin down of all cluster servers while updating database correctly
- Added disconnect all clients methods to JCGNetwork, as well as preventing new client connections

0.6.8

- 11/10/2018
- Modified size and sound distance of cannon shooting, impact, and splash effects
- Fixed bug where text field of gallons flooded would be cut off on large ships
- JCGNetwork string deserializing now outputs the size in bytes that the string occupied
- JCGNetwork ClientServerFrontEnd.Setup now takes the secondary message handler delegate method as a parameter
- Market purchases now reduce the quantity available from the sell or buy order, and if a player created order the money is deposited in their city storage
- Completed implementing selling to buy orders
- Reduced fixedupdate timestep to 25 fps, and reduced server target fps to the same rate
- Minor physics call optimizations in fixedupdate
- Fixed high script cpu usage on zone server caused by 3rd party script that handles ship wakes (need to investigate if this is a client issue in the future as well)

0.6.7

- 11/2/2018
- Increased the speed of the Baltimore class Corvette both velocity and turning
- Added night time stars
- Improvements in performance of the sail control UI script to reduce FindObjectWithTag and GetComponent calls
- Fixed null reference errors when database reads market orders csv file on startup
- Fixed error on database server preventing the storing of market orders sent by zone servers
- Added proper support for configuring UDP packet payload size in JCGNetwork
-- Reduced UDP payload size to 508 to fix issue with some ISP's dropping larger sized UDP packets
- Implemented supply/demand market order quantity and pricing updating mechanic
- Implemented displaying what a city market produces at the bottom of the market UI

0.6.6

- 10/27/2018
- Added requesting market orders from the database
- Adding the creation of production and demand related buy and sell orders for the city population

0.6.5

- 10/12/2018
- Added Dublin Class Ship of the Line
- Fixed issues with the Nicholas class frigate's sails

0.6.4

- 10/5/2018
- Added Baltimore Class Corvette
- A button to view the city has been added, which appears in place of the city window when in range and moving slow enough
- Adding salvaging item drops
- Added throwing cargo overboard to create an item drop (already created automatically when ships sink)
- Additional work on filling out the details of items in the game
- Slight improvement to AI cannon firing accuracy and AI behavior while attacking

0.6.3

- 9/29/2018
- Added sail configuration slider
- Decreased water bailing, ship repair, and cannon loading speed by 30% when at full sails
- Decreased top speed by 40% and increased turning speed by 40% when at battle sails
- Disabled random rolling of the ship (only left up/down bobbing)
- Increased "fun factor" to 11 from 8.5 and adjusted all sails force values up by roughly the same percentage - this will result in ships feeling like they move faster and accelerate faster
- Added ship heeling based on sail tack and sail configuration
- Added support for hostnames to JCGNetwork clients (connect to joecensored.com instead of IP address)
- Added option to disable the syncing of child transform rotation for JCGNetwork, which is being disabled on all ship objects
- Improved smooth syncing of ships

0.6.2

- 9/22/2018
- Implemented random spawner locations
- Redesigned AISpawner script to destroy the object when all spawned ships from this object are destroyed, so that another spawner can be later spawned in another location
- AISpawner script now uses the existing Prefabs script to get applicable ship prefabs instead of its own list of prefabs
- AI ships now know how to attack players
- AI script now stops trying to update when the ship is destroyed
- AI ships check for targets from their Subscribed connections list
- AI ships no longer follow players in Escape class dingies
- When a subscription is added to a ship in now sends the current crew amount, to fix a bug where sometimes you would see 0 for crew
- AI ships now Beat To Quarters on startup
- Moved to Unity 2018.2.9, which resolves a bug where textures would disappear when changing graphics quality settings during gameplay

0.6.1

- 9/18/2018
- Updated JCGCameraControl.cs to allow for updating position in either Update or LateUpdate, and added an after position update delegate to be called for updating various UI scripts once the camera position is set for that frame - This was to fix a new issue where the ShipWorldUI (UI that appears above other ships) was bouncing around as the main camera was moving.
- Increased the update rate for the City UI
- fixed bug where when switching ships the sails and anchor status will be out of sync from the player's UI settings for these - fixed by detecting a ship change and sending the current sail point and anchor status to the server
- On ship change now calling Beat to Quarters automatically - this was added so you can always use sails and cannons when entering the game or switching ships, but this may be reversed in the future so as to preserve user settings for crew which are currently destroyed with this change

