Release Build 0.12.23.28 Notes & Ongoing Improvements

Keen Support shared this bug 26 days ago
Submitted

While your feedback is invaluable, some features are not yet ready for your input. These systems and mechanics are temporary solutions or placeholders, and we’re already hard at work redesigning and refining them. We ask for your patience while we bring these elements to their full potential.


Here are some of the features and improvements we are actively working on:

  • We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
  • Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
  • The Blueprint interface is currently in its initial version. Additional features and improvements will be introduced in upcoming updates.
  • Performance:
  • Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
  • The game simulation continues even when the menu is open (no pause function) and Autosave may cause brief lags during gameplay.
  • Performance may temporarily drop when pasting or attaching blueprints.
  • Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
  • PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
  • The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
  • The inventory system will be implemented in a future update
  • Fracture models will receive additional visual updates in future versions.
  • Character shadow in first-person mode is disabled temporarily and will be re-enabled in future animation updates. Animations for uphill/downhill movement, jumping, and tools will be refined in the future update.
  • Inverse kinematics (IK) is not yet implemented.
  • Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
  • Undo/redo functionality for the paint tool is not implemented yet, but internally we already have it, so it will be available in a near update. Changing block colors currently requires switching to the paint tool, but this will be streamlined. In addition, the paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
  • Many small HUD and UX improvements didn’t make it into VS1 but are planned for future updates.
  • Jetpack mechanics are being polished, including adjustments to boost, acceleration, sound effects, and camera shake (note: in an internal build we are already finishing jetpack 2.0, with more pronounced boost mechanics… so please expect changes in VS 1.2)
  • The off-center third-person camera for characters and ships is not yet implemented, but we are working on it, aiming to get it to one of the next updates.
  • Ship controls are functional but will be further refined with target-based gyroscope controls.
  • Enhanced sound effects are coming, including jetpack audio, debug gun, ship sounds and destruction.
  • Tutorials will be added closer to the end of development.
  • Keyboard and mouse controls are not customizable yet, but they will be!
  • The Alpha releases in English language, more localizations will follow
  • Recoloring some blocks is limited to certain sides only - this will be fixed in the following update
  • Sometimes character peeks through cockpit - this will be fixed in the following update

Replies (7)

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1

28/01/2025

Update 0.12.23.30


Crash fixes

  • Fixed a crash at BlockPlacerEntityComponent.PerformRaycast
  • Fixed a crash at Components.Entity.TryGetFromDataEntity
  • Fixed a crash at GridPhysicsComponent_OnGridMassCategoryChangedSignal_Apply
  • Fixed a crash at Materials.MaterialStateHandle.CompileDefaultVariantAsync
  • Fixed a crash at RayTracingBLASManager.DoBLASJobForModelEntities
  • Fixed a crash at UI.Definitions.FontFamilyDefinitionPostProcessor.PostProcess
  • Fixed crashes in raytracing shaders
  • Fixed the AppLoop timing out too early when game is exited during long operations such as world loading

Assertion fixes

  • Fixed an assertion at Audio.EngineComponents.MusicEngineComponent.PlayMusic
  • Fixed an assertion at PoolManager.ClearAll

Game fixes

  • Fixed an issue where a character’s ragdoll could break during collisions, allowing the character to pass through objects after destruction
  • Fixed an issue where, in some cases, it was not possible to load a saved position
  • Fixed an issue where a part of a static grid embedded in a voxel could explode when removed and was supposed to become dynamic (this has been hotfixed so that the separated part remains static - a proper fix will be implemented in the future)

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1

29/01/2025

Update 0.12.23.31

Crash fixes

  • Fixed a crash in flares shader
  • Fixed a crash at BlockPlacer.GridCopyEntityComponent.TranslateSideInput
  • Fixed a crash at AudioManager.PlayFmod
  • Fixed a crash at GridMovementCollectorComponent.OnThrustOverrideRemoved
  • Fixed a crash at Audio.AudioManager.InitVolumes
  • Fixed a crash at SpatialTrigger.EntityTrigger.GetAttachedEntityTransform
  • Fixed a crash at BlockPlacer.GridCopyEntityComponent.ConfirmStep
  • Fixed a crash at PlayerControllerComponent.UpdatePossession
  • Fixed a crash at BlockPlacerEntityComponent.ApplyRotation

Assertion fixes

  • Fixed an assertion at ShaderManager.CheckShaderDefines / transparentparticlesparticleemission.hlsl
  • Fixed an assertion at PoolManager.ClearAll / Data.ParticleEffectDefinition

Exception fixes

  • Updated message output for corrupted content files

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30/01/2025

Update 0.12.23.32

Crash fixes

  • Fixed a GPU crash in Particles shader
  • Fixed a GPU crash in Terrain shader
  • Fixed a GPU crash in Armor shader
  • Fixed a crash at PaintToolControllableComponent.PaintToolActive
  • Fixed a crash at GridImpactDamageReceiverComponent.ProcessDestructions
  • Fixed a crash at HavokBreakHandler.AfterSolve
  • Fixed a crash at Library.Filesystem.MountPathResolver.EnumerateFiles
  • Fixed a crash at ManagedTexturePrioritizerComponent_GeneratedContainer
  • Fixed a crash at BlockPlacerEntityComponent.CheckMountPointIsValid (another iteration)
  • Fixed a crash at BlockPlacerEntityComponent.ApplyRotation (another iteration)

Assertion fixes

  • Fixed an assertion at PlayerControllerComponent.OnControlledEntityRemoved
  • Fixed an assertion at ShaderManager.CheckShaderDefines / particleemitterprocess.hlsl

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1

Could you please update the version information to show "Release: Alpha" instead of "Release: Pre-Alpha" ?

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1

31/01/2025

Update 0.12.23.33

Crash fixes

  • Fixed a crash in Armors shader
  • Fixed a crash at BlueprintCreationToolComponent.Release

Assertion fixes

  • Fixed an assertion in Block Placer
  • Fixed an assertion at HavokPhysicsEngineComponent.Destroy

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04/02/2025

Update 0.12.23.35

Crash fixes

  • Fixed a crash on Linux (even though this system is not fully supported)
  • Fixed a GPU crash in particles
  • Fixed a crash at BlockOctreeComponent.Remove

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11/02/2025

Update 0.12.23.42

  • Fixed crashes on NVIDIA 10X0 with the high/extreme preset
  • Fixed excessive memory allocation in analytics

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