- Localization functions.
- Mappable joystick controls.
- Push-to-talk voice chat using opus.
- Server chat is mapped to the Backspace key.
- Same-ship crew chat is mapped to the Tilde (~) key.
proxy
andserverproxy
preferences to run an EmptyEpsilon instance as a proxy or reverse proxy server.getScriptStorage()
scripting function to access persistent data storage, and:get()
and:set()
functions to retrieve and add or modify it.setColors()
andgetColors()
GUI functions, and R/G/B color profiles, for GuiButtons.SpaceShip:getDynamicRadarSignatureGravity()
,...Electrical()
, and...Biological()
scripting functions.- Shield generator frequency selector to Engineering+.
- Strategic Map (Relay without comms), Comms Only (Relay without map), and Spectator (GM without editing) stations in the alternative/extras category.
- GMs can tweak coolant and short/long-range radar range on player ships.
- Long-range radar range (and short-range radar range) are now per-ship
settings, rather than server-wide. Long-range radar range option no
longer appears on the scenario selection menu.
get...
,setLongRangeRadarRange()
andsetShortRangeRadarRange()
scripting functions added to ShipTemplate and PlayerSpaceship.
- Clients set a username on the main menu, which also appears in the ship selection screen.
- DB button for targeted ship information appears to the left of the info on the Science and Operations stations.
- Callsigns appear on the cinematic view.
- Android always uses landscape mode.
- Fixes to patrol duty scenario.
instance_name
now also appears in the window title.
- OpenGL crash issue with mesh views.
- Alignment of touchscreen calibration button text.
ScanProbe:onExpiration()
,ScanProbe:onDestruction()
, andPlayerSpaceship:onProbeLaunch()
callback scripting functions.- Scan object (
s
) and cycle objects not yet fully scanned (c
) hotkeys added to Science and Operations. Artifact:setSpin()
scripting function.- Scripting reference docs for SpaceObjects.
- Beam frequency and system target selectors added to the Tactical station.
pauseGame()
andunpauseGame()
scripting functions.startpaused
option forheadless
servers.- A simple Discord bot, located in
/discordbot
within the git repository.
- Moved shield calibration hotkey configs in the preferences file from
Engineering to Weapons. This is a breaking change if these hotkeys
are already set in the preferences file:
SHIELD_CAL_INC
SHIELD_CAL_DEC
SHIELD_CAL_START
- Radar signatures for AI and player ships change dynamically based on ship activity, such as impulse power and jump drive activation.
Asteroid:setSize()
now works as expected.- Pathfinding objects that start a scenario on the same coordinates are no longer flung millions of units away when the game is unpaused.
- Hacking settings are now replicated to clients.
- Raw radar signature waveforms when objects are beyond long-range radar range.
headless
servers no longer attempt to use or require graphics.
- Crucible corvette-class popper ship.
- Maverick corvette-class gunner ship.
- Terran Stellar Navy (TSN), United Stellar Navy (USN), and Celestial Unified Fleet (CUF) factions.
SpaceShip:setScanState()
andSpaceShip:setScanStateByFaction()
scripting functions.Planet:getPlanetRadius()
andPlanet:getCollisionSize()
scripting functions.Mine:onDestruction()
callback scripting function.- Planet radius in the game state log and viewer, and to GM screen script exports.
- Standalone Ship's Log view, moved from the Single Pilot station to Extras.
registry_registration_url
andregistry_list_url
settings in options.ini, to point at a custom Internet master registry server. Onlyhttp://
URLs are allowed. For an example master server, see themasterserver
directory indaid/SeriousProton
.
- Shoreline and Borderline Fever scenarios refactored to fix errors and add enhancements.
- Slowed down Hue lighting updates and added transition channel.
- Removed an extraneous ZIP from the build.
- Ship and target passed to the comms script interface.
- Crashes when the server port is already in use.
- Missing radar trace images for ships.
- Typos in scenarios.
- Carrier ships (ships that are docking targets) attempting to dock with themselves, preventing them from being able to dock with stations or other docking targets.