0.6.0

- 9/17/2018
- Developed new in house networking API to replace Unet called JCGNetwork on top of the low level socket class
-- Created and thoroughly tested new network transport
--- This is a connection oriented, multithreaded transport using UDP, implementing multiple channels, reliable and unreliable messaging, weak CRC checks (to augment UDP packet CRC or provide minimal CRC if disabled), integrated fast encryption, small message combining, and large message fragmentation
-- Created and tested new high level API
--- Implements object spawning, variable syncing, RPCs, transform and physics syncing, and a location based subscription system to reduce network traffic to players who are far from some network objects in game
--- Created a simple fake game where multiple clients roll balls around, and these balls are synced to all clients, as part of testing
- Converted all Unet MessageBase classes over to JCGMessageBase
- Implemented JCGNetwork for all server to server communication successfully
- Implemented JCGNetwork for login client to login server communication successfully
- Implemented all conversions of Unet HLAPI code for zone servers and client for JCGNetwork
- Various minor updates to JCGNetwork for bugs found during implementation (handling of null strings, etc)

0.5.0

- Failed, no completion date
- Attempted to resolve continued network reliability issues using Unet
-- This effort was ultimately a failure

0.4.6

- 7/xx/2018
- Switched channel 2 back to reliable fragmented, added channel 3 as unreliable fragmented between clients and zone server, moved messages sent on a regular basis from channel 2 over to channel 3
- Fixed display of 0 total crew after connecting to server
- Added Headless Builder for improving server build resource usage
- Did some clean up and and added debugging in OnCollisionEnter in ShipDamageStatus.cs to try avoid or determine the cause of null reference errors occurring sometimes when cannonballs impact a ship
- Enabled the Quick Crew allocation buttons
- Changed ship fittings so a request to fit more items than available (cannons) will result in the number of items available to be fitted rather than rejection of the request
- Enabled error message reporting to the user for the City and Market UI windows
- Added crew deaths from injury

0.4.5

- 7/11/2018
- Reduced turning commands sent from client to once every 0.4 seconds instead of once per fixed update (previously approximately 60 times per second)
- Enabled use of individual ship turning speeds
- Increased mass of ships, and made ship masses different from each other
- Enabled individual ship propulsion force values
- Fixed bug with displaying crew on the ShipWorldUI caused by previous network performance improvements that resulted in crew always reported as 0 (the UI displayed above a nearby ship)
- Crew values now affect ship turning speed, acceleration, max speed, and cannon load times
- Reduced leak repair effort to 1 unit of effort per assigned crew per second as originally intended, instead of 3 units, so leak repairs now effectively take 3x as long
- Minor changes to existing ship crew allocations for balancing
- Reworked cannonball physics including significantly reducing drag value to prevent them from appearing to "float" at the end of their arc
- Increased volume of "hidden song" music track to match volume of other songs, and increased its chance of playing to 1% from 0.2%, as I've never actually heard it play in game
- Added crew injuries on ordinance penetration
- Added assigned medical crew can heal injured crew, which when successful will move them from injured to unallocated
- New character Bremen cog now starts with crew assigned to sailing and cannons rather than unallocated
- Added Nicholas Class light frigate
- Removed injured crew from crew total sent to all non local player clients for display on the ShipWorldUI
- Moved to Unity 2018.2, Net 4.x scripting backend, and Windows client builds now using IL2CPP instead of Mono
- Reduced ship position updates from 29 per second to 10 per second in effort to address a lingering networking issue
- Switched channel 2 to unreliable fragmented between clients and the zone server as an experiment to address ongoing networking reliability issues (appeared successful, so the next step will be to add a new unreliable fragmented channel as channel 3, restore channel 2 to reliable fragmented, and move non-critical communication from channel 2 to channel 3)
- Investigating the possibility of building a new custom networking API in house to address reliability and lack of visibility issues related to the use of the Unet API (the primary reason behind the move to Unity 2018.2 to get access to the .Net 4.x scripting backend, which adds the System.Collections.Concurrent namespace)

