January '19 - Bounty report
Added 2019-01-24 01:46:32 +0000 UTC
A lot has happened over the Christmas break as you can see in the GIF above we now have a working Atmos Simulation merged into the Develop branch.
Thanks to Pulsey who has been working on it since June the system is a server side calculation of Oxygen, CO2, Plasma, Atmospheric Pressure and Temperature. The graphical side of things is still a WIP but you can see in the GIF the beginnings of plasma fires and hot spots. There is still a lot of work to be done with atmos but having the core meta data system in place is a huge step in the right direction.
Other notable features:
- Health refactored to simulate blood flow, blood oxygen/toxin levels and heart rate. A respiratory system that works on a breathing rate and takes in atmospheric molecules and transfers them to the blood system. A working brain system that relies on the blood system to deliver it oxygen.
- Rebindable keys and a new settings screen. You now can set up your own hotkeys and adjust the keymaps.
30 Day Bounty completion summary:
- I completed the power generator object that runs on solid plasma for base load power generation (B50) #1359
- Carbonhell finished the janitors mop to clean up blood splatter on the station (B 50) #1158
- I finished the emergency light conditions. Now emergency lights turn on in main hallways and mission critical areas when there is a total power failure on the station (B 35) #1337
- Jibby finished redesigning the input system which allows users to map their own keys (B 70) #953
- I completed the Blood, Respiratory and Brain health systems which is now used for every living entity (B 170) #1427
- Nicholas and I both worked together on refactoring the health to get it ready for medbay related features (cloning and healing) (B 120 was split between us two) #1352
- Pulsey finally finished the Atmos Simulations! (B 300) #1097
Other non bounty jobs completed in past 30 days:
- A tonne of bug fixes were carried out mainly to do with weapons, the chat system, matrix, networking logic, UI and character customization
- Major focus in the last part of January has been on solving bottleneck issues. Some fixes for GC issues were merged for the CustomNetworkTransform and the Atmos AirVents
- In game debug console has been updated to include a FPS monitor and UnityEngine exceptions
- Itsnotjames added food leavings (emply glasses and plates) for food consumption. Fixes #1273
- ChairBender finished the wallmount occlusion system. Fixes #389
- MrMeatPie added emission behaviour to the lighting system (so computer screens can glow etc)
- Bod9001 added the Chemstry Dispenser GUI so you can add chemicals to a container from the Chem Dispenser
- ChairBender added hovering / interaction prevention to the FoV system
Focus for next month:
- More computer system GUI's. We should see the APC GUI completed soon along with an interaction GUI for gas canisters.
- Atmos reactions and graphics. We will start working on improving the reactions and implementing the various Atmos tile graphic animations (plasma will be the first focus)
- Medbay. The push for a working medbay can continue now that health refactor has been completed. Healing and health diagnosis items will be worked on first and hopefully the start of cloning by the end of February
- Mining. Now that Atmos has been merged we are safe to start working on tilemap destruction for asteroids. This should be fairly simple as we can already deconstruct walls and the system will be similar for mining
Overall I'd say we are half way through our 0.4 scope. I do not want to try to predict when we will launch on steam as I have missed the mark many times before but I think we are not that far away with the current rate of progress. I am impressed with the amount of effort put in by everyone over the Christmas break as I assumed things would of slowed down a bit, but instead they just accelerated. This is a good sign of a healthy opensource project.
Thanks for reading,
- Doobly