# Changelog ## 0.1.0-alpha.1 — prepared source snapshot, 2026-10-03 The first standalone community source package. This records the current prototype; it does not claim a completed public release. ### Core prototype - Live FTL campaign connected to a Godot OpenXR tabletop presentation through Hyperspace and fingerprinted native hooks. - Controller pointing, crew movement, weapon/system targeting, door controls, native HUD and contextual navigation. - Floating events, complete shop/ship panels, an action wheel, illustrated controller Help and QWERTY renaming. - A dedicated System Power page and native Shift/Ctrl support. - Procedural crew/weapon/drone models, shields, weapon charging, room hazards and surrounding environments. - Isolated Steam-derived lab, VR save prefix, pre-launch backups and coordinated save/exit. ### Latest gameplay revision included - Faster Tactical delivery through reduced raw RGBA frames and independently captured native HUD. - Full-resolution maps/windows, reused textures and crops synchronized to newly opened panels. - Lighter FTL-style controller UI with locally imported native bitmap fonts. - Viewer-facing occupied crew, thin upgraded doors and refined drone families. - Original enemy hull-bar presentation lowered toward the ship. - Jump projection anchored above/ahead of each ship's actual piloting room. ### Standalone packaging - Portable environment/launch helpers and an example local configuration. - Community installation, controls, architecture, troubleshooting, development and status guides. - GitHub issue forms and Windows Python-test workflow. - Generated assets, dependencies, configuration, game copies, captures and saves excluded from Git. - MIT source license preserving the universal-modder notice, external dependency notices and versioned license-reference documents. ### Open verification Clean-machine setup, latest physical headset ergonomics/frame pacing, full campaign/boss coverage, hacking attachment, the complete GOG route and additional hardware compatibility.