Changelog

Dying Star — What's new on Universe Testing
  • The terrain loads about three times faster on a first launch or in a new area: its data is now downloaded over several connections at once.
  • POI Villages: The server generates village buildings and can activate the village when Horizon requests housing for new players.
    • Terrain: On slopes, buildings sit flush on their platforms, and the ground between them no longer has a jagged, saw-tooth appearance.
    • Server performance: TPS has risen from around 7 to 55, and player logins are no longer delayed.
    • Stuck NPCs: They now space out their retry attempts, reducing navigation requests by approximately tenfold.
    • NPCs awaiting a path: They switch to standby mode—just like inactive NPCs—to save on physics processing.
  • Added a basement area and a connecting staircase leading down to it.
    • Updated the led_panel_1x0.3m.tscn light scene (including a light intensity adjustment).
    • Created a new led_panel_1x1m.tscn light scene.
  • Much higher frame rate in an atmosphere: the sky and the haze are computed with a precomputed table instead of a per-pixel loop (about 41 → 70 fps at Ultra on an RTX 3090 at the spawn).
    • Building lamps no longer blink: only the nearest lamps cast shadows (the others still light), which is also faster at night.
    • Fewer periodic hitches from the planet's rotation.
    • Truck dashboards and the star map are no longer redrawn when nobody looks at them.
    • Main menu: trucks stand on their wheels and the workers' feet are on the ground.
  • New in-game benchmark (Settings > Graphics > Benchmark): the view turns slowly on the spot while each graphics option is lowered in turn, then your settings are put back. It writes a report of what each option costs on your machine (also copied to the clipboard) to send to the team; "Open folder" shows the reports.
  • Gamepad support: play with a controller (Xbox layout by default), rebind its buttons in Controls (separate Keyboard / mouse and Gamepad columns), and on-screen prompts follow the device you use.
    • Menus can be driven from the gamepad: D-pad / stick to move, A to confirm, B to go back, LB / RB for categories, LT / RT for the top bar.
    • The star map shows longitude, latitude and altitude under the cursor near a body.
    • FPS / GPU shown in the settings tab row; new Interface volume slider.
  • a planet body waits for its terrain collision before turning dynamic
  • Music now follows where you are: menu, space, points of interest and places with their own music, with cross-fades between tracks.
    • New tracks: Beyond the Horizon, Tin Can.
    • Footsteps on metal.
    • Controls: mute all game sound (N) and mute your microphone (M) are now listed in Controls > General and can be rebound.
    • Fixed: N and M could not be typed in text fields, such as the controls search box.
    • Settings: the line under the pointer is highlighted again, and the background behind the settings is darker and fades out more smoothly.
    • The chat and the HUD are hidden while the pause menu is open.
    • Debug panel: a Music section shows which track plays and why.
  • Holes in front of the teleporter: in the village, terrain vertices are no longer offset toward the edge of an un-excavated fissure, and the terrain around buildings connects seamlessly again—both visually (mesh) and physically (collision).
    • Step between chunks: on either side of a trimmed tile boundary, both chunks now read the same height. The 24.5 cm step is gone, in both GDScript and C#.
    • Chunk disk cache: the version has been bumped from v56 to v58, so old chunks with holes or offsets are being rebuilt.
  • added ESG (EntityStreamingGodot)
  • Star chart (F2): the canyons now show, as real relief near the ground and as dark strips from higher up.
    • Star chart: tunnels and bridges are marked on roads and railways when you are close enough (about 30 km up); railways are drawn with their sleepers.
    • Star chart: points of interest that overlap are grouped under one marker with a count; they separate as you zoom in, and clicking a group zooms onto it.
    • Star chart: over a selected orbital station, the middle mouse button now orbits around the station.
    • Fixed: roads and railways on the star chart were cut into pieces when seen from high up.
    • Controls: you can now bind key combinations (Ctrl, Alt, Shift + a key) and any mouse button, the wheel click included.
    • Controls: a combination no longer also triggers the action bound to the key alone (Ctrl+E no longer fires E).
    • Graphics settings: the frame rate and GPU time are shown at the top of the tab, colour-coded; the hour slider is back in the menu.
    • Fixed: the Medium ground detail lost the hex tiling of the terrain.
    • Debug panel: the Server box lists every zone as a table that scrolls on its own.
    • Truck: gentler steering.