- Crashes caused by excessive recursion in the AI path planner.
- Game completion condition for the Minesweeper hacking game.
- Downgrade drmingw from 0.9.2 to 0.8.2 in order to avoid DLL issues on Windows 7.
- Hacking minigame refactored with difficulty selector. #683
- Engineering can mitigate and repair hacking.
BeamEffect
scripting functions:BeamEffect:setSource()
andsetTarget()
for targeting.setTexture()
andsetRing()
for visualization.setBeamFireSound()
andsetBeamFireSoundPower()
for audio.setDuration()
SpaceShip:getBeamFrequency()
,PlayerSpaceship:getBeamSystemTarget()
, andPlayerSpaceship:getBeamSystemTargetName()
scripting functions.self_destruct_countdown
length in seconds is now configurable in options.ini.ship_window_flags
setting in options.ini to configure space dust, headings, and callsigns on window views.- Allies and Enemies scenario.
- Improve missiles:
- Missiles can have a size.
- Missile size affects speed, turn rate, and radar icon size.
- Damage and particle effects can now scale.
- Ships can have missile tube sizes.
- Last server connection is remembered after being disconnected. #624
- "All" tutorial is listed first. #698
- Borderline Fever scenario updated to use new scripting features.
- Circles designating warp jammer areas are now red if controlled by an enemy or orange if not. #704
- Custom ship function caption updates can now refresh.
- Build the Windows package in CI.
- Progress sliders as a GUI control.
setRestocksScanProbes()
and getter scripting functions for configuring ships and stations.setMaxCoolant()
and getter scripting functions to modify the total coolant available to Engineering/Power Management.- GM screen allows modifier keys:
Shift
adds objects to the current selectionCtrl
only selects stations and shipsAlt
only selects objects from the same faction as the faction selector
- GM screen message overlay.
- tinyci implementation.
- Can press Enter to connect after entering a server's IP address. #627
- Passwords are no longer case sensitive. #657
- Password field focus point is now visible. #626
- F1 help overlay shows modifier keys.
- Prevent compilation failures in Hue lights counter. #648
- Sun appears correctly on clients in the Empty Space scenario. #651
- Avoid crashes when a ship is destroyed on the same tick as firing a beam. #622
- Fix a distance calculation issue.
- Copied ship templates report correct impulse acceleration and combat maneuver stats.
- Fix GL blackout issue on main screen and ship windows. #649
- Code::Blocks project file removed in favor of CMake.
- Borderline Fever scenario.
- Capture the Flag scenario.
- Escape scenario.
- More features for Hue light controls.
warp_post_processor_disable
flag in options.ini to disable warp effects. #636
- Remove headings and callsigns from ship window views.
- Clarify dangers and variation descriptions in the What the Dickens scenario.
- Convert scenario audio to OGG format.
- Code::Blocks project file updated.
- Add Maverick ship type and minor fixes for the Defender Hunter scenario.
- Avoid a crash when calling
isEnemy()
orisFriendly()
on a destroyed object. - Planets can no longer hide in nebulas.
- Rear shield info no longer shows front shield damage reduction.
- Typos in scenarios.
- What the Dickens scenario and audio resources.
getFiringSolution()
script method for calculating missile trajectories.- Additional weapon sounds.
onTakingDamage()
andonDestruction()
scripting event listeners added toshipTemplateBasedObject
s and warp jammers.onTeleportation()
scripting event listener added to wormholes.
- GM actions management refactored.
- Improve Defender Hunter scenario behaviors when played on a headless server without a GM pause.
onPickUpCallback()
script function renamed toonPickUp()
and extended to SupplyDrop objects.
- Button state issues.
- Systems actually degrade when energy drops to critical levels.
- Issues with the Birth of Atlantis scenario, including a potentially broken trigger and larger warp jammer ranges. #584
- Serial port configuration on Linux.
- Carriers and turrets scenario and ship resources.
- Defender Hunter scenario and audio resources.
