[Week 13] Sparring and console controls

2 minute read Published: 2026-08-09

[Thu, 6 Aug 2026]

I added a sparring station and four classes of opponents. They wait at the station until shot, then undock and move away before fighting. Their aim, firing cadence, and evasion vary by class. The departure has its own clearance and breakaway steps so the fight can move away from the docks.

Repair crews and police continued to get attention alongside that. The repair work includes queueing around occupied work areas.

I also reworked the stars. The surface shader now has moving convection patterns and active regions, with changes to glare and how the star is presented at different distances. Warp effects and targeting received another pass.


[Sun, 9 Aug 2026]

The cell library grew this week: corridors, habitat variants, colored storage containers, more logic-cell models, another cockpit, and additional sensor shapes. The new models have matching cell definitions, including material and emissive settings.

I added the first in-game controls for switching the contents of cockpit monitors and requesting a fullscreen view. The cursor moves between monitors and hides after a period without input.

There is also a new harrier NPC behavior for authored pursuit encounters. It coordinates a pair of pursuers, including who applies pressure and when they can fire. Flight-control probes were added to exercise turning and motor-loss cases at different update rates. Windows startup and rendering received fixes as well.


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