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v0.7.0
OpenReliant needs your own copy of StarLancer: see the README for where to point it. The macOS builds are not signed, so macOS blocks them at first; run xattr -d com.apple.quarantine openreliant sltool once to allow them.
0.7.0 (2026-10-07)
Features
- --part and --watch start a mission's late moments and frame them (#730) (ca2c15e) @vdmkenny
- --skip-launch starts a mission's frames once the player is out (#725) (f7c8514) @vdmkenny
- a capital ship's engine exhaust burns the player's ship (#273) (da7fdd4) @vdmkenny
- a component takes damage and is destroyed (#148) (185d9c6) @vdmkenny
- a component's destruction (#227) (a2f9ec1) @vdmkenny
- a component's hit bursts into orange puffs (#240) (52ad22a), closes #40 @vdmkenny
- a field of rocks in the sandbox (#241) (563c0fe) @vdmkenny
- a gun model of its own for a mod's ship type (#717) (dc1f590), closes #711 @vdmkenny
- a help page for the command line (#166) (e2f9b14) @vdmkenny
- a mission's end pauses into the menu (#369) (e79fc12), closes #368 @vdmkenny
- a mod's scripts offer options the player sets on the mods screen (#602) (e5911b3) @vdmkenny
- a mods screen to turn mods on and off, set their load order and refresh the list (#598) (c040ccd) @vdmkenny
- a scripting console for modders, and scripts that reload as they're saved (#594) (0bb23e5) @vdmkenny
- a slider and a text option on a mod's options page (#731) (441bfad), closes #601 @vdmkenny
- a smooth, crisp sun and lens flares (#275) (124466f) @vdmkenny
- a subtle room between missions, and Enriquez's last word as loud as the narration (#432) (2a8b22b), closes #425 #431 @vdmkenny
- add scripted presentation registries (#620) (9193c05), closes #558 @vdmkenny
- add the first ten missions' missing handlers (#607) (33f0c0d), closes #606 @vdmkenny
- add typed mission source symbols (#611) (6c70e13), closes #609 @vdmkenny
- an object lists its model's components (#147) (539116b) @vdmkenny
- blind fire aims the player's shots at the lead cursor (#251) (cd47041), closes #183 @vdmkenny
- blinking lights cast light, and every light shows its lamp (#126) (ae7a01b) @vdmkenny
- burning wrecks and electric rays (#235) (04085dd) @vdmkenny
- cache mods' compiled shaders, and reload them when saved (#631) (c7314a7), closes #628 @vdmkenny
- capital ships split in two (#230) (c15bd1d) @vdmkenny
- capital ships' shields glow where struck (#231) (e8ef948), closes #179 @vdmkenny
- compile mod post-effect shaders (#624) (6993867), closes #621 @vdmkenny
- complete the carrier launch styles (#605) (8ae76d8), closes #304 @vdmkenny
- count the pilot's kills (#189) (60e59c5) @vdmkenny
- crisper menu text, drawn from the glyphs' coverage (#424) (0e2bc13), closes #410 @vdmkenny
- draw mod pictures, shapes and fonts in scripts (#619) (a8fe8f5), closes #590 @vdmkenny
- explosion effects: particles, fireballs, debris, shockwaves, break-up and sparks (#172) (941e635) @vdmkenny
- fade fireballs out as they finish (#200) (f768c92) @vdmkenny
- Find New Target, Escort and Mill (#315) (ab6a94b) @vdmkenny
- finish object_move and add knocks (#121) (344fb35) @vdmkenny
- four more of the scripts' commands, and three more orders (#482) (bb75b81) @vdmkenny
- fuller explosions (#174) (9b0a120) @vdmkenny
- game modes, campaigns and menu screens from mods (#642) (df19f49) @vdmkenny
- gamma-correct lighting (#199) (97c8429) @vdmkenny
- global scripts, and hooks on the game's functions and events (#583) (d18eafb), closes #556 @vdmkenny
- guns flash at the muzzle as they fire (#242) (b683a9c), closes #63 @vdmkenny
- headings on a mod's options page (#724) (737180b) @vdmkenny