- Patrol Duty scenario and audio resources.
- Close the Gaps scenario and ship resources.
Wormhole:getTargetPosition()
scripting function.
- Upgrade SFML to 2.5.
- Update CMakeLists.
Artifact
object pickups can emit a callback.
- Improved display of disabled system damage.
- Typos in tutorials and database.
- Ships in formation don't unintentionally dock with stations.
- Beacon scenario now uses
mission_state
. #582 - GL state lifecycle bug.
Zone()
scripting function for colored, labeled zones. #529- Shoreline scenario.
- Fermi 500 scenario.
- Callsigns for GM comms.
variation
scenario setting for headless servers.
- Small bugfix on finding MINGW DLLs.
- DMX: Fix E1.31 DMP layer packet octet 118 value.
- Typos in scenarios.
- Custom button placement in station GUIs.
- Radar overlay on macOS no longer blacked out.
- Deliver Ambassador Gremus scenario.
- Scripts can set CpuShip orders.
- Clean up the GUI code.
- SpaceObject:takeDamage allows setting the origin, frequency and system_target.
- Different approach to prevent the radar from capturing clicks. #498
- Allow spawning explosions from scripts.
- Hang on start of tutorial with no tutorial selected.
- Add DMX cues for system status. #506
- Make lower sector naming more logical.
- Reduced the amount of debug symbols in release builds.
- Custom buttons for single pilot ships.
- Case of OpenAL32.dll filename to match what was generated by the openal-soft sources.
- Compiler optimization flags.
- Attempt to make Philips Hue hardware work.
- Script function to play sound files on the server.
- Pacing for beam aiming practise.
- Select selectable objects instead of targetable.
- Blackhole text in regard to escaping with different types of engines.
- Moved hardware devices to a separate directory.
- Rendering of far away planets. Now done in multiple passes.
- Ship template was updating the wrong template. Fixes #494
- Tutorial correctly states that hull is only repaired when docked. Fixes #495
- Typos
- Custom fuction being removed before getting called. Fixes #501
- Missile Volley AI never firing. Fixes #500
GameMasterUI
class. Issue #491
- Game Master slides to control combat speed.
- Random object creation helper functions.
- Joystick controls for single pilot screen.
- Weapon hotkeys for tactical and single pilot screens.
- Can set a description on each object based on scan state.
- Darken screen when your ship is destroyed.
- (Possibly) Crash on the relay station when your ship is destroyed.
- Main screen buttons properly reset state on target follow selection.
- Spelling on Birth of the Atlantis scenario.
TOGGLE_AIM_LOCK
will only work if button state is properly set.
- Number of hotkeys for the tactical, engineering+ and single pilot screens.
- Hotkeys to navigate between the screens
- Attempt to disable screen saving when netbooting
- "Can be destroyed" flag for ship objects
- 3D sprite for black hole
- script function to set the number and maximum of probes
- Adjusted the tutorial
- Typo in the tutorial
- Communication dialogs not opening for second time on Game Master screens
- Options.ini diffusion
- Tutorial menu
- Default hotkeys
- F1 shows the available hotkeys
- Re-factored the all tutorial into individual stations
- Joystick bug that allowed the combat power to cool down while moving backwards
- 5U circle around players on the Game Master screen
- Target drone for the quick basic scenario to practice firing missiles
setShieldFrequency
functiongetEnergy
/setEnergy
functions that takemax_energy_level
into consideration- CMake error if
DRMINGW_ROOT
is not set
- Improved callback handling to prevent closures from being deleted while in use
- Renamed shield system to shield generators
- Timing of rescue ship in Beacon of Light scenario
- Operations screen not being able to select things
- Set
RESOURCE__BASE__DIR
to fix missing resource directory when compling on FreeBSD - Null pointer exception in getSystemHealth
- Operations tutorial (disabled)
- Option to loop tutorials from the command line
- Reset button when the tutorial is looping
- variant of the basic scenario that waits for the game master to start it so crews can get used to the interface
- Fully scanned ships now show frequencies and subsystem status in the science screen sidebar pages
- Scanned targets subsystems are colored red when damaged
- Ship control codes, which prevent a player from selecting a ship without the correct code
setControlCode(string control_code)
to add a control code to a ship via script or template- Player page for the game master tweaks panel, to set control codes, see energy levels and manned stations
