Reworked the Steam Workshop Manager interface
Added support for lua runners on ships
Added export of TRKD files
Flare occluders no longer have a warning about no mesh colliders. The warning is now for having a mesh collider. (the game has automatically handled this since 1.1).
Fixed AnimationTrigger not working when Override Play State is disabled.
Fixed array access errors in color and float scroller animation script editors which made them unusable.
Updated Caliburn stats XML file with new stats
Added Aciknovae illumination tile textures
Added support for custom collision meshes on ships
Added ability to change 3d pad offset in the scene view when placing them by holding CTRL + Shift and click dragging the mouse.
Added missing button to remove AI overrides in the section editor’s next tab.
Added generic triggers. See:
Survival Sky Meshcomponent. (Survival - Rendering Toggles)
Added Harpstone 23 Tile Set textures
BallisticNGTools -> BallisticNG Assets -> Tiles -> Harpstone
Added support for custom liveries (Custom Liveries)
Added support for custom virtual/survival palettes (Virtual Palettes)
Added in-game campaign editor
Added external folders for mod loading (Installing Custom Content)
Now uses Control instead of Command on Mac.
Added ship speed option
Added tangent rotation snapping. This defaults to 15 degrees and is enabled alongside grid snapping. Tangent rotation snapping is relative to the track direction.
Added option to set the track refresh rate. The default refresh rate has been increased from 15fps to 60fps
Added orthographic camera modes. See the hotkey reference for more information
Added node scaling tool, bound to the S key. This will scale nodes away/towards from the average position of all selected nodes.
Added node orbit tool, bound to the R key. This will orbit nodes around the average position of all selected nodes.
Added route options to offset the reference end points for connections. These default to 4 on new tracks and will load as 0 on tracks saved before this version
Added a new junction connection smoothing mode. This will be enabled by default for any new route created and can be toggled in the route tools window.
Added options to copy shape data when appending a new node and interpolate when inserting. Both are enabled by default
Moved Insert Segment hotkey to I key
Moved reference image hotkey to W key
Grid snapping now defaults to 2 units.
Grid and rotation snapping can now be set using the new input fields at the top of the editor.
Grid snapping now supports decimal values
Section generation, connection generation and connection processing are now separated into three different passes to prevent geometry processing conflicts
Implemented section data pooling to improve track rebuilding performance
Improved handling of section transforms near the end of a closed route
The editor will no longer respond to play mode toggle inputs until the ship has been spawned
Reworked the node move tool to use plane ray intersections so movement is based on how the mouse cursor moves in the 3d space
Using the move to cursor tool now supports multiple nodes. Grid snapping is now also only applied to the average position of the moved nodes, and straight locking is no longer applied.
The camera now starts with a much faster movement speed
Fixed an issue where routes with a single node would create connections to sections near the world origin
Fixed input fields not being deselected when ending an edit
Fixed a slow memory leak caused by materials not being purged from memory after exiting play mode
(Ships) Added support for animated characters on ships. (Character Setup)
(Ships) Added options to control whether ship airbrakes are drawn when in the cockpit and external camera modes. (Airbrakes Setup)
(Ships) Added numerous ship stats (Physics Stats Setup)
(Ships) Added an import interface when loading ship stats from an XML
(Ship) Reworked the scale reference system to work dynamically off of asset files provided in the project.
(Tracks) Added Small Vehicles track type mode
(Tracks) Added sunshaft options
(Tracks) Added Rendering - Flare Passthrough component
(Tracks) Added Rendering - Survival Reflection Listener component
(Tracks) Added instanced lighting support to VLM 2.0 (Lighting)
(Tracks) Added Behaviours - Turbo Trigger component
(Tracks) Added additional 3D pad variants (glow and projector)
(Tracks) Added Track Pad Animated Shader shader
billboards_3texture atlas and material
(Tracks) Added template light bridge additive material (
BallisticNGTools -> BallisticNG Assets/Reverse Bridge/Materials/ReverseLightBridgeAtlas`)
(Tracks) Added additional options for camera introduction paths (Animation - Track Intro Pans)
(Tracks) Added built in fog support to the terrain shaders
(Tracks) Added Terrain Advanced Max Shader shader
(Tracks) Added Holofield shader
(Tracks) Added various small vehicle assets
BallisticNGTools -> BallisticNG Assets -> Small Vehicles
(Tracks) Added lots of a new tile textures from Maceno Island and the small vehicle tracks
(Tracks) Added new features to the Water Shader
(Tracks) Improved Scene References inspector GUI
(Tracks) Improved the 3D Pad Editor
(Tracks) Fixed track tiles being forgotten on MacOS due to file pathing issues
(Tracks) Fixed survival scripts having no affect on Billboard Sprite objects
(Tracks) Fixed TRM import creating multiple folders if the TRM file is reimported
NgAudio exposed to Lua scripting (API Reference)
Model B stats XML updated to reflect changes in-game
Reflection mask texture for reverse light bridges added
The source .blend file for the new reverse light bridges is now included in the game’s modding folder
Added Model C Track Lua Script
Added Survival - Colorizer
Added illumination tint property to Standard Shader
Added support for locking liveries behind campaigns (see Liveries Setup)
billboards_2.png updated with Protonic advert texture
Optimized the Ui rendering for the standard shader
Rewrote the reverse track creation tools into a single streamlined tool (Create A Reverse Track)
Source code documentation now includes the BallistcModding, BalllisticSource, BallisticUI and BallisticUnityTools libraries
Fixed the lightmapper not recieving shadows from objects if they’re not using the default layer
Added Custom Ships documentation
Added Assets - Custom Prefab
Added Assets API documentation
Finished Shaders documentation
Started documentation for Custom Huds
Fixed the textures panel on the track editor overlay extending until it reaches the vertical height of the screen
The vertex lightmapper is now 32-bit and supports baking light information into tangents
Added Water Assets
Added wobble scale option to hologram shaders
Added Neognosis Unity Tools backend. Right now there is only one tool, which is Neo Surface Placer
BallisticNG -> Build Active Track Scenemenu item
Vertex Color Blend Material.blendfile to the game’s modding folder
Implemented Lua Scripting for custom tracks. See Getting Started for more information.