  • New menu layout: a bar across the top with the logo, settings in tabs, smaller text, and the scene visible beside the settings.
    • Esc in game opens the settings directly, over the game.
    • New setting: interface size (Settings > General).
    • Debug options moved to their own Debug tab.
    • Tooltips are readable: dark background, wrapped text.
    • The graphics tuning scene is gone: the settings now show the scene beside them.
    • Fixed: the menus did not resize when switching between windowed and fullscreen.
  • Fixed: the game could freeze when entering the universe from the main menu.
    • Fixed: the dev clock offset carried over to the next connection.
  • The main menu is now a live scene on Tarsis 3 at sunrise, with an outpost, workers and trucks on the road; the camera moves with each menu screen. It can be switched off in Settings > General.
    • A tuning scene to compare the graphics options on real ground, at any hour, from Settings > Graphics or the home screen.
    • A progress bar on the loading screens.
    • The menus fit a centred 16:9 area on wide screens, and follow a switch between windowed and fullscreen.
    • The home and pause menu buttons share one look; the home buttons stand on one row.
  • The debug panels (Alt+²) are now one panel on the right that never overlaps itself, with the ground, movement and vehicle readouts in it, and the number of terrain chunks on screen.
    • The dev-clock warning now appears in that panel.
  • New graphics options: presets (auto-detected for your GPU on first launch), FSR 1 / FSR 2.2 upscaling, render scale, MSAA / FXAA / SMAA / TAA, shadow quality, SSAO / SSIL / SSR, bloom, anisotropic filtering, debanding, atmosphere and ground quality, and terrain / buildings / vegetation draw distances. Every option explains itself on hover.
    • An in-game graphics panel (Settings > General) to compare options live, with FPS and GPU time; hold AltGr to use the mouse.
    • The screenshot and video folders open from the top of Settings > Graphics.
    • Fixed: holding AltGr made you sink in EVA; F7 photos showed the graphics panel.
  • [Crevasses] Clean vertical walls: corrected quad diagonals, 1.6-step snap range, wall-specific normals
    • Organic edges: meandering (domain warp) and eroded edges (fBm)
    • [Crevasses] Integer hash instead of sine: bit-identical results across all platforms
    • [Crevasses] Bit-exact C# counterparts (TileFrameNative, CrackVoronoiNative)
    • [Volcanoes] New pack types: volcanoes (8), lava flows (9), fumaroles (10), drawn in QGIS
    • [Volcanoes] Volcanoes: 5 presets (stratovolcano, shield, caldera, cinder cone, dome), client-side lava lake and plume
    • [Volcanoes] Lava: never flows uphill (DESCENT rule); shader states: active / cooling / solid
    • [Volcanoes] Fumaroles: deterministically placed events, gas deposits in vertex colors
    • [Volcanoes] Removal of old volcanic biomes (migration script provided)
    • [Volcanoes] Crater rim lowers on the flow side: lava spills over by 2m instead of carving a 203m canyon
    • [Performance] Line carving in C# (GradeCarveNative): 32 → 12 µs per call
    • [Performance] Chunks beneath a lava flow: 30–50% reduction in generation time
    • [Performance] Indexed stale chunk pass: 200–440 ms → 1–5 ms (fixing the 1–3 FPS drop near lava)
    • [Performance] Chunk disk cache read/write off the main thread: ~330 ms/s → < 7 ms/s ms/s
    • [Performance] Chunk construction near a line: it now reads only the relevant section of the profile instead of traversing the entire line (212,000 nodes for the loop rail). The result is bit-for-bit identical.
    • [Performance] Memory: terrain samples taken every 5m are discarded once the profile is calculated, freeing up ~140 MB.
    • [Performance] Pre-calculation: a new tool, tools/bake_grade_profiles.tscn, calculates line profiles, crevasse crossings, and bridge decks once and for all. It writes them to grade_profiles.pack, which the game loads at startup: 827 ms instead of several minutes.
    • [Performance] Stale data: if the baked data no longer matches the source data (new export, modified crevasses or roads), the game recalculates it and displays a warning. A test fails, and link_modifiers.py reminds the user which command to run again.
    • [Performance] Performance bug fixed: the modifier tile cache performed a linear traversal—under a lock—every time a height was read. Threads were blocking each other, and performance degraded over time.
    • [Miscellaneous] Lint limit raised to 6,000 lines; two new test suites added (profile splitting, baking).