- Show the effectiveness of the beam subsystem on the Engineering screen (effects the rotation speed)
- Place/delete waypoints from the Operations screen
- Sound volume can be set in the options
- Help overlay and keyboard hotkey display
- Basic build instructions
- Relay can hack ship subsystems
- Planets can orbit other objects
- Scrolling banner of information for the cinematic screen
- Show planets in the 3D world
- Adjusted the nebula in the basic scenario
- Avoid spawing asteroids on the player start position
- Game master friendly spawned ships are already scanned when created
- Expanded utils.lua (more documentation,
setCirclePos
andvectorFromAngle
) - Avoid spawning black holes too close to stations in the basic scenario
- Updated fighters and advanced gunships to the new template
- Systems become degraded when low on power (< 10%)
- Increased the height of the frequency graphs for better contrast
- Radar signatures can be referenced in scripts
- Game masters can change object callsigns and descriptions
- Replaced the hotkey system with something better
- Revised the options menu
- Improved the cinematic screen
- Prevent bad use of faction friend/foe calls from crashing the game
- Game crashed if the game master presses a button that is removed durring event handling
- Calls for reinforcements were impeded
- Science screen from overlapping or running off the bottom edge of the screen
- Orders not showing on the game master screen
- Text entry fields #373
- Fix issues preventing JC-88 from jumping in the Birth of Atlantis scenario
- Initialize beam and turret arc values to fix crashes when drawing beam arcs on Odin dreadnoughts
- New scenarios
- Quick Basic scenario (for quick setup and with a time limit)
- The Birth of Atlantis scenario, with less combat and focused more on features
- New ships and ship options
- Jump Carrier ship template, capable of quickly carrying docked ships across extremely long distances
- Maximum jump drive distance configurable per ship (
setJumpDriveRange()
) - Beam turrets, an option to make beam weapons rotate within an arc (
setBeamWeaponTurret()
) - Stations repair the hull of any docked ship
- Flag to toggle whether ships and stations share energy with docked ships (
setSharesEnergyWithDocked()
) - Option for player ships to have automatic coolant distribution (
setAutoCoolant()
)
- New sounds
- Self-destruct sequence
- Shields up/down
- New Game Master screen features
- Player ships' radar range indicators
- Button to copy Lua script lines for selected objects to the clipboard
- Option for the Game Master to intercept and respond to all player hails
- Player ship selection on the game master screen
- New Engineering(+) screen features
- Show the effects of boosting subsystem power
- Flashing overheating warning icon
- New Science/Operations screen features
- Target's hull information
- New Tactical screen features
- Combat manuever controls
- New Relay/comms features
- Ship's log overlay, which replaces the log screen
- Colors for ship's log entries
- New spectator views
- Top-down 3D view UI to follow a player ship (press H to expose UI)
- Cinematic view; fly-by camera that follows player ship, with optional target lock. Same keyboard controls as top-down 3D view
- New main screen controls
- Overlays can be displayed on the main screen
- Target lock view, selectable if a player has a weapons station and main screen controls
- Comms windows on main screen, selectable if a player has a comms station
- Game log and log viewer features (
/logs/index.html
)- Show the probe radius
- Zoom slider
- More faction colors
- File picker input
- Log station factions to game state log
- New scripting features
- Scripts can move player crew positions (
transferPlayersToShip()
,transferPlayersAtPositionToShip()
) and check if a station is occupied (hasPlayerAtPosition()
) - Scenario type identifiers
- Scenario descriptions can span multiple lines
utils.lua
function to create a grid of objects
- Scripts can move player crew positions (
- Search list for Linux serial devices
- On-screen keyboard for text communications on touchscreen devices
- AI
- AI ships refill missiles when docked at a station
- AI takes advantage of non-standard jump drive ranges
- Crew station interfaces
- Alert overlay size reduced
- Edges of warp jammers are more obvious
- Weapons/Tactical station interfaces
- Aim lock buttons moved
- Weapon tube control width reduced
- Relay station interface
