mirror of
https://github.com/ElHombreAlex/FTL-Faster-Than-Light-VR.git
synced 2026-10-06 02:00:07 +02:00
56 lines
4.6 KiB
Markdown
56 lines
4.6 KiB
Markdown
# Changelog
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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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