  • New: Palaka-Pital Orbital Station, on a real orbit around SandBox (400 km, 1 h 44 per orbit), reachable by teleporter and with a cabin aboard to come back, with rings that turn to give their floor gravity.
    • New: EVA with real inertia: roll (A/E), up/down (Space/Ctrl), brake (X), a new EVA tab in the key settings, a floating animation, and orbital drift beside a station.
    • Changed: action moved from E to F, and the separate interact key is gone: F does one thing at a time.
    • New: star map shows stations, a view cone, and opens on you the first time and after you travel.
    • Removed: the teleporter's Return button.
    • Fixed: leaving a planet's air no longer drops you in the middle of the system.
    • Fixed: a crate carried through the teleporter (or a truck's load sent to another body) is no longer deleted and can be put down.
  • Enhance performances on chunks
    • Enhance starmap
    • add/fix CI for GUT tests
  • Vehicles: progressive steering. Tap or hold the arrows to turn the wheels little by little; they keep their angle when you let go, and straighten up gently while rolling.
    • Vehicles: speed limiter. T turns it on or off, Alt + mouse wheel sets the limit in 5 km/h steps. Shown on the dashboard: green when on, red while it holds the truck back.
    • Vehicles: odometer on the dashboard, kept across sessions and server restarts.
    • F7 takes a photo without any interface; F8 takes a screenshot with the debug panels for bug reports. Both are saved in the game's screenshots folder and copied to the clipboard.
    • F6 recordings are now saved in screenshots/records.
    • Settings › Video: a button opens the screenshot gallery.
    • Fixed: a mouse binding with a modifier (e.g. Alt + wheel) lost its modifier once remapped.
    • Fixed: debug panels showing "Soon™" right after being turned on.
  • The star map now draws real ground: relief at its true height, coloured by the rock it is made of, with its mountains, its roads and its railways. Towns show how high they stand. The ground refines as you approach and fills itself in from the tile service, and it no longer claims detail it does not have.
  • Update road to can't have more than 10 degres of slope
  • The in-game HUD is now translated in English and French. Interaction prompts show the key you actually bound, on your own keyboard layout, instead of a hardcoded one.
  • The menus are now fully translated in English and French. Keybindings are grouped into families (General, On foot, In a vehicle, In flight, Debug), and settings rows highlight under the pointer.
  • Manage snap to planet surface + update terrain mesh in editor and runtime
  • Objects resting on a planet now blend into the ground instead of meeting it on a hard cut line: the terrain's own colour and texture rise over the base of buildings, rocks, crates and props, with an irregular, wind-drifted edge. Interior walls and flat surfaces are left clean, and the band is lit like the ground it imitates, so it no longer darkens against a shaded wall.
  • Added a language setting (Automatic / English / French) under Settings ▸ General, applied immediately and remembered between sessions.
  • Standing at a console no longer drags your view towards it. Lean the pointer on the edge of the window to look across a screen too wide to take in at once, the view holds still while you read, and typing into a field no longer triggers gameplay keys — Escape hands the keyboard back. Panels now redraw only when they are visible, and a keystroke reaches the console you are using instead of every screen in the world.
  • The teleporter and the system chart list the planets again in exported builds.
  • The driver's dashboard now shows the slope you are actually on next to the steepest one your engines can climb, so you can see how much is left. And vehicle components are marked with a pictogram of what they are — readable from either side of the truck, and from above when one is lying on the ground.
  • Footsteps on sand and stone now play their own sounds instead of an error marker. Footsteps on metal still play that marker, pending a freely licensed replacement.
  • Fix problem with seat in the vehicule
    • Vehicle safety mechanism fix: it does not appear to rise high enough above the chunk when passing underneath it.
  • players optimization when have many players near me
  • Rock impurities: mountain-driven colour and ore for every corundum
    • Update montain to have canyon on corundum zones. Fix border of canyons and finish in the begin of mountains
  • Vehicles are powered by engines you can actually see. The T1 motor is an object you pick up, carry and bolt into one of the truck's four hatches — and what is fitted is what decides how hard it pulls, how steep a slope it climbs and how fast it gets there. Take one out and the truck suffers; take them all out and it will not start. A new Settings option hides the driver dashboard.
