Version 2025.10.6.2584

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Version 2025.10.6.2584
Development phase
Pre-alpha
Release date
October 30th, 2025

2025.10.10.2584 is a KSA build released on October 30th, 2025 which included several optimizations and fixes.

Additions

  • Added first pass XML representation for part trees/hierarchies.
  • Added support for thin film interference masks. This allows us to create thin film maps for specific parts, or disable it if no map is provided.
  • Added a final message when loading to avoid false positive reports of errors that happen after the last loading message and before the first frame.

Changes

  • Optimized MergeEncounters to use stackalloc and rented array for provided encounters, this can run a lot when engine is firing or physics is conducted. This will matter much more later, when many vessels exist and for interactions with large numbers of potential encounters such as around jupiter-like planets.
  • Optimized MergeEncounters second pass, changed the initial EncounterInfo from a list to a rented array. This means that there is now no list allocations when assessing encounters with celestial bodies.
  • Optimized id Comparison in flightplan. Now instead of using the string, the hash is used. This will be much faster at scale. A more generic solution will be implemented later. This commit should be reverted if it causes issues.
  • Fixed display of orbit lines and UI markers to respect the show orbit flag and if the astronomical is set to the target of the currently controlled vehicle it will always show regardless of the show orbit flag.
  • Previously Mesh.frag/vert were legacy shaders, and MeshNoPush.frag/vert were the main shaders used for vessels. MeshNoPush.frag/vert has now been renamed to Mesh.frag/vert and the original Mesh.frag/vert shaders have been deleted.
  • Consolidated MeshFragCommon.glsl into Mesh.frag.
  • Fixed applying the "Darkening" to the subsequent patch orbit colours twice. We should only do it once. Cause that was making things really hard to see.
  • Fixed simulation metrics were being reset each frame, breaking debugging completely. This may cause serious issues when simulation degrades. This will be fixed when brutal is updated to provide LastTickTime and a function to get the max value.
  • Turned off initialization of the asset reloader when disabled as it was crashing production builds. The builds should no longer crash.

Removals

  • Removed PbrMeshRenderTechnique, this is a legacy system and should not be used anymore.

Changelog JSON

View changelog entries
{
  "build": "2025.10.6.2584",
  "date": "2025-10-30",
  "fromRevision": 2573,
  "toRevision": 2584,
  "commits": [
    {
      "rev": 2574,
      "date": "2025-10-30",
      "author": "Morrow",
      "lines": [
        "Added first pass XML representation for part trees/hierarchies."
      ]
    },
    {
      "rev": 2575,
      "date": "2025-10-30",
      "author": "rocket2guns",
      "lines": [
        "Optimized MergeEncounters to use stackalloc and rented array for provided encounters, this can run a lot when engine is firing or physics is conducted. This will matter much more later, when many vessels exist and for interactions with large numbers of potential encounters such as around jupiter-like planets."
      ]
    },
    {
      "rev": 2576,
      "date": "2025-10-30",
      "author": "rocket2guns",
      "lines": [
        "Optimized MergeEncounters second pass, changed the initial EncounterInfo from a list to a rented array. This means that there is now no list allocations when assessing encounters with celestial bodies."
      ]
    },
    {
      "rev": 2577,
      "date": "2025-10-30",
      "author": "rocket2guns",
      "lines": [
        "Optimized id Comparison in flightplan. Now instead of using the string, the hash is used. This will be much faster at scale. A more generic solution will be implemented later. This commit should be reverted if it causes issues."
      ]
    },
    {
      "rev": 2578,
      "date": "2025-10-30",
      "author": "JPLRepoRocketwerkz",
      "lines": [
        "Fixed display of orbit lines and UI markers to respect the show orbit flag and if the astronomical is set to the target of the currently controlled vehicle it will always show regardless of the show orbit flag."
      ]
    },
    {
      "rev": 2579,
      "date": "2025-10-30",
      "author": "Maxwell Johnson",
      "lines": [
        "Added support for thin film interference masks. This allows us to create thin film maps for specific parts, or disable it if no map is provided.",
        "Removed PbrMeshRenderTechnique, this is a legacy system and should not be used anymore.",
        "Previously Mesh.frag/vert were legacy shaders, and MeshNoPush.frag/vert were the main shaders used for vessels. MeshNoPush.frag/vert has now been renamed to Mesh.frag/vert and the original Mesh.frag/vert shaders have been deleted.",
        "Consolidated MeshFragCommon.glsl into Mesh.frag."
      ]
    },
    {
      "rev": 2580,
      "date": "2025-10-30",
      "author": "JPLRepoRocketwerkz",
      "lines": [
        "Fixed applying the \"Darkening\" to the subsequent patch orbit colours twice. We should only do it once. Cause that was making things really hard to see."
      ]
    },
    {
      "rev": 2581,
      "date": "2025-10-30",
      "author": "rocket2guns",
      "lines": [
        "Fixed simulation metrics were being reset each frame, breaking debugging completely. This may cause serious issues when simulation degrades. This will be fixed when brutal is updated to provide LastTickTime and a function to get the max value."
      ]
    },
    {
      "rev": 2582,
      "date": "2025-10-30",
      "author": "Morrow",
      "lines": [
        "Turned off initialization of the asset reloader when disabled as it was crashing production builds. The builds should no longer crash.",
        "Added a final message when loading to avoid false positive reports of errors that happen after the last loading message and before the first frame."
      ]
    }
  ]
}

See also