0.4.4

- 7/4/2018
- Experimenting with disabling motion blur
- Added loading market orders from disk and saving
- Fixed bug causing cannonballs to bounce off ships if reused in the object pool after having already impacted a ship

0.4.3

- 6/28/2018
- Rebalanced most cannonball forces to reduce the spread of range between larger and smaller cannonballs
- Reduced the average GPS for 42 and 68 pound iron cannonballs
- Added Ocean class Ship of the Line
- Added Enterprise class Frigate
- Added Latina class Caravel
- Added object pool system for ammunition to reduce network strain from firing cannons
- Reworked the networking functionality of many ship components so as to eliminate any unnecessary network updates, remove updates to all clients that only need to go to the player controlling the ship, remove updates that were happening every frame, and avoid sending updates when the data hasn't changed
- Replaced all cannonball objects with a single unified object so they may more easily be object pooled
- Reduced packet size to 1410

0.4.2

- 6/21/2018
- Added Documents item category, and Books, Maps subcategories
- Added Constitution class frigate

0.4.1

- 6/20/2018
- Added city market UI and back end code to support the city markets
- Added market purchase functionality
- Added CityPlayerInterface class and moved all existing city related methods from the Player class to this new class
- Added MarketOrder serialization
- Increased City UI refresh rate from 5 seconds to every 3 seconds
- Started on adding special "Full Broadside" option for firing cannons

0.4.0

- 6/1/2018
- Added tabbing between input fields for login and account creation
- Database now drops CityShips and CityContainer records that are empty instead of writing them to disk
- Ships now disappear immediately when a player disconnects when in range of a city, or disappear as soon as they drift into city range when already disconnected.  Otherwise they still stay in game for 5 minutes
- Implemented all City UI tables and layout
- City UI now made part of the primary UI canvas to resolve issues with no other window able to be opened on top of the City UI
- Added tool tips feature for various UI elements
- Completed implementation of moving items between all tables of the City UI, fitting and unfitting items to ships, moving ship items between the dock and city storage, switching active ship, and managing crew assigned to ships.  

0.3.9

- 4/9/2018
- Added UI display above other ships to display their name and stats
- Changed disconnected message in main menu to suggest checking internet connection or game version
- Added Item Drops when a ship is sunk
- Upped server frame rate to 60fps
- Added day/night cycle system where time is based on a universal game time maintained by the tracker server
- Made minor font and UI changes to improve visibility and readability
- Moved from Unity 2017.2.0f3 to Unity 2017.4.0f1
- Moved from Post Processing Stack 1.0.4 to 2.0.3 and modified selecting quality settings to support the new stack
- Started work on city market system
- Fixed visible terrain seams
- Added CityShips record, which functions as storage for ships stored in a port (city) by a character or trading company
-- Added loading CityShips records into the DB server, and transferring them to/from the zone servers
-- Added updating Ship records for ships stored at a port back to the DB, and filling requests for Ship records as needed by ports on the zone servers
- Added audio tick when pressing the +/- buttons on the Crew UI table, due to lacking a visual button press effect
- Started work on adding UI elements to the City UI window (previously the City UI when docked at a port would just open an empty window)
- Added ShipComponents script to manage references between various components on a Ship object, and removed the previous tangled mess of GetComponent calls between scripts on the same Ship

0.3.8

- 3/9/2018
- Added Event Alert system to notify the player of events such as hitting another player with ordinance or another player causing a leak on your ship
- Significantly reduced vertical rotation of the cannon camera, and significantly increased the force applied to cannonballs when firing
-- This was to make ordinance move considerably faster and restrict them to a much flatter trajectory
- Decreased the ship speed "fun factor" from 9 to 6
-- Play testing showed the ships were moving far too fast, like speed boats, and firing cannonballs was like trying to throw a football between two speed boats - these changes correct that issue
- Fixed bug where the ship record, especially damage record, was not being properly applied to AI controlled ships
- Fixed bug where the ship would teleport instead of slowly sink when it is sunk
- Disabling colliders on sinking ships, so that your Escape class Dinghy can be instantiated at the same location without collision issues
- Replaced the cannon firing smoke effect with a new effect, in preparation for removing the old Detonator effects package which will no longer function once moving to Unity 2018.1.  

