In The Black · published
🚀 Post-Match Overhaul
Introduced a new Post-Match streaming system for faster, more reliable result transfers between server and clients.
Added player performance breakdowns: credits, XP, commendations, repair costs, and rentals now display clearly.
Victory bonuses, commendations, and economic adjustments now roll into a final credit payout.
Improved post-match cameras, spacing, and ship animations for a more cinematic results screen.
UI reworked: holo grids, pilot reports, and ribbon-style commendations added.
New cinematic intro updates: shorter delays, mission unique IDs shown in text crawl, improved hologrid visuals.
Added new loading throbbers and SFIOS branding/iconography to post-match UI.
🏅 Commendations & Rewards
Commendations now reward credits and XP, integrated into the new ribbon system.
Placeholder credit/XP values added for kills, assists, objectives, and commendations, with tuning ongoing.
Repair and rental deductions applied correctly to final payouts.
📜 Match History
Match History saving implemented: up to 25 recent matches are stored locally.
Each saved match includes IDs, start/end times, and detailed breakdowns.
New UI components in the Master App show past results with expanded detail.
⚔️ Combat Balance
Adjusted global projectile damage multiplier: temporarily raised to 5.0 (nerfing missiles) then reset to 3.0 for balance.
Ongoing tuning for missile behavior and projectile damage math.
👥 Multiplayer & Squads
Build version check added for squad invites: prevents mismatched builds from joining sessions.
Improved error messages for failed squad joins, with clear “client out of date” or “host out of date” reasons.
Added hangar popups to notify players of build mismatches before attempting to join.
Friend list sorting and cleaner squad invite handling added.
🛠️ Vehicles & Assets
Shrike updates: cockpit meshes, dashboard sockets, and fuselage improvements added.
Added Reus ship schema prep assets and updated templates for Reus variants.
Adjusted post-match ship spawner and scene environment for client-side stability.
Fixed duplicate SimulationRoot crash on some vehicles.
Updated SpaceVehicle construction and module management to align with thumbnail/system changes.
🎨 UI & Experience
Polished post-match and hangar menus.
Fixed camera interpolation in post-match sequences.
Expanded match history entries and updated footers in the Master App.
Improved Squad Member Ready visuals, disabled "Training" button for squads larger than 1.
Adjusted DPI scaling, fonts, and top button styling.
Added animated floating stars background and new loading throbber visuals.
🖼️ Thumbnail System (Hangar Ship Previews)
Major Thumbnail System overhaul:
Queue-based pipeline for stability, modules rendered before vehicles.
Per-item warmup delays and inter-queue timing for cleaner renders.
Added texture streaming residency to ensure high-quality thumbnails.
Added light toggling controls for thumbnails, including per-capture disabling of tagged lights.
Default thumbnail camera positions adjusted for Shrike and Reus.
Updated thumbnail lighting and rendering scene for better fidelity.
Editor crashes due to blueprint dependency loops identified and under review.
💡 Hangar & Environment
Gantry lights now reset to default rotations when inactive.
Lighting in hangar baked and improved for clearer visuals.
Added mission contract countdown timers to Hangar Game State.
Shop & Inventory
Shop widget now properly rebuilds lists after selling an item.
Added sell option to the inventory menu.
Monies change animation now works as intended.
API: After purchases, inventory refresh events are now broadcasted alongside currency refresh.
Economy
Default credits are now 30,000.
UI & Vehicles
Fixed Shrike’s battery and utility slots protruding out of the frame.
Locked slots now correctly display in the Hardpoints Editor.
Multiple Shrike rental and store templates updated.
Header bar, Hardpoint Slot Container, Shop Widget, and Hardpoints Editor UI assets updated.