Added Main Menu scene
Tweaked world map to incorporate secondary colors in zone icons + glowing links
Entity Serialization is now generic
Zone Serialization now includes entities
Fixed bug where wormhole traversal would unbind from player entity
Game Manager no longer spawns entities (loadout file format changed)
Wrote extension to randomly select weighted items from collections (for generating enemies)
Fixed issues when jumping to another zone:
All bodies from the old zone are correctly destroyed
Ship controls & UI transfer smoothly to new ship instance
Animation issues are sorted
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
Added script for constant weapons, which can start and stop firing at any time (unless they're reloading)
Created Constant Laser
Fixed exception when dragging to delete item
Heat system remade, now guaranteed stable
Schematic heat texture is now
Radiators glow according to temperature
Added Laser weapons
Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence
Articulation points can now handle 360 rotations properly
Fixed exception caused by hit spread on thin hull sections
Fixed loadout not restoring item rotation
Fixed exception in inventory panel selection
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
Thermal Layer Removed
Items can be destroyed from inventory menu via drag & drop
Trade menu contains only priced items
Trade menu has filters for commodities
Conductivity can be adjusted along schematic edges
Thermals rebalanced
Added multiple turret enemies
Added ability to destroy enemies
Fixed bug where player could target themselves
Fixed bug where targeting new enemy freezes schematic hit animation
Fixed bug where target lock progress could persist when targeting new enemy
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
Minimap works again
Stardust density is now proportional to gravity depth
Generated zones are double the size and better distributed
Orbital hierarchy actually working now (!)
Station start position actually orbits something now
Max gravity strength remapped to infinity (zone boundary is properly impassable now)
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
Created menu screen
Created inventory tab with 2 cargo panes and properties panel
Updated the style of every UI prefab
Implemented Blurred UI material
Implemented UI shaders for map layers
Created Map tab (still needs input)
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
Asteroid belts are now processed without GC allocations
Fog Raymarching shader now discards samples far from fog surface
Gravity depth calculation avoids some expensive operations
New asteroid models
Asteroid belts have a custom width curve = tighter belts
Zone Generator uses color theory now
Zone gravity well is much deeper, filled with ambient glow
Gravity waves flow over time
Fog follows gravity waves
Gas Giant shader fixed, offsets distort albedo properly
Fog sample distances follow exponential curve
Fog noise offsets sampling position instead of subtracting density = more natural looking noise
Fog brightness fades out at max view distance