- hitting friends draws Moose's warnings, and destroying one sends the player home (#385) (6df33a1) @vdmkenny
- hooks see targets, and hook giving and ending orders (#732) (6f950de) @vdmkenny
- install the full game from both discs (#205) (f7e662d) @vdmkenny
- install the game's files from your discs (#112) (60fd69d) @vdmkenny
- Instant Action, with the gates, the countdown and its bosses' commands (#408) (7f3525a), closes #399 #382 @vdmkenny
- interface pictures from mods at any size, and widescreen backgrounds (#510) (547aee6) @vdmkenny
- joysticks --watch shows every axis and button by its number, in place (#299) (53e34b6) @vdmkenny
- joysticks and gamepads (#116) (8120219) @vdmkenny
- KTX2 pictures supercompressed with Zstandard (#733) (11579af) @vdmkenny
- large mod textures compressed for the GPU, cached, and read from DDS and KTX2 (#638) (87621e2) @vdmkenny
- light each pixel with the game's own lights (#125) (2c1bac4) @vdmkenny
- load scripts in Luau change the game's records (#566) (cec77c9), closes #555 @vdmkenny
- materials reflect the sky and the nebula around the ship (#506) (cb8301f) @vdmkenny
- menu scripts run in the rooms, the movies and the loading screens (#734) (ce79918) @vdmkenny
- missile scripts run on each missile in flight (#786) (44258f8) @vdmkenny
- missiles (#215) (3044c9d) @vdmkenny
- mission 1's convoy commands, PRIMARY TARGET and the nav pointer (#313) (1d42b08) @vdmkenny
- missions load and bind as a mission's start does (#284) (ee4a103) @vdmkenny
- mods add guns, missiles and pilots (#651) (e743e95) @vdmkenny
- mods add ship types, each based on one of the game's (#647) (bd0d464) @vdmkenny
- mods in the game's mods folder replace and add to its files (#500) (73f36c9) @vdmkenny
- mods replace OpenReliant's whole shaders (#635) (5ef9b96), closes #630 #559 @vdmkenny
- mods' 16-bit normal maps keep their precision (#691) (42e3716), closes #688 #689 @vdmkenny
- mods' guns fire shots and sounds of their own (#674) (db5d5f3), closes #648 @vdmkenny
- mods' pilots have faces and voices of their own (#676) (cd533e4), closes #650 @vdmkenny
- mods' player scripts draw post effects on the GPU (#627) (a96975b) @vdmkenny
- mods' scripts keep their state with saved games, with timers, storage and file reading (#593) (17e6cb4) @vdmkenny
- mods' ship types have a cockpit, display pictures and engine of their own (#677) (8c90042), closes #646 @vdmkenny
- mods' ship types without a base, with their own devices and loadout figures (#714) (b16fee0), closes #698 @vdmkenny
- mods' surface and lighting functions, with a cel-shading example (#634) (3a48565), closes #629 @vdmkenny
- mods' surface functions make solid surfaces see-through (#720) (e234bd7), closes #632 @vdmkenny
- mods' surface functions read the frame's size (#716) (27bd51e), closes #668 @vdmkenny
- mods' textures can glow with emissive maps (#690) (853f34f), closes #547 @vdmkenny
- normal maps shade the ambient light, with specular anti-aliasing (#548) (6f2341e) @vdmkenny
- Object Attach and Toggle Cloak (#316) (4c6fb2e) @vdmkenny
- object scripts, events and interfaces for mods (#588) (c94be45) @vdmkenny
- objects collide, and shove each other (#145) (f906227) @vdmkenny
- objects the orders place glide on between the ticks (#274) (98ee211) @vdmkenny
- openreliant --version (#204) (d29c304) @vdmkenny
- OpenReliant's options kept in starlancer.ini (#485) (2c0d255) @vdmkenny
- part animation, drawn between simulation steps (#128) (a931f1f) @vdmkenny
- PERMISSION TO LAND is asked and answered on the radio (#377) (ead1615) @vdmkenny
- physically based materials from mods' normal and material maps (#505) (e9910c2) @vdmkenny