  • Added a teleporter cabin for testing: pick a system, a body and a point of interest from its screen,
    • or type a longitude, latitude and height, and you are put down on the ground there. Vehicles parked
    • in the cabin and anybody standing in it travel with you, and RETURN brings you back. Replaces the old
    • seven fixed pads. Known limitation: leave the vehicle before jumping — a seated passenger's own view
    • and controls may not survive the trip yet.
  • [server] Increase number of items managed in jolt
    • [server] add secutiry for vehicle (like players)
    • [server] Fix stdout
  • Add mountain
  • Atomic file cache for server meshing dynamic (collision mesh for server)
  • Problem: 50 to 90 walking NPCs were dragging the server down to 5 fps. Each NPC was baking its own navmesh (analyzing the entire planet on the main thread, Recast bake at 0.1m, re-baking every 18m).
    • Shared navmesh cache (NpcNavCache): 72m tiles on a grid, one map per 5×5 cell block to allow roads to span tiles; geometry collected via physics queries and extracted on a worker thread; TTL, invalidation, eviction; parked trucks carve out the mesh.
    • Lightweight NPCs: interleaved 30Hz tick, unnecessary sub-trees disabled server-side (UI, mining tool, raycasts, NavigationAgent3D), replication only when the pose changes.
    • Reduced overhead: static props and parked vehicles at 6Hz, cached HEALPix rings for pins, time-sliced ​​pin scanning, mining logic running without the NPCs.
    • Server performance profiling setup ([debug] perf=true): frame breakdown ([Perf/frame]), script-based attribution ([Perf/bands], opt-in), node census, Horizon messages, NPC tick breakdown—each of these issues was identified using this tool.
    • Measured: 47 NPCs → from 5 fps / 43 TPS to 60 / 60; 93 NPCs → 60 TPS.
  • fix chunk problem
    • fix player safety mesh for tunnels
    • Optimizations, prevent draw rail and roads too far away and it's not visible
    • fix floor of tunnel
  • Embossing highway
    • fix enable debug items
    • fix hex-tiles AMD cards
  • Planet tech wth roads, QGIS export, refactoring
  • Fixed the passenger's seated view sitting too low in vehicles: the driver and passenger poses place the head differently, and each now has its own eye height.
  • Players riding a vehicle now belong to that vehicle's frame: the ride is smooth for driver and passenger alike, and their position is no longer re-sent over the network on every tick while the vehicle moves.
  • Editor only: a "Fly in planet frame" toggle in the 3D viewport toolbar flies the view over a body with up always up and forward following the curvature, instead of the world-aligned camera that goes sideways away from the pole.
  • The debug panel now shows the real altitude above the reference sphere alongside the height above the ground, and player coordinates keep updating while riding a vehicle.
  • Fixed the pause menu opening over a game that kept running (the camera still turned underneath), being unable to leave Settings > Controls with Escape, and player name tags staying at standing height while crouched or prone. Remapped keys are applied again at startup instead of only after opening the controls page. Escape now cancels a key rebinding instead of being bound, and the jump binding is named "Jump / Vault".
  • Walking at the top of the mouse-wheel range no longer breaks into a jog: the whole range is a walk, played faster, and only sprint changes gait.
  • Players sitting in a vehicle are now shown seated to everyone, including players who connect or come into range after they sat down.
  • Fix client locked at 6 FPS: LiveKit mic queue size was in ms, not samples
    • add debug code
  • Enhance calculation of chunks from -26 to -66 %
  • usage of tiles (points) into a web server and use it as streaming
  • Enhance client perf debug
  • The first-person view no longer swings off centre as you look around, and you no longer see your own neck when running or turning your head.
  • Low steps, kerbs and stairs are climbed reliably, including through doorways and under low ceilings where they used to block you.
  • Trucks no longer tip over in a hard turn, their wheels now move with the suspension for everyone who can see them, and their tyres are audible — scuffing as you turn on the spot, rolling as you pick up speed. The mini truck comes with a new model and four interchangeable beds.
  • Fix bridges
    • disable spawn by player
    • modify possibility of spawn rocks on chunk from 70% to 90%
  • Users can activate perf debug in logs when have few FPS
  • Players are now represented by a proper character model instead of the placeholder mannequin, with all existing animations preserved. The flashlight is attached to the head, so its beam follows the body.
  • Fixed cliff detection on planet surfaces: steep faces are now correctly identified everywhere,
    • instead of the whole star-facing hemisphere being rendered as cliff and genuine vertical faces being
    • missed.