0.3.7

- 3/5/2018
- Adding syncing of ShipFittings to client
- Added use of multiple side gun decks to WeaponControl.cs, PlayerWeaponControl.cs, and Armament.cs
- Replaced built in NetworkTransform with new custom position syncing script, currently just on cannonballs
-- This smooths the flight path of cannonballs on the client, while staying in better sync with the position on the server (previously cannonballs would wobble more in the air, and be significantly behind the position on the server, so a client would see a splash on the water while still seeing the cannonball in the air above the water)
- Minor networking optimizations
- Added ship sinking feature
- Added generating a new Escape Class dinghy when the player ship is sunk
- Added resetting the client so it will properly activate a new ship after their previous ship was sunk
- Added cannon impact effect
- Completed end to end ordinance causing ship leaks feature

0.3.6

- 2/13/18
- Added Leak, Fire, and ShipDamage objects
- Added ShipDamageStatus networkbehaviour, and completed applying effort from crew to repairing leaks, bailing water, and fighting fires
- Minor performance improvements and cleanup
- Added Repair UI for displaying current leaks and flooding of the ship

0.3.5

- 2/6/18
- Added disconnect of client if incorrect client version
-- Added reporting disconnected status in LoginClient scene
- Fixed bug during character creation where the user would not be told they were submitting an invalid character name
- Added setting the ShipContainer contents on the server from the Ship record, and syncing to the client
- Added string names for Items
- Added client UI window that displays the contents of the player's ship cargo

0.3.4

- 2/3/18
- Implemented new terrain scale of 0.14 (Earth is simulated at 14% of its actual size)
- Increased "fun factor" speed multiplier to 9
- Implemented crew status page, including allocating crew to roles
- Updates to camera clipping plane distance
- Added lat/long to Unity world coordinate conversion script
- Added ships now spawn at the location the player previously logged off
- Added Lat/Long UI display
- Moved terrain to their own separate scenes which are loaded additively instead of part of network instantiated prefabs
- Added a "Destroyed" status to items

0.3.3

- 1/30/18
- Changed items and containers to use floats for size instead of ints
- Added AI ships use of Ship record objects
- Changed ship guns to just Long Guns and Carronades
- Began work on the Cannon and Crew status UI tables
-- Crew status gets all data from the DB, while Cannon status has place holder data to work on the layout
- Fixed bug where the camera would visually snap back to the ship centered when switching back from a cannon camera to the main camera
- Fixed bug where ship record objects updating to the database on player disconnect would fail due not initializing the Crew object of the Ship record object

0.3.2

- 1/14/18
- Added updating the character and ship objects back to the database
- Fixed bug where ship fittings weren't being saved to csv correctly

0.3.1

- 1/13/18
- Adding saving and loading ships to the database
- Changed some text colors from red to yellow in the login windows so as not to look like an error

0.3.0

- 1/11/18
- Added Zone servers requesting character records from the database for logins
- Added Zone servers authenticating on player connection that the player has a correct character name and login token combination
- Configured post processing effects stack to give good results
- Now changing Post Processing Profiles based on user Quality setting
- Completed Crew, ShipFitting, and ShipContainer classes
- New Bremen class cogs are now automatically created for new characters
- When logging in, the ship instantiated is now the ship record in the DB instead of a static ship for all players

0.2.5

- 12/29/17
- Added Bremen and Escape ship prefabs
- Restored original scale of ship models (scale 1 for Constitution)
- Added Loading scene to async load the LoginClient scene, and to just load the GamePlay scene
- Reduced effective music volume by 75%