- pick and draw the player's target (#184) (56ae68b) @vdmkenny
- planets are set up as the original sets them up, lit by the sun alone (#388) (787a34c) @vdmkenny
- player and menu scripts that draw over the display and the menus (#591) (5c80a2f) @vdmkenny
- port the order system and steering (#142) (aa775a3) @vdmkenny
- register mod-qualified input actions (#618) (be32494), closes #617 @vdmkenny
- register mod-qualified scripted AI orders (#616) (9d47fbc), closes #615 @vdmkenny
- saves keep mods' ships and missiles, mods' guns flash their own, and Type. names mods' ships (#695) (016f40d), closes #673 #675 #684 @vdmkenny
- saving and loading the campaign, in the original's saved games (#476) (4edd6e4) @vdmkenny
- scripts can stop or change the radio's lines (#680) (6d2e7bd), closes #679 @vdmkenny
- scripts change much more of an object, and read the rest (#789) (3a806ee), closes #787 @vdmkenny
- scripts hook the mission script's commands and hear of ships close by (#783) (c2c8bcb), closes #581 @vdmkenny
- scripts start a ship's launch, from the gate they choose (#779) (56e146a), closes #757 @vdmkenny
- shadows from the key lights (#197) (55686eb) @vdmkenny
- shield flares and hull hit sounds (#180) (dcda937) @vdmkenny
- ships are destroyed when their armour runs out (#169) (0791403), closes #41 @vdmkenny
- ships carry the guns their models hold (#149) (a2c66c5) @vdmkenny
- ships dock at a station's port (#321) (9d14cd8) @vdmkenny
- ships fire the guns they carry (#152) (a5f9694) @vdmkenny
- ships follow the mission's curves (#319) (7994c25) @vdmkenny
- ships hit a capital ship's hull, and the hit hurts (#146) (eade58d) @vdmkenny
- ships jump out and jump in (#311) (2bb2dc6) @vdmkenny
- ships launch from the Reliant, and the commands mission 1's launch needs (#306) (fe4022e) @vdmkenny
- shots fly, hit, and are drawn as the game draws them (#156) (a2b59f5) @vdmkenny
- shots strike the parts of capital ships (#222) (9773acc) @vdmkenny
- sltool builds mods' models from glTF, with their materials' maps (#699) (1977f21), closes #359 @vdmkenny
- sltool builds mods' models from OBJ, and the teapot ships as an example (#681) (07eacda) @vdmkenny
- sltool fm8 encode makes face films for mods (#728) (d12ebe7), closes #353 @vdmkenny
- sltool hog pack, with a RefPack encoder that keeps to the game's in-place expansion (#429) (d2553e5) @LordBlacksun
- sltool shp gltf exports a model as glTF for modelling tools (#735) (051327d) @vdmkenny
- sltool speech encode makes radio lines for mods (#729) (d6f8b9f), closes #351 @vdmkenny
- smoke and fireballs from damaged ships (#193) (51f741b) @vdmkenny
- smooth explosion effects between ticks (#175) (59541e9) @vdmkenny
- sound through OpenAL Soft, with HRTF, reverbs and a master bus (#165) (7a2ddb0) @vdmkenny
- sound, faithful to the original, through SDL3 (#163) (ab06271) @vdmkenny
- steering by the mouse (#276) (7ab1e92) @vdmkenny
- textures from mods as PNG pictures at any size (#504) (cad93f8) @vdmkenny
- the 0 key saves a screenshot in flight, and O in the briefing, as PNG files (#438) (00a1489) @vdmkenny
- the AI tests its course against a ship's parts, and pulls out of a component by its firing arc (#387) (5de906b) @vdmkenny
- the AI's avoidance (#217) (cbb59fe) @vdmkenny
- the bananas example ships its banana, built from OBJ (#682) (a35bdda) @vdmkenny
- the briefing, from the briefing room's door to Enriquez's last word (#426) (bdebf75) @vdmkenny
- the campaign goes on after a mission, and a lost one turns to the restart screen (#458) (b3b3fd6), closes #440 @vdmkenny
- the CD player, with each carrier's list of the game's music (#516) (1e6783a), closes #422 @vdmkenny
