Converted remaining .blend files to .fbx
Type check safe cast operator broken in DictionaryInspector? Wrote around it
UI Materials not blending properly - fixed by switching to Fade transparency mode
Applied nebula lit shader to "planets" and asteroids
Modified gas giant shader to accept nebula lighting and to be a bit less crappy in general
Fixed raymarching depth sampling perspective distortion
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
DatabaseCache now reads and stores entry types marked ExternalEntry from separate files in their own folder
Updated name file cleaning code and re-cleaned name files
Disabled planet generation (very slow)
Fixed wormhole traversal - can now explore galaxy
Added faction allegiance matrix and slider inspector code
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
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