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https://github.com/ElHombreAlex/FTL-Faster-Than-Light-VR.git
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90 lines
9.9 KiB
Markdown
90 lines
9.9 KiB
Markdown
# Changelog
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## Combat, results and controller corrections — source update, 2026-10-05
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- Make every enemy hull pip represent one native hit point, including enemies whose maximum hull differs from the player's 30-point scale.
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- Render artillery from a separate native factory list, including the Flagship's individual artillery mounts and shot origins.
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- Propagate native shield shutdown state and include it in the cached shield state; drive cloaking from the actual native ship flag. Native shield ellipse geometry is unchanged and checked against the game.
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- Keep missed projectiles moving forward through their native pass-by path without a reversal or invented impact.
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- Place both beam endpoints freely on the enemy deck plane, including gaps between rooms; preserve native aim, length and damage rules.
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- Restore the complete native 2D screen for defeat/victory results and clear tabletop ships, combat effects, target marks and controller panels during results.
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- Reduce the HUD's collision clearance from 8 cm to 5 cm. Map Steam Frame's physical right Pause/Menu button to pause/resume and left View to controller-panel hide/show.
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- Isolate native targeting graphics from the supplemental HUD pass and detect the native GameOver window through bounded read-only state. Existing installations must rerun [hook resolution](docs/INSTALLATION.md#4-resolve-the-local-executable-hooks) with the matching `CombatControl.zhl`, `GameOver.zhl` and `FocusWindow.zhl` files.
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Verification: 46 Python tests and twelve Godot suites pass, including four graphical Vulkan suites. Copied-profile native checks verify 4/3/2 Flagship artillery factories, first-phase cloaking, unchanged shield ellipse geometry and exact off-center/gap beam placement into native queued-shot state. Native Victory/credits and defeat retain the full opaque screen with inspected Vulkan tabletop cleanup; defeat returns cleanly to the actual main menu. Recorded geometry and rendered fixtures verify shield containment, one-HP hull pips and forward missed-shot cleanup without invented impacts. Live native beam/miss outcomes remain unverified because the tested factories queued shots without emitting live projectiles.
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Local delivery passes: restored production state, development and both standalone setup/readiness and desktop Vulkan launch/exit, clean logs, preserved campaign/executable hashes and regenerated hooks. The 127-file source-only package passes publication checks with zero failures/warnings. Local source folders are updated; the verified source snapshot is recorded in Git history. No physical Steam Frame or stereo-performance result is recorded for October 5.
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## Targeting, jump and drone refinements — source update, 2026-10-03
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- Display the player's native placed weapon targets as persistent numbered room locks, red for a single volley and yellow for autofire. Preserve real beam endpoints/direction and native flak radius; keep marks attached during pause and encounter transforms, and clear them when native targets or the encounter end.
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- Stretch surrounding stars along the player ship's bow only while FTL reports an actual jump. Restore normal stars on arrival and arrival-dialog opening.
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- Reset each action-wheel opening to the weapons/drones category; event dialogs retain their choice wheel.
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- Refine procedural drone armor and family silhouettes, distinguish Combat/Beam/Defense Mk II variants, and reuse immutable meshes/materials. Native drone bullets leave visible muzzles in their current render space; their launch point stays fixed as the drone moves, while continuing beams remain connected to the emitter.
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- Make the native intruder warning's backdrop transparent within its HUD region, retaining the warning glyphs, faint shadow/fringe coverage and neighboring controls.
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- Import eight owner-local placed-target PNGs for slots 1–4 and their yellow/autofire variants. Existing installations must rerun [asset extraction](docs/INSTALLATION.md#5-extract-local-presentation-assets) with the current extractor against their original owned archive.
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Verification: 44 Python tests, eleven Godot suites and inspected Vulkan target/jump/drone fixtures pass. Twelve actual native warning blink captures preserve glyphs and ordinary HUD ink while correcting the dark fringes. A fresh copied profile verifies actual room targeting/clearing/autofire and a real connected-beacon jump through its arrival dialog. Production saves and executable fingerprints are preserved. These checks make no new physical Steam Frame or stereo-performance claim.
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## HUD clearance and menu correction — source update, 2026-10-03
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- Reduce the HUD's collision clearance above the ship/shield from 14 cm to 8 cm. Headset-following priority is unchanged.
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- Show native in-run Ship, pause-menu and Options windows only on their floating world panel, preserving the status/crew HUD. Initial and hangar menus remain head-relative.