  • The system chart (F2) and the debug readouts now work while seated in a vehicle, and the chart is properly modal: nothing else reacts while it is up, and the truck coasts instead of keeping your last throttle.
    • Alt+L and Alt+I no longer switch the head lights and the engine on and off along with their debug tool.
    • Vaulting and climbing now happen when you PRESS JUMP in front of an obstacle, instead of on their own as you walk into one. Stairs and low steps are still walked up automatically.
    • Footsteps and dropped crates now sound like the surface they are on — metal, sand, stone, concrete — instead of one sample everywhere. Crates are heard when lifted and when they land.
    • The SFX volume slider now affects every sound in the game, and a sound's own volume setting works even when it comes from your own hands or feet.
    • A truck left with a door open no longer ejects you when you try to sit in it.
    • You can no longer board a vehicle with your hands full, and boarding puts your tools away.
    • Fixed the game server sometimes starting with no world at all, which left players unable to move.
  • Sandbox is now the third world of the Tarsis system, closer to its star and shielded by its corundum
    • veil; Gaea takes the fourth orbit. Sandbox and its moons Korax and Xarok are renamed accordingly.
  • Fix rotation and player exit zone (gorc)
  • The sky is now computed from each world's real atmosphere — its gases, its pressure, its dust —
    • instead of a painted gradient. Sunsets, the colour of distance and the haze on far mountains all
    • follow from the same physics, and change from one planet to the next. Two bugs that lit the world
    • at night, making buildings and distant peaks look backlit after dark, are fixed.
  • Limit threads for server to enhance performances on the kubernetes
  • Update server godot version to 4.7, missed to use 4.7 like the client ;(
  • Fix loading page indefinitely
  • Server performance near cities is greatly improved, and players and vehicles no longer tremble on the spot.
    • Trucks placed in the world now actually appear, instead of silently falling through the ground before anyone could see them.
    • Spawning no longer drops you through the floor of your habitation on the first connection after a server restart.
    • 3D screens, like the mining depot's, can be used again: the pointer no longer trembles or snaps back to the middle of the screen, and buttons can be clicked anywhere on the surface.
    • Walking through a teleporter pad now shows up correctly for the other players.
    • The planets and moons of the Tarsis system travel their real orbits, and a new system chart on F2 shows where everything is — including you.
    • Nights have a starry sky, and dusk now lasts, fading over the point where the star set.
    • The developer spawn wheel, the prop cleanup tool and EVA free-flight are no longer available in game, and their shortcuts no longer appear in the control settings.
    • fix build and version of the build. Now it's same for linux and windows client (try fix launcher and update the game)
    • Addition of kilometer markers (placed by hand, so it's approximate)
  • Emote wheel (T) no longer spawns a prop when the spawn wheel (Alt+T) was used before.
    • Repeatedly jumping while sprinting no longer builds up unlimited speed; a jump now carries the momentum it took off with.
    • Walking, sprinting and crouching now move at the speeds described in the design doc, and the mouse-wheel walk speed steps smoothly between 0.5 and 3 m/s instead of jumping around.
    • Character animation no longer flickers between walking and jogging when moving at a steady pace near a gait change.
    • Chat: holding TAB no longer cycles through interface buttons, and typing a message no longer triggers gameplay actions such as crouching or going prone.
    • Voice chat: muting your microphone actually stops transmitting, and your voice is no longer captured twice.
    • Voice chat: with several players around, every voice is heard, and a player who leaves stops being audible instead of lingering or being heard twice after rejoining.
  • Add NPC management
    • Add propsync (network object)
  • Auto-vault, climb and step-up**: your character crosses obstacles automatically — vaulting over low ones, climbing onto ledges (including elevated platforms), and stepping smoothly up small obstacles that used to block you.
    • New sounds**: the three vault types, the mining perforator (drilling loop, end, fail, equip/unequip), the player torch, and truck head lights / electric engine.
    • Vehicle cab screens** (rear-view mirrors and dashboard) turn off when the engine is off and back on with ignition.
    • Spawn**: a "Spawning..." screen now holds until the world is ready, so you no longer see a daytime flash or the camera snapping straight right after spawning.
    • Pause menu** no longer lets the character move, act, drill, or look around while it is open.
