[Thu, 13 Aug 2026]
I continued the in-game interface work. The console has a fullscreen application browser for ship status, tactical view, system map, and cameras. Power and shield controls are part of the status interface.
The ship builder now has a controller-oriented cell catalog and placement view. Cells can be browsed by category, selected, rotated, and attached, with placement validity shown in the interface. Undo and redo are wired through to the editor. There is also a blueprint catalog in the home interface.
Ship editor, October 2026 capture.
On the authoring side, I added controls for cell faces and connection permissions. Those settings are used when deciding whether a new cell can attach to the ship.
[Sun, 16 Aug 2026]
Some of this week went into staged intro scenes: camera framing, searchlight movement, and ships with specific roles in a recorded sequence. These have their own scene and cell variants.
I added HDR display output and worked through its handling on Windows and macOS. The display code checks the available output formats and falls back to SDR when the requested HDR path cannot be used. Interface elements and startup video needed their own treatment so ordinary content would retain an appropriate brightness.
Binary assets also moved out of Git LFS into object storage, with a manifest and a tool to fetch and verify them. Rendering work included combining mesh parts that share a material and preparing textures ahead of loading.
