0
Fixed

White line at the bottom of the screen when crouching

Mr. Fusion 6 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 6 months ago 1

When crouching down while standing still, during the downward movement a white line appears at the bottom of the screen of a moment, then disappears when the fully croached position is reached. It looks as if the new helmet/hud bob is not constrained enough and allowed to lag behind too much before starting to follow the movement of the field of view in this specific case.


It can also happen while moving, but I guess the movement related bobbing dampens it enough so that it very rarely lags enough for that white line to show.

0
Planned

Hab status display has repeating lines that fill the screen

Mr. Fusion 6 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 days ago 1

The hab status display issue is still present in the public 0.61 version. At one time when I interacted with the status console inside the hab, the status screen came up with the heater's power status line filling the entire screen for a few seconds, then it went back to normal.

0
Planned

Dust devils pass through habitats

Mr. Fusion 6 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 6 months ago 1

Dust devils can enter the area/volume occupied by the habitat model and even stay inside the model for a long while before moving on. While this is likely an extremely rare thing to happen, it still doesn't look right when it does happen.


I don't know if there is an animation or effect for when the dust devils appear and disappear or they are always spawned out of sight to avoid the need for such thing. If there is, they could simply dissolve when getting closer than a few meters to a habitat, and if there isn't, they could temporarily get a specific movement direction away from the habitat location when they get into the vicinity of one (in a radius large enough so that they can't touch the systems and the solar panel mounts either) instead of the normal random wandering behaviour.


This is probably an issue with anything else large enough for a dust devil to visibly pass through it, such as the PRT model.

0
Fixed

Why only 4 out 6 lights are lit in the airlock when depressurized?

Mr. Fusion 7 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 6 months ago 3

Is there a reason why only 4 out of the 6 lights are lit in the airlock room when it's depressurized?


The difference in color and light level, compared to how they look like (all 6 of them) when the airlock is pressurized seems to hint at that they may be in a lower power mode, so turning 2 of them off on top of that feels a bit unnecessary.


And if it is the reason, I think the pattern is not the best, since the middle and one of the side pairs are lit. If the two side pairs were lit instead, they'd better illuminate the equipment lockers along the sides of the room, or if only the center pair would be lit, it would save even more power and provide even lighting to the whole room.


(In case they are different, I noticed this at the South-West habitat location.)

0
Under review

Exterior version of airlock room much brighter than interior

Mr. Fusion 7 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 7 months ago 1

When hab power is off and thus the internal lights are off, there's a very visible difference between the light level of the exterior and the interior version of the airlock room, whereas it shold be practically the same. The exterior version has a rather bright indirect ablient light level coming from nowhere even when the door is closed (at night it almost feels like being brighter than outside), while the interior version is pitch black, save for the red emergency light.

0
Planned

Incorrect shadows in "Materials" and "Equipment" storage

Mr. Fusion 7 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 7 months ago 4

When the Materials and Equipment storage compartments have very few items/boxes in them, some of the shadows the storage elements not currently visible would cast are still visible on the back of the compartments.


In the Materials area there is a very noticeable black area consisting of multiple overlapping rectangles with the rest of the back surface being lit as expected, while the back of the Equipment area is just completely unlit compared to how the back of the Consumables area, or the non-occluded parts of the Materials area look like.

0
Planned

Flying dust renders behind objects

Mr. Fusion 8 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 8 months ago 1

The flying dust effect (dark specks moving sideways across the screen at high speed) renders behind world objects like the habitats and habitat systems, creating strange visuals where against the sky they appear to be flying very close to the player, but against any object they completely disappear, and at the otulines of the object they somehow move from "close" to behind the object and get occluded.

0
Under review

Some storm effects not visible at night

Mr. Fusion 8 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 8 months ago 1

Certain storm effects, specifically the "near" fog, the grainyness and the flying particles are either not present at all during the night, or not visible enough in the light of the suit lamp to be noticeable at all. Essentially it feels as though there was no storm at all, except for the storm sounds and the red hue of the "far" fog on the night sky.

0
Planned

Emergency light illuminates airlock room through wall

Mr. Fusion 8 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 8 months ago 1

The faint red light in the main room of an unpowered Hab also illuminates the airlock room as if the wall between the two rooms didn't exist. If the light actually comes from a separate, second light source in the airlock room, then there should be a visible representation of it (maybe one of the light sources in the airlock could glow in red).