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- Resolve and require `MenuScreenOnRender` and `OptionsScreenOnRender` hooks to isolate native menus from the supplemental HUD capture. Existing installations must rerun [hook resolution](docs/INSTALLATION.md#4-resolve-the-local-executable-hooks).
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Verification: 40 Python tests, focused Vulkan HUD/input checks and native before/after captures passed. The duplicate pause-menu/Options pixels disappeared from the HUD; complete world-panel captures remained unchanged. Physical headset comfort and stereo performance still need the maintainer's playtest.
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## HUD, wheel and launch corrections — source update, 2026-10-03
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- Gameplay HUD follows the headset at a fixed readable size. It clamps above the transformed hull/shield only when its movement would intersect the ship; full menus remain head-relative.
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- Weapon slots survive an empty native drone-equipment collection. The bridge normalizes optional lists and the wheel accepts empty/malformed collections safely.
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- Remove all room-floor health/status bars and counters. Native room-role icons, permission-aware condition colors, fog, fire and breach effects remain.
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- Launch wrappers retain failures on screen and forward command-line options. Setup finds a real Python interpreter, rejects the Windows Store alias and keeps runtime configuration, dependencies and extracted assets local and ignored by Git.
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This source passed 38 Python tests and nine Godot suites in the prepared folder. The desktop and VR wrappers passed combined launch/exit in desktop smoke mode, including the GitHub Desktop checkout's FTL-VR alias. VR preflight passed; a copied campaign verified equipped weapon entries in the rendered wheel without changing the original campaign hashes. Physical headset comfort and stereo performance remain to test. See [Project status](docs/STATUS.md) for evidence and limits. Earlier test counts and native checks below refer to their respective revisions.
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## Gameplay refinements — preceding source update, 2026-10-03
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- Compact original status/crew HUD above the ship; the lower strip is replaced by dedicated Power/Shortcuts/wheel access while full native menus remain available.
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- Dpad Up toggles System Power, with a direct System Power button on Navigation.
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- Reactor free power excludes environmental cap loss; unavailable bars and battery availability are displayed separately.
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- Wheel slots show localized equipped names, weapon-family silhouettes and actual ammo-cost hints, with bounded names and unchanged-content rendering.
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- Native permission-aware room condition colors and detailed health bars supplement system role icons.
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- Native evasion produces a short MISS cue and pass-by trajectory; breach holes use shallow black crosses with oxygen-dependent air wisps.
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This revision passed 27 Python tests and nine Godot suites. Focused native storm power, localized equipment/ammo, enemy damage/repair, breach tiles and forced missed-event checks passed. Combined production Vulkan smoke passed with clean logs, no bridge errors, backed-up campaign hashes preserved and no remaining owned game/client processes; physical headset checks remained pending. Historical results below belong to previous revisions.
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## 0.1.0-alpha.1 — prepared source snapshot, 2026-10-03
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The first standalone community source package. This records the current prototype; it does not claim a completed public release.
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### Core prototype
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- Live FTL campaign connected to a Godot OpenXR tabletop presentation through Hyperspace and fingerprinted native hooks.
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- Controller pointing, crew movement, weapon/system targeting, door controls, native HUD and contextual navigation.
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- Floating events, complete shop/ship panels, an action wheel, illustrated controller Help and QWERTY renaming.
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- A dedicated System Power page and native Shift/Ctrl support.
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- Procedural crew/weapon/drone models, shields, weapon charging, room hazards and surrounding environments.
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- Isolated Steam-derived lab, VR save prefix, pre-launch backups and coordinated save/exit.
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### Latest gameplay revision included
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- Faster Tactical delivery through reduced raw RGBA frames and independently captured native HUD.
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- Full-resolution maps/windows, reused textures and crops synchronized to newly opened panels.
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- Lighter FTL-style controller UI with locally imported native bitmap fonts.
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- Viewer-facing occupied crew, thin upgraded doors and refined drone families.
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- Original enemy hull-bar presentation lowered toward the ship.
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- Jump projection anchored above/ahead of each ship's actual piloting room.
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### Standalone packaging
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- Portable environment/launch helpers and an example local configuration.
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- Community installation, controls, architecture, troubleshooting, development and status guides.
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- GitHub issue forms and Windows Python-test workflow.
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- Generated assets, dependencies, configuration, game copies, captures and saves excluded from Git.
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- MIT source license preserving the universal-modder notice, external dependency notices and versioned license-reference documents.
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### Open verification
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Clean-machine setup, latest physical headset ergonomics/frame pacing, full campaign/boss coverage, hacking attachment, the complete GOG route and additional hardware compatibility.
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