- Distant sector designations improved
- Database view margins standardized
- Change Relay's zoom control to a slider
- Science/Operations station interface
- Synchronize the Science/Operations screen's zoom slider behavior with the mouse wheel zoom
- Adjust Science station layout to avoid overlaps
- Adjust Science info sidebar's database lookup button size and position to avoid overlap
- Move Operations screen communication buttons to avoid overlapping the radar
- Engineering(+) station interface
- Only show combat recharge modifier on Engineering screen's Maneuverability subsystem if the ship has combat maneuvers available
- Engineering subsystem bars are more visible
- Moved shield buttons on Engineering+ screen to avoid overlap
- Ship selection screen interface
- Show which crew stations are occupied by players
- Show how many players occupy each ship
- Changed Ship Window angle selection to a slider
- Changed selectors with only two options into toggle buttons
- Show server's long-range radar range in U instead of raw values
- Reworded headings and buttons
- Scripting
- Moved callsigns and
setCallSign()
to spaceObject, allowing scripts to assign callsigns to any object
- Moved callsigns and
- Game state logging (
/logs/
) and log viewer (/logs/index.html
)- Draw non-ship objects as circles
- Sector designations
- Moved the scenario loading code out of the scenario selection screeen
- Show ship and station factions
- Reset coordinates when loading a log if they are not a number
- Move game state logging from server creation to start of scenario
- Scale objects with zoom
- Cap mouse wheel changes to avoid breaking the zoom
- Ships and ship options
- Player ship hulls strengthened
- Repair speeds increased slightly
- Expand and restyle the HTTP API sandbox (
/www/index.html
) - Auto connect selects on filters rather than index
- Crew station interfaces
- Missile tube state changes are more accurately reflected on the Weapons screen
- Sector name rendering at edge of radar improved
- Communications "OK" button doesn't overlap notification text
- Expand slider ranges on Game Master screen's Tweak UI
- Game state logging (
/logs/
) and log viewer (/logs/index.html
)- Operations screen's communication buttons from appearing in the database view
- Autoplay on game state log viewer
- Game state logger performance
- Resolve issues with the weapons phase of the tutorial
- When exiting a scenario while using auto-connect, return to the auto-connect screen instead of ship selection
- Setting
on_value
on hardware blink effects
- Swear words from communication scripts
- Text from red/yellow alert overlays
- New web folder content (
/www/index.html
)- HTTP API examples and sandbox
- Game state logs (
/logs/
) and log viewer (/logs/index.html
)- Basic log viewer using HTML and Javascript
- Top-down 3D spectator view controls
- Top-down controls for zooming (R and F) and panning (WASD)
- Lock camera to player ships with L
- Select player ships with J and K
- GUI controls; visibility toggled with H
- Game Master screen interface features
- Button to copy Lua script lines for all objects to clipboard
- Buttons to create an asteroid or supply
- Single Pilot interface features
- Combat manuever controls
- Helms station interface features
- Missile tube indicators for helm
- Science station interface features
- Raw scanner overlay on probe view
- Button to open the Database view for the targeted ship
- Weapons station interface features
- Icon for HVLI ammo
- Music features
- Music playback on clients
- Option to toggle music playback; defaults to play music only on Main Screen clients, with options to always or never play music
- Faction communications for Ktlitans
- AI ships include missile counts in status reports
- Basic logging of model pack contents
- Game Master screen
- Ship Tweak UI elements standardized
- Tweak UI's speed slider range expanded to 35
- Missile storage capacity and amount converted to sliders
- Warp and jump drive toggles converted to toggle buttons
- Engineering station interface
- New Engineering ship room background
- Shields reduce more damage when overpowered
- Ships and ship features
- When a ship takes hull damage, damage only 1 random subsystem instead of 5
- Helms/Tactical/Single Pilot station interface
- Combat maneuver control is a two-dimensional rectangle instead of two sliders, allowing boosting and strafing at the same time
- Weapons/Tactical station interface
- Improved the weapons UI when the shield frequency feature is disabled
- Replaced
std::stoi
calls withtoInt()
