We’re excited to bring you the latest update for Qanga, packed with new features, improvements, and bug fixes to enhance your experience. Read on to discover the latest changes that will make your journey even more immersive!



🚀 NEW FEATURES 🚀


Pathfinding

The basic pathfinding system of Unreal Engine was not suitable for Qanga for several reasons. First, it doesn't allow for rotations in all directions, making it unusable in a spherical world like a planet. Additionally, it is limited to paths on the ground, whereas we needed three types of pathfinding: on the ground, on specific surfaces for the Sanglines, and in the air for flying AI. Therefore, we developed a custom pathfinding system, fully tailored in-house, specifically designed to meet our needs. To date, this system is in alpha and is not yet final.


This system, fully multithreaded, generates a grid in real time in the form of an octree within a uniform cube and allows direct sampling of a planet's surface. This enables us to create any location on the planet on demand. Moreover, the system allows the generation of high-resolution grids for specific areas of the universe, providing increased precision where needed.


However, there are still many improvements to be made, such as a better distance field system, surface and ground angle management, a multi-level hierarchical grid to cover large areas, support for EQS searches in the grid, pathfinding options adapted to agent size, zone tagging with specific definitions, jump zone detection, real-time updating of movable zones, collision management for multiple paths, non-uniform octree grids, and deferred path calculations. Many optimizations are also coming.


The entire system works fully multithreaded, ensuring smooth handling of complex calculations in parallel, and it has been designed without using any external libraries, giving us full control over the tool's customization. Here's an example of two NPCs walking:


HOTAS Support

HOTAS support has been added in this update. Although the feature is still in the testing phase, it is fully functional. We’ve integrated a raw input plugin from the engine, allowing for extensive control customization, including up to 24 custom axis. Players can adjust scaling, remapping zones, and deadzones for full analog control via the advanced settings for each axis. We’ve also ensured that support for standard gamepads is maintained, with compatibility for gamepad analog sticks. However, due to the variety of controller types, we rely on your feedback to help us refine this feature and ensure it works optimally across a wide range of devices.


Vehicle Customization

The vehicle customization window has been improved. You will also have more color options available (28 + 1 default now).


New locations

ICLabs has opened a new lunar base. As usual, this location offers all the comfort needed for a well-deserved break. You will find private cabins for your stay, as well as all the amenities to relax.


If you need supplies, the armory and medical service are available. And for those looking to unwind, our bar welcomes you.


Access the base using the command: /tp moona1. In parallel, new opportunities are available in space. Mineable asteroids have been added near the ICLISPACE station and are now visible on the Starmap.


Statistics

A new statistics system has been added for characters, allowing players to view counters based on their explorations, including kills, distances traveled, and exploration completed.



🛠 UI AND CONTROLS IMPROVEMENTS 🛠


  • Multiple fixes to the input system and UI
  • Analog inputs support for joysticks and gamepad configuration
  • Fixed view rotation in the vehicle editor
  • Improved icons on the star map for testing: to simplify, when looking at the star map, only essential elements like vendors are visible by default. To see other things like contracts, you need to scan, and the icon will appear. To avoid a flood of icons, they have been split between those visible by default and those requiring scanning.
  • General improvement of English localization.



🔧 BUG FIXES AND IMPROVEMENTS 🔧


  • Fixed some issues with the item system to avoid overload on save
  • Multiple fixes and improvements to the contract system for better functionality at long distances
  • Optimized collisions for the Single Storm. The problem still persists on certain objects and will be resolved shortly.
  • Fixed the lighting of the passenger headlight
  • Fixed buttons on the Single Storm
  • Multiple adjustments and improvements to the StarMap
  • Increased docking speed for Warp
  • Corrected the scanner zone size


Thank you for your continued support and feedback as we work to make Qanga even better. Stay tuned for future updates, and keep exploring the vast universe we've created. We look forward to seeing you in-game and on our Discord server!