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Version 2026.1.5.3249
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Version 2026.1.5.3249
Development phase
Pre-alpha
Release date
January 19th, 2026
Version 2026.1.5.3249 is a KSA build released on January 19th, 2026 which included more work on part menus, ground clutter, and various changes and fixes.
Additions
- Added mass and tank info to part window for each part.
- Added basic ground clutter placement parameters to Astronomicals.
- Added ground clutter placement loading from XML.
- Added real time ground clutter editing to the terrain debug GUI.
- Added clarification for missing BVH if raytracing is supported and used for ground clutter, where no BVH is required.
Changes
- Fixed game startup screen not automatically selecting the previously/stored selected system.
- Fixed vehicle constructors so that we are not unnecessarily converting quaternion to euler and back again in some use cases.
- Fixed the principal axes frame solver freaking out for isoinertial or axisymmetric cases.
- Fixed vehicle editor updating vehicle configuration on every frame. Also fixed vehicle editor copying tank states every time something connected or disconnected.
- Improved handling of singular cases in the asymmetric Euler-Poinsot solver. This was presenting as an unexpected sudden rotation when decoupling parts in certain configurations with low (but nonzero) body rates.
- Changed ecotype data to a uniform buffer from a storage buffer.
- Fixed a crash when spawning a new part and then attempting to snap it to a vehicle without dropping it first.
- Fixed rendered subpart flat list data not being updated causing parts that are not yet fully (dis)connected to a vehicle to not render correctly.
- More cleanup and rationalization of Vehicle constructors.
- Created PartComponent and PartComponentList as a start to formalizing the state update pattern that is emerging in PartTree. This aims to decrease the amount of wheel-reinvention that needs to happen for each new kind of part behavior while preserving our performance and thread safety properties. Additional related utilties are still needed to regularize serialization/creation and the worker thread half of temporary state update.
- Consolidated several different rendering-related structs into a single RocketNozzleFxState.
- Fixed Debug Editor OnFrame occurring before the camera updated causing gizmos to render for the previous frame's camera position.
- Fixed an ordering issue with the debug editor camera when the center of mass changes causing the camera to jerk for a frame.
- Reworked symmetrical editing to account for multiple niche cases. Need to do some clean up and more testing but this should be a bit more robust.
Removals
- Removed debug logging for the ground clutter cube cell grid.
- Deleted RocketNozzleList and replaced it with PartComponentList as a first example case.
Changelog JSON
View changelog entries
{
"build": "2026.1.5.3249",
"date": "2026-01-19",
"fromRevision": 3233,
"toRevision": 3249,
"commits": [
{
"rev": 3234,
"date": "2026-01-16",
"author": "JPLRepoRocketWerkz",
"lines": [
"Fixed game startup screen not automatically selecting the previously/stored selected system."
]
},
{
"rev": 3235,
"date": "2026-01-16",
"author": "JPLRepoRocketWerkz",
"lines": [
"Fixed vehicle constructors so that we are not unnecessarily converting quaternion to euler and back again in some use cases."
]
},
{
"rev": 3236,
"date": "2026-01-15",
"author": "gravhoek-rw",
"lines": [
"Fixed the principal axes frame solver freaking out for isoinertial or axisymmetric cases."
]
},
{
"rev": 3237,
"date": "2026-01-16",
"author": "JPLRepoRocketWerkz",
"lines": [
"Fixed vehicle editor updating vehicle configuration on every frame. Also fixed vehicle editor copying tank states every time something connected or disconnected."
]
},
{
"rev": 3238,
"date": "2026-01-15",
"author": "gravhoek-rw",
"lines": [
"Improved handling of singular cases in the asymmetric Euler-Poinsot solver. This was presenting as an unexpected sudden rotation when decoupling parts in certain configurations with low (but nonzero) body rates."
]
},
{
"rev": 3239,
"date": "2026-01-16",
"author": "JPLRepoRocketWerkz",
"lines": [
"Added mass and tank info to part window for each part."
]
},
{
"rev": 3240,
"date": "2026-01-16",
"author": "Linx-RW",
"lines": [
"Added basic ground clutter placement parameters to Astronomicals.",
"Added ground clutter placement loading from XML.",
"Changed ecotype data to a uniform buffer from a storage buffer."
]
},
{
"rev": 3241,
"date": "2026-01-16",
"author": "Morrow",
"lines": [
"Fixed a crash when spawning a new part and then attempting to snap it to a vehicle without dropping it first."
]
},
{
"rev": 3242,
"date": "2026-01-16",
"author": "Morrow",
"lines": [
"Fixed rendered subpart flat list data not being updated causing parts that are not yet fully (dis)connected to a vehicle to not render correctly."
]
},
{
"rev": 3243,
"date": "2026-01-16",
"author": "JPLRepoRocketWerkz",
"lines": [
"More cleanup and rationalization of Vehicle constructors."
]
},
{
"rev": 3244,
"date": "2026-01-16",
"author": "Linx-RW",
"lines": [
"Added real time ground clutter editing to the terrain debug GUI.",
"Removed debug logging for the ground clutter cube cell grid.",
"Added clarification for missing BVH if raytracing is supported and used for ground clutter, where no BVH is required."
]
},
{
"rev": 3245,
"date": "2026-01-17",
"author": "gravhoek-rw",
"lines": [
"Created PartComponent and PartComponentList as a start to formalizing the state update pattern that is emerging in PartTree. This aims to decrease the amount of wheel-reinvention that needs to happen for each new kind of part behavior while preserving our performance and thread safety properties. Additional related utilties are still needed to regularize serialization/creation and the worker thread half of temporary state update.",
"Deleted RocketNozzleList and replaced it with PartComponentList as a first example case.",
"Consolidated several different rendering-related structs into a single RocketNozzleFxState."
]
},
{
"rev": 3246,
"date": "2026-01-19",
"author": "Morrow",
"lines": [
"Fixed Debug Editor OnFrame occurring before the camera updated causing gizmos to render for the previous frame's camera position."
]
},
{
"rev": 3247,
"date": "2026-01-19",
"author": "Morrow",
"lines": [
"Fixed an ordering issue with the debug editor camera when the center of mass changes causing the camera to jerk for a frame."
]
},
{
"rev": 3248,
"date": "2026-01-19",
"author": "Morrow",
"lines": [
"Reworked symmetrical editing to account for multiple niche cases. Need to do some clean up and more testing but this should be a bit more robust."
]
}
]
}