0.2.4

- 12/27/17
- Set ChatUI to always update the chat box OnEnable so there is no delay in displaying chat messages that have already been received and processed just because the player was not looking at that chat window
- Added support for updating characters to the database
- Added support for the Login server to generate random login tokens, to be used to authenticate connecting players by zone servers
- Fixed broken response from database when a user exists but has no character, caused by adding encryption
- Worked on supporting network code for requesting and updating characters from the database

0.2.3

- 12/20/17
- Fixed issue where tracker server wasn't recording new zone status messages
- Fixed several uses of encrypted strings in log messages recorded by LoginServer.cs
- Global chat now works
- Fixed Global and Faction chat windows so they are bottom justified and the sliders start at the bottom
- Fixed distortion band in ocean at long distance with cannon camera by increasing ocean projection grid to medium from low
- Removed SkyMaster asset, which was currently not used

0.2.2

- 12/17/17
- Added 5 second delay between server auto start phases so servers can settle for a bit before follow up servers that depend on them are launched
- Continued working on Tracker server zone tracking status
- Added music manager and new songs
- Reduced default music volume to 35%

0.2.1

- 12/11/17
- Reduced default zones to just zone 0
- Fixed missing ZoneChat prefab
- Fixed Incorrect script cited in MasterServerController logs
- Fixed server player log names (now zone0_player.log instead of just zone0)
- Fixed client message registration causing null reference error in GamePlay scene
- Fixed bug where chat messages weren't being removed from the queue on the ZoneChat object
- Fixed bug where LoginClient scene wasn't completely faded out before switching to GamePlay scene
- Changed copyright year to 2018
- Fixed bug preventing PopulateFromCSV from creating a chat message
- Local chat now works properly, Global chat need some additional development on the tracker server

0.2.0

- 12/10/17
- Server player logs now saved separately in logs/player/ instead of all overwriting each other
- Added chat system for Local and Global chat, other chat channels to be added later
- Added SimpleEncryption class and started implementing its use for network transmitted data
-- Currently used for ChatMessages (except ChatMessageStruct), CityContainers, and User login information between client and login server
- Switched to Linear lighting and Deferred rendering

0.1.14

- 11/23/17
- Added skeleton for Character Tracker server

0.1.13

- 11/16/17
- Adding a signal within a CityContainer object to tell cities that there are no more CityContainers coming from the DB
- Fix for updating CityContainer objects back to the DB on every update loop instead of waiting for the next time they should update
- Fix for removing items from CityContainer lists while iterating them

0.1.12

- 11/10/17
- Added updating CityContainer objects back to the database from the zone servers

0.1.11

- 11/9/17
- Switched sending CityContainer objects in DatabaseServer.cs to be in a coroutine

0.1.10

- 11/9/17
- Fixed issues in Database.cs loading CityContainer objects from disk

0.1.9

- 11/9/17
-added support to the CSV class to serialize and deserialize in CSV format either directly from or to strings instead of files
- Adding serialization over net for CityContainer objects by running them through the CSV class as strings
- Added net QoS channel ReliableFragmentedSequenced to allow for larger messages, such as sending a CityContainer

0.1.8

- 11/7/17
- info from various previous builds
- Added character portraits
- Working on adding CityContainers
- Working on adding ship objects (c# object)
- Working on adding items
- Various fixes

0.1.3

- 9/26/17
- Fixed bug with character csv saving headers incorrectly

0.1.2

- 9/25/17
- Changed new character creation to automatically initiate a login with that user as if they pressed the submit button

0.1.1

- 9/24/18
- Fixed bugs with character creation UI not properly updating when new character creation completed

0.1.0

- 9/24/17
- First build with completed character creation
- Bug found where UI does not update properly when new character is created, but can still login with the account and enter the game as the character

0.0.32

- 9/24/17
- More character creation work

0.0.31

- 9/23/17
- Work on getting character creation to work regarding the client and server communication

0.0.30 

- 9/20/2017
- Completed user account creation UI hooks

0.0.29

- 9/19/2017
- Significant work on the networking code for user account creation

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