for consistency - Standardized Database screen margins and distance between elements
- Ship and station communication scripts edited
- Window title is "EmptyEpsilon" on all platforms
- Communications button usable on Single Pilot screen
- Game state logging (
/logs/
)- Log information on stations
- Game state log entry converted to Boolean
- Small fixes to the game state logger
- Correctly modify player ship in Edge of Space scenario
- Fix system-to-shield connection on ships with more than 2 shields
- Station descriptions
- Name of missile tube on the firing button
- Show the "ship destroyed" dialog even if the game is paused
- Game state logging (
/logs/
)- Log the game state to JSON during gameplay for post-game analytics
- Ships and ship options
- Flavia and Flavia Falcon light transport frigate, to replace the deprecated tug
- Player variant of the Flavia (Flavia P.Falcon)
- Starhammer II corvette ship template
- Player variant of the Piranha frigate ship template
- Defense platform ship template, to replace deprecated weapons platform
- Ship templates to replace strikeship and advanaced striker
- Beam weapon and engine emitter positions on some models
- Extra set of 3d models for use as frigates
- Headless server options
- Allow tweaking weapon tube details and availability at load time
- Allow game master to change a ship's callsign
- Scenarios
- Use new ship templates in scenarios
- Use new power/coolant request functions in the tutorial
- Crew station interfaces
- Reduce alert overlay
- Science Database content
- Add faction descriptions to Science database
- Moved descriptions in the database to the rightmost column
- Add ship descriptions
- Weapons/Tactical station interface
- Label directional facing of weapons tubes
- Relay station interface
- Waypoints can be dragged to change their position
- Limit number of waypoints to 9
- AI
- Prevent AI from firing missiles on scan probes
- Improve AI missile behavior
- Ships and ship options
- Adjust model sizes
- Adjust beam weapon ranges
- Allow scripts to set the number of repair crews in a ship template
- Use
pngcrush
to reduce file sizes
- Parts of the tutorial failing to appear
- Docking hardware event
- Iterating over the
small_objects
map doesn't modify it - Ready button's enabled state on ship selection screen
- HVLI fires in correct direction
- Nebula positioning
- Try to support uDMX hardware
- Stalker sniper-type cruiser ship template
- Direction to waypoints outside radar range on Helms screen
- Waypoint color settings in
colors.ini
- Basic scenario Game Master improvements
- Game Master functions to manually spawn enemy waves and random allies
- Blank variant with no enemies and no victory condition
- Game Master functions to manually award victory
- Comments to scenario code
- Freighter ship templates
- Clicking outside of a target on the Weapons station unselects the current target
- Reverse default order of weapon tube rows on Weapons/Tactical screens
- Shield frequency configuration moved from Engineering station to Weapons
- Power Management screen shows both the actual and requested levels of power and coolant for subsystems
- Move the alert overlay behind controls
- Docking is now defined by which classes are allowed to dock with a ship
- Improved the feedback of the "Link to Science" button on Relay
- Edit tutorial text
- Custom ship template in the PvP scenario
- Friendly ship broadcasts
- Adjust ship station selection button
- hacked ships communications pointing to old script in Ghost from the Past scenario
- missile AI only fires the tubes with a targeting solution
- AI only tries to jump with the drive is charged
- main screen controls
- station selection overlap
- broadcast to friendlies
- Use generic distance unit (
U
) instead of kilometers/km - Waypoint rendering
- Improve use of forward declarations
- Use a different icon for weapons tubes that can launch only mines
- gui2.h catch all header
- Science cannot select targets when probe view is active
- Prevent multiple simultaneous communications to the same object
- Fix a compile warning
- icon to show missle tube direction
- corvette class ships disabled
- player variant of the corvette class ship disabled
- frigate variations disabled
- abort the game on script errors in important files
- ship templates can be copied
- quick debug button to show all ship models in a single overview
- all colors of the new models to the model_data
- allow combat manuvering data to be set on active ships
- added functions to remove game master function buttons