    • Chat**: shown by default, clearer message order, and readable on bright backgrounds.
    • The on-screen sound/microphone icons sit in the bottom-left corner and are smaller.
  • Players now have an animated body: you see your own body in first person and other players are fully animated — walk/run/jump, crouch (C) and prone (W), in-place turn, sit/drive in vehicles, emotes (T wheel) and carrying. Carrying a box is only possible while standing, and holstered tools follow the body.
  • The world is now lit and animated by the real star system: sunlight, day/night and
    • sunrise/sunset colours follow the actual star, distant planets and moons are correctly lit
    • even at astronomic range, the sky follows the star — in the main view AND in vehicle mirrors —
    • and fades to space with altitude, and every body rotates on its axis at its real period. The
    • HUD now also shows your longitude/latitude and the local time of the body you stand on. Adds
    • free-flight and marker tools for inspecting the system.
  • Fix text chat (connection to the server)
  • Update server URLs to the new infrastructure
  • Added Graphics settings to toggle real-time shadows on/off and adjust the sun shadow draw distance (persisted, applied live).
  • Fixed a physics CPU spike on server start-up: props reloaded from persistence no longer all re-run collision at once — they reload frozen and wake up when a player approaches.
  • Carried objects now feel much better: they don't snap to your hands on pickup — they ease in and trail as you move, react to bumps, and are solid immediately. Look down to set an object on the floor, or up to place it high.
    • A carried object no longer shoves you around, and looking up inside a container no longer flings it onto the roof.
    • The interaction reach is now a single configurable value on the player.
    • New storage containers lock any crate that settles on their floor so it can't be knocked around — pick it back up to free it.
  • The dev spawn wheel is now server-authoritative: objects land in front of you, on the ground and upright, and the server decides where. The mouse wheel rotates a carried object by 15° notches, and holding the middle mouse button free-rotates it on all axes with the mouse — both about the object's centre.
    • The mining depot is no longer spawnable and packs its ore into a hauling box.
    • Using a 3D screen no longer strands your camera in space.
    • Vehicles steer and brake with the engine off, and the engine can be cut at any speed.
    • In the settings menu, Esc now goes back instead of releasing the mouse.
    • A crate that falls or is thrown into a truck bed is now weighed like a hand-loaded one.
    • You can no longer grab an object or open a vehicle door through a building wall.
    • Plus brighter truck headlights and a class of client crashes fixed.
  • Players have sound: footsteps (random samples, cadence following your speed), the torch switch and the jump. They are positional and replicated, so you hear the players around you walk, jump and light their torch.
  • Update planet tech. generate heightmap for each LOD, fix teleport to another planet / point.
    • On network, planets are now generic objects.
  • Vehicles have sound: doors, engine start/stop, an engine note that rises with the revs, a horn (H) and a special horn (Alt+H), hand brake and head lights. The engine must now be started with the ignition key (I) while standing still before the vehicle will drive.
  • Updated the mini truck model (fixing the wheel spin axis and the cargo-bay weight zone).
    • The pause menu no longer closes when you click in the void — use Esc or the Resume button.
    • Changing the screen resolution now asks you to confirm within 10 seconds and reverts automatically otherwise, so a too-large resolution can't lock you out.
  • Carried objects now physically collide with the world: you can bump and rest them against the ground, walls and vehicles, and stack them by looking up or down to raise/lower a held object. An object dragged out of reach (e.g. stuck behind a wall) is dropped automatically.
  • You can now show/hide the on-screen debug panels from Settings → General, or with a rebindable key (default Alt+²) available in the Controls menu.
  • Truck: the steering wheel now turns the right way at a sensible speed, and the reverse camera is no longer mirrored.
  • The dev spawn wheel (T) is now a two-level menu (category → variant);
    • the pallet crates it spawns can be picked up and carried.
    • Test containers now have collision.
    • Fixed truck doors that could refuse to open once a prop was spawned nearby, and carrying crates from a normal distance
    • held items now float a bit further ahead.
  • Update physics to 60 FPS.
    • fix per-chunk collision bodies for Jolt at astronomic coordinates
    • fix terrain data export + cache validation + idle physics sleep
  • Update export options for planets
  • fix planet folder && build
    • add Bardok house for test
    • add Kankan containers for test
  • Update planet tech, add valleys, texture...
  • Editor-only: add a DyingStar tool to import/export a scene's server props to horizonserver's startup_items.json.