- the chase view's sight, blind fire mark and target pointer (#260) (f2765db), closes #182 @vdmkenny
- the cloak (#267) (636de88) @vdmkenny
- the controller rumbles with the game's force feedback (#245) (ce9f27d), closes #83 #118 @vdmkenny
- the crew in the rooms, with their lines (#519) (cd7487f), closes #418 @vdmkenny
- the damage window shows the weapons, engines and shields (#255) (08d4912), closes #96 @vdmkenny
- the default bindings from DEFAULT.TXT, as the original reads them (#522) (a1cdcaa), closes #488 @vdmkenny
- the director's camera flies the mission's curves (#318) (d57726d) @vdmkenny
- the display shakes and the view reddens as the player is hit (#259) (00fa29b), closes #236 @vdmkenny
- the display's sounds for its windows, keys and warnings (#258) (b5ab30f) @vdmkenny
- the escort point's marker (#372) (aed76b1), closes #312 @vdmkenny
- the Fight order and its combat maneuvers (#177) (10a199e) @vdmkenny
- the game opens in the front end's main menu (#405) (bc2625f) @vdmkenny
- the game's variables start as a new campaign's, and those mission 1 uses are named (#383) (8bba5b5) @vdmkenny
- the graphics on the VIDEO tab, ORIGINAL or MODERN, with their options in a list (#525) (2672ace) @vdmkenny
- the gunnery display and choosing the guns (#247) (2177fed), closes #92 @vdmkenny
- the hangar, landing and chapter movies, from the discs' archives (#417) (414f1c0) @vdmkenny
- the interface's text in outline fonts, drawn at the window's resolution (#521) (32c7cea), closes #508 @vdmkenny
- the ITAC, with the debriefing after each mission of the campaign (#469) (1bd3ad4) @vdmkenny
- the Kamov's LAUNCH MISSILE lets its torpedoes go, and a quality pass over launching (#626) (387c60c) @vdmkenny
- the keys named as the keyboard's layout names them (#523) (67cd20a), closes #489 @vdmkenny
- the last commands missions 4 and 5 run, and steady lights that shine as real lights (#543) (3b996f9) @vdmkenny
- the launch's hangar keeps the ship on its retainer, rings, and flashes its beacons on it (#343) (127d3ab) @vdmkenny
- the levels of detail reach as far as the high setting's, and the finer ones further (#224) (fe134e8) @vdmkenny
- the loading screens as the game starts and before each mission (#409) (617a1df), closes #402 @vdmkenny
- the loadout makes the green and red copies of mods' textures (#665) (d1660af), closes #664 @vdmkenny
- the loadout offers the mods' missiles (#672) (1f3f113), closes #649 @vdmkenny
- the loadout offers the mods' ship types (#683) (587fc7c), closes #678 @vdmkenny
- the loadout offers the ships the pilot has earned, and the mission is flown in the one chosen (#449) (0d84409) @vdmkenny
- the loadout's internal guns view, the ship turning into its guns as a glowing plane sweeps across it (#456) (7b95d4e), closes #448 #44 @vdmkenny
- the loadout's missile page hangs missiles on the ship, and the mission is flown with them (#450) (30bffa7), closes #447 @vdmkenny
- the loadout's ships and missiles are drawn as a hologram (#667) (c2c387b), closes #666 @vdmkenny
- the locker, with the pilot's medals and ribbons (#517) (fdbfc0c), closes #421 @vdmkenny
- the missile window (#216) (41a493b) @vdmkenny
- the mission's events fire its triggers (#308) (6cf624b) @vdmkenny
- the mission's sun and nebula markers aim the sun, the lights and the nebula (#384) (b523cf5) @vdmkenny
- the mods screen shows a mod's conflicts and the mods it needs (#791) (2fbec20), closes #497 @vdmkenny
- the mods screen shows a mod's thumbnail, and a damaged archive (#780) (2de6d8d) @vdmkenny
- the movies, played by FFmpeg's Bink decoders (#415) (a0ff175) @vdmkenny
- the nebulae are magnified smoothly (#345) (f61355f) @vdmkenny
- the Nova