- allow the amount of repair crew to be set per ship template and at runtime
- functions to get the current radar range
- draw the engine/tube/beam positions in the rotating model view when debugging
- allow the beam weapon energy and heat to be set per beam
- missile tubes have a direction
- increase system power usage
- power and coolant take time to change
- append callsign when broadcasting
- msgamedev model to point in the proper direction
- slight improvement to the database view when there are lots of items
- science database uses a tree structure
- how the probe link is implemented in science
- player cruiser and missile cruiser use the directional tubes
- mines are fired in the direction of the tube
- missile path projections are only shown when loaded
- station selection from row of buttons to a drop down
- transparent wormhole images
- higher resolution blackhole image
- custom ship templates from the Ghost from the Past scenario
- obsolete functions
- crash when models are ot found
- slight layout
- database scroll bar overlapping with database entry
- label in game master screen for laser damage
- asking a friendlies status made it defend the player
- do not drain energy from docked ship when energy is full
- player spaceships and stations from being incorrectly reported as not used models
- margin calculations
- game master script buttons overlayed with ship orders
- allow the game master to close communications
- allow safe destory of GuiElements
- allow clipboard paste in text fields
- function to shutdown the game
- function to get what the game master has selected.
- examples of how to use the addGMFunction
- option to set margins on controls
- function to change the scenario to a different one.
- log to a file in windows
- allow the user to specify the serial port for DMX with or without /dev/ on linux
- server can register with the online master server
- browsing for LAN and internet servers
- server password
- 4 new ship models
- scan probe model
- logging to show which model data deinitions are not used by ship templates
- damage/power indicator for beam info
- engineering column icons
- show current frequency on the beam and shield curves in engineering
- improve the dynamic layout of the ship selection screen for wide screens
- improve the dynamic layout of the serer start screen using the new column auto layout
- changed the default release log level to info
- use a different icon for the warp and jump drives
- server screen uses less magic numbers
- return to the scenario selection instead of closing the server
- improve science radar positions on wide screens
- improve the layout of engineering controls
- system icons updated
- unfocusElement which only worked for the top level element of the tree
- possibly fixes keyboard related crashes
- changes to server name were never applied
- scroll bar look
- touchscreen calibration
- main screen first person view rotating like an idiot
- indication that chat has changed on game master chat dialogs that are minimized
- image for the resize corner
- include ship tweaks when exporting from the game master screen with F5
- icons for Tactical and Single Pilot
- option to tweak ships from the game master interface
- indicators ticks for power and coolant
- function to broadcast faction messages
- AI ships inform when taking new orders
- state to let the communication officer to know when the other side closed communication
- option to abort docking
- scan state for ships
- icons for each support OS
- joystick controls for 3/4 player tactical screens
- allow for direct and hex value entry
- per station settings for which weapons they supply
- cursor blinks in text emptry field
- constrain resizable dialogs to the window
- game master can have multiple sessions
- updated icons for stations
- updated logo on the main menu
- more realistic asteroid texture
- new cursor design
- resized button icons to fit better
- round beam range on 100m intervals
- game master screen now has multiple pages
- broadcast function has three thresholds: allies, neutral, all
- new shield, hull and self destruct icons
- increased the sharpness of the skybox
- updated the star field image
- images for active/disabled/hovered buttons
- images for regular/focused text inputs
- updated colors
- alpha transparency for UI elements
- text centering
- shield icon using speed icon
- inverted pause button
- create button visible through the cancel button on game master screen
- clicking outside the radar circle but inside its reactangle caused callbacks