  • You can no longer interact with something you can't actually see: picking up an object now requires a clear line of sight to it, and a vehicle door only opens from the handle on your side (outside on foot, inside when seated) when it isn't blocked.
  • Vehicle steering now feels progressive and self-centring, with a speed-sensitive steering lock (sharper at low speed, more stable at high speed).
  • Players who join now see the current state of everyone already in the world (torch on/off, equipped tool, carrying…), instead of only seeing it after the next change.
  • Vehicle fixes: an empty vehicle no longer drives off on its own (it coasts to a stop), vehicles spawn with the hand brake on, a door left open is now visible to players who join later, and the truck's steering wheel turns correctly around its column.
  • Vehicles can now use a real 3D model: working wheels and steering wheel, openable doors with look-at handles, Blender-authored collision, and in-cab screens. A door must be opened (look at its handle + E) before you can get in or out.
  • Fixed wrong LOD settings for the VIP hab that caused a visual glitch. The correct model is now displayed when being close to it.
  • Habs test - container
  • feat: mining zones generate rock fields server-side on player entry (seeded, renewable)
    • feat: small / medium / large mineable rock variants
    • feat: per-zone mineral replicated via mineral_id (gold / iron / cryptonite)
  • Fix bug when player go out its appartment
    • Fix rock can't carry
    • Network optimisation
    • Add engine brake on vehicule
    • Enhance loading screen when join the universe
  • Upgrade the project to Godot 4.7
    • enable HDR
  • Fix designer-placed mining depots being duplicated in the database on every server restart.
  • Add a 30-minute day/night cycle and a physical sky (with sunrise/sunset colours) to the sandbox.
  • feat: FPS limit + field-of-view graphics settings (persisted)
    • feat: working audio settings (bus volumes, input/output device, mic test)
    • fix: settings menu active-category highlight + title; V-Sync label
    • fix: main-menu and ERROR 1337 layouts no longer shift on window resize
    • fix: pause menu button SFX
  • You can now see other players turn their flashlight on and off.
  • Improve cargo: drop an item in a truck's bed (or over the side) to load it, drive it around, and tip the truck to spill it. Changed render of rear-view mirrors / reversing camera screens.
  • Your video settings (monitor, resolution, fullscreen, v-sync) are now kept between sessions.
    • New "Dev mode" toggle in the Video settings: it ignores the saved resolution/fullscreen on launch (handy when running several game windows at once).
    • Other players' name tags no longer jitter, and are hidden when too far away.
  • Toggle your flashlight while seated in a vehicle (driver or passenger).
    • Spamming the vehicle reset key no longer makes the truck fly off.
    • Stand in a truck bed to add your weight to its load, and load a crate by dropping it in the bed; carrying a crate no longer flips a truck.
    • Mining rock pieces now weigh according to their size, and carrying one into a truck bed adds its weight to the load.
  • You can no longer pick up items through walls; the carry prompt only shows when the item is actually reachable.
  • Add an in-game text chat: shown by default on the left, F12 to hide/show, Enter to write and send, Escape to cancel, Tab to switch channel.
  • Add food ration props (biscuit, nutrigris).
  • All gameplay keys (vehicle reset/lights, brake & hand brake, the "Zapette" cleanup tool, the spawn
    • wheel) are rebindable in Settings → Controls.
    • The settings menu works: Controls list, Fullscreen/Windowed, Screen Resolution auto-filled from
    • your monitor, Monitor selection.
    • E embarks a vehicle; Y leaves it. one spawn wheel on T.
    • Pause menu reordered (Resume / Settings / Return to menu / Quit); Settings opens the full menu.
    • Start screen: a Quit button. The mouse cursor shows when opening the pause menu. The debug
    • overlay stays in the corner at any resolution.
  • Vehicles can show a live rear-view camera and side mirrors on in-cab screens (reusable RearCamera
    • drop-in; "mirror" flips it left/right). The truck ships with a reversing camera + two mirrors.
  • Vehicle head lights: a dev just drops Light3D(s) into the "vehicle_light" group of their vehicle
    • scene (no code); the driver toggles them with L. Shown on the HUD and the in-cab dashboard.
    • L is contextual: head lights while driving, the player's flashlight on foot. The flashlight is
    • now visible to other players and starts off.
    • A parked truck no longer creeps with the hand brake on (it freezes once stopped).