Added Behaviours - Lua Runner for running Lua scripts
This releases fast play is incompatible with previous game builds. You must be using the 1.2.2 Unity Tools to use fast play with BallisticNG 1.2.2 and up.
Fixed viewport lockup when setting a teleporter zones target section index below zero
Fixed the track editor window not scaling to fit the scene view
The tile flag modes (wet, shadow, swooshable) are now paint modes instead of click toggle (Track Editor)
Added Ai Always Wall Avoid section flag (Track Editor)
Added Override Ai Target Next section next reference (Track Editor)
Added Rendering - Fog Volume
Added Local To Track direction option to push zones (Behaviours - Push Zone)
Added Utah Dam Tile Set textures
BallisticNGTools -> BallisticNG Assets -> Tiles -> Utah Dam
Added Virtual 2 tile set textures
BallisticNGTools -> BallisticNG Assets -> Tiles -> Virtual 2
Added Ai Difficulty option to Fast Play
Reworked ship editor prefabs to read from XMLs stored in the Unity project directory
Rewritten from scratch and made open source. See Lighting
Updated ship list to reflect 1.2’s ship roster
Added pick tool to the atlas editor. Hold down control and left click a tile to piick a texture and make it the active painting texture
Added place object tool
Added No Ai Fly Backwards, For Teleporter, No Maglock Sounds, Ai Ignore Junction, Lock Until Close w/ customizable distance and No Hover Position Correction section flags
Added blocked weapon list option to scene references
Added all lights are baked option to scene references
Added frontend layout override option to scene references
Added allow mixed pads option option to scene references
Added custom music override option to scene references
Removed the unused weapon/spawn replace tile tags from the atlas editor
Removed a duplicate of the engine fires option from the unity-tools-ship-editor
Implemented flare rotates with ship option for ship engines
Implemented per livery option to override the material that will be used
Added physics mod zone XML files for Port Ares / Kuiper Overturn presets. These can also be imported into the layout creator.
BallisticNGTools -> BallisticNG Assets -> Physics Zones
Added the new thruster trail meshes
BallisticNGTools -> BallisticNG Assets -> Ships -> Ship Trails
Added new engine sounds for the Model B, Model C, Caliburn and Orbitronix Ships
BallisticNGTools -> BallisticNG Assets -> Ships -> Default Engine Sounds
Added Outer Reaches and Metal Frame tile textures and registered them into the tile database tool
BallisticNGTools -> BallisticNG Assets -> Tiles
Added survival TRM atlas textures. These can be used in conjunction with the Survival Track Surface script to extend the survival floor visuals wherever you like.
BallisticNGTools -> BallisticNG Assets -> Tiles -> Survival -> Combined
Added weather example assets
BallisticNGTools -> BallisticNG Assets -> Weather Example
Updated the shader advert texture atlases
All shaders have been updated to support retro effets inside of the editor. Go to
Edit -> Preferences -> BallisticNGto toggle them
Added Standard Shader
Added affine mapping options to all shaders
Added Ship Iridescent Shader
Added Hologram (Opaque) Shader
Updated Terrain Shader with a UV scale distance blending option
Updated Clouds Shader with a write to depth buffer fix
Updated Water Shader with fog support
Added Behaviours - Vacuum Zone
Added Triggers - Projectile
Added Behaviours - Push Zone
Added Behaviours - Damage Zone
Added use depth buffer option to lens flare
The Ballistc Physics Toggler script now uses 3 checkboxes to set whether an object is enabled per physics mode instead of only allowing it to be activated for one physics mode.
This hides the original script. The original will continue to be used until you manually remove it and replace it with the new script, which shares the same add component path.
Track pads now have exposed events that trigger when they are activated and deactivated. An option to customize the illumination intensity material property name has also been added.
Collider add component path has been renamed to Ballistic Collider