Log details
Space visual improvements
Warp transit got a new visual, new cloak shader created, and a bunch of fixes.
Improve space effects
New star fog washes distant systems in glow, and planets cast eclipse shadows through it when they block the star. Sun coronas, volumetric fog became a lighter depth-fog haze, dust motes got denser with softer sprites, and atmosphere and corona shells are depth-tested so they no longer bleed over objects in front of them.
New warp tunnel visual
We rebuilt the warp streak tunnel with layered organic motion, and the warp and supercruise overlays now wrap around the ship. The orbit camera was previously locked, but now it stays free to control.
New cloak shader
The shader dissolves the hull outward, so the ship fades away in a spreading shimmer rather than popping out of existence. You really know when you're cloaked or not.
Targeting update
Tracked and locked targets keep their overlays between shots, each hardpoint tracks its own target, and a scan only fires once the lock has actually been achieved.
UI changes
Chat and settings moved out of the ship HUD into a general UI layer, with a dedicated chat panel listing all connected clones. The UI theme picked up refreshed tree, item list, and window styles. Floating windows remember their position and size between sessions. Entering the game now shows a loading screen while the scene loads on a thread. Orbit distances control got presets with a shared set-distance dialog. The star system map draws the boundary at the system's edge,
Fixes
Ship systems no longer start with zero power, and planet rings can be of different sizes. Fix ship movement with smooth arrival braking, and aborting autopilot bleeds speed off gently instead of dropping you to a stop. Distances to stations, ships, and other entities are now measured from the target's surface rather than its center. The asteroid meshes had backwards winding that made them render inside out.
Thanks.