    • The bed spills its whole load when the vehicle tips over.
  • You can now retrieve a crate or rock you placed in a vehicle's bed.
    • Cargo placed in a bed no longer disappears in multiplayer.
    • A vehicle can no longer be loaded into another vehicle's bed.
    • Seated players now count toward the vehicle's load (OVERLOADED).
    • "[E] Carry" / "[E] Drop" prompts when aiming at a grabbable object or holding one.
    • Carried objects are solid to the world and other players (but not to the carrier).
    • A vehicle seat is freed when its occupant disconnects.
  • New truck parking hand brake: long-press Space under 3 km/h, released by throttle,
    • stays engaged when you leave the truck. Shown on the dashboard, HUD and shortcut hint.
    • Seated players now add their weight (75 kg) to the truck's load and total weight;
    • OVERLOADED accounts for passengers + bed cargo.
    • Smoother ride: no more camera jitter once seated, and the truck moves smoothly for
    • everyone (driver included).
    • "Driver seat taken" message when the driver seat is occupied; the enter-seat prompt
    • no longer shows while already seated. You now exit beside the seat you used.
    • Fixed: cargo no longer disappears when dropped into the bed in multiplayer.
    • The vehicle UI is now in English.
  • Mining rocks can hold different minerals (gold added); the ore look is data-driven per mineral.
  • Collision calculation reduction by 50 times (tested on 200 boxes and rocks)
  • Add a drivable networked truck (driver and passenger seats, powertrain, in-cab dashboard, free look); the admin cleanup tool can now remove vehicles and depot crates.
    • Smooth networked vehicles and players (client interpolation), and let the admin cleanup tool remove vehicles and depot crates.
  • Fix carried props (boxes, ore) despawning for other players over distance.
  • Fix the admin cleanup tool leaving ghost collisions after deleting a prop.
  • Add admin cleanup tool: ray from the player's hand, red/yellow aim line, click to delete the targeted prop (rock / box / depot only).
    • Server-authoritative delete: frees the node (or forwards to Horizon) -> removed from GORC + database. World infrastructure is protected.
    • Tools 1 (perforator) and 2 (cleanup) are now mutually exclusive.
    • Mining depot placeholder spawns its networked copy on the game server (collision + collect/SEND logic), with a deterministic uuid (optional stable_id) to avoid duplicate accumulation; placed in Sandbox Capital.
  • Unify how player and prop properties replicate to nearby players, and fix mining rocks sometimes appearing at the world origin.
  • Press F6 to record the game screen (for bug reports or clips); recordings are saved as AVI files in your Documents/DyingStar/records folder.
  • Add a mining depot: deposit mined ore, refine it by volume (ore purity, stock and per-crate fill shown on the depot screen) and extract a carryable crate of ore.
  • Mining rocks now show their ore: a few small traces on the surface, while the real amount is revealed by breaking the rock — richer pieces contain more ore.
  • Press E to pick up / drop a mined ore (one at a time).
    • Only a fully mined ore (no fault left) can be carried; you can't take one already carried by someone else.
    • Carrying slows you down, the ore floats in front of you (no collision), and everything is visible to other players.
    • The perforator is always present: stowed by default / while carrying, out when equipped.
  • Mining V0: equip a perforator, aim at a rock's predefined faults and drill to break it into pieces, visible and synchronized in multiplayer
  • Add button in pause UI to return to menu (disconnect from the server)
  • Fix pseudo on player and parent when changing parent (server and client fix)
  • Fix spawn in apartments
  • Fix light of the universe
  • Fix godot server (many errors)
  • Manage apartments spawn
  • Enhance server error messages
  • Fix crash on built game (wrong dotnet version)
  • Update to dotnet 9, remove login page (auth with JWT token)
  • Fix log in /tmp (crash on Windows)
  • Fix SSH deploy
  • Fix build and deploy
  • Add build game in GitHub Actions
  • Remove Wwise, replaced by audio directly in Godot
  • Review UI interface and settings: sound, livekit (vocal proximity)
  • Fix delete player on disconnect
  • Fix Wwise for dedicated server
  • Install dotnet runtime in docker server
  • Rewrite code for player out of server zone
    • Planet tech v1
    • Update to Godot 4.6.1
    • Update docker for build server
    • New tree architecture
    • Add planet data download for build and get locally for developers
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