--- Helm ---
• Fixed the button sizes/layout on the Helm console.
• Fixed the text colour on the Helm console.
• Stopped the Helm screens from stealing the keyboard focus. They only capture focus when the mouse is on the actual input boxes now.

--- Sensors ---
• Fixed the button sizes/layout on the Sensors console.
• Capped the target list on the Sensors panel to 100 entries for performance. I'll later add filters so distant objects of interest are not lost.
• Sped up the UI navigation between sector ranges.
• Fixed the sensors staying on "Scanning..." when no targets are in range. Added "No Targets In Range" text instead to make that more obvious.

--- Holo-Display ---
• Fixed the Local Sector holo-display from crashing the engine. The stars will temporarily all be the same colour until I can convert the system to Niagara.
• Updated the Holo-Display so that it now uses the actual density map when rendering the galaxy.
• Fixed the displayed location of the ship on the galaxy map, because it wasn't quite right. It's now pixel-accurate and also includes the z-axis.
• Solved an issue causing stars to not be rendered when the ship is located in the corner of a sector. Turns out I failed to think diagonally.

--- Galaxy Gen ---
• Updated the galaxy-gen code to be more efficient and to generate a 150ly sphere around the ship instead of only 8 sectors. This is for "real stars out the window" later.
• Fixed a long running bug that stops sectors generating properly when crossing from + to - coordinates.
• Updated the galaxy density map to be more detailed. This will create more variety in stellar density as you move around the galaxy.
• Sector density now takes the Z-axis into account, with less stars being generated the higher/lower you go. The galactic disk is 10 sectors (1000ly) thick.

--- Ship Flight ---
• Increased the base speed of the ship to 10,000,000C. Maybe too fast? Play testing needed.

--- Misc ---
• Moved a number of critical functions to a new event-driven system to reduce cross-dependencies and modularise the code more effectively.
• Enabled Vulkan support on the UE5 build.
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