Update v0.113
Tweaks & updates: Tweaked the potanium lattice icon (it was derpily lop-sided
)
Binary stars now render without vertical displacement when viewed side-on
Ensured the starting system has a better chance for stuff in it (I found on more than one occasion I'd end up with just the starting planet (which you can't do anything with) and the space station, which is a huge hindrance at the start)
Changed the communications interference warning to just a message (it's not
that important)
Allowed moving the cursor around the readyroom in all 4 directions
Jettisoned cargo now explodes when hitting the centre of the system
Converted the main in-game UI to use a new more modular UI system I've dubbed SDARS (Star Trek fans can probably work out what that acronym stands for lol)
Replaced the mining-in-progress ellipsis animation with a spinner for consistency with the rest of the UI
Remade the bridge interfaces using SDARS (this was the main reason I wanted a new system but I figured the rest of the UI needed an overhaul as well)
The camera now returns smoothly after cosmos panning is turned off
Added an option for turning off the UI animation effect
Added an audio alert on converting petroop
Bugs fixed in this version: Fixed the galaxy not spinning when first loading a new cosmos immediately after generation
Fixed the local area on the bridge showing incorrectly orbiting debris
Fixed the wonky flashing transmission arrows for the system entity list
Fixed the missing space on the local ships prompt
Fixed the missing highlighting on bar shop prompts
Fixed engine colour addons staying in the cargo bay after installation
Fixed being able to beam onto superstructures to destroy bits of the overall structure
Fixed friend ship particles showing off the edges of the current side of a flippable entity
Dev stuff: Remove all the unused strings not used by SDARS (and some others I'd missed over the years)
The new UI system means the processing and rendering of action prompts are kept in sync. In all previous versions I was just winging it and keeping the logical part and the visual part in sync by pure diligence; now it's all handled in the processing loop and the renderer just does what it's told (cleaner & more efficient this way ). More gameplay to come in the next update - rewriting 80% of the UI was a big job so I figured it was time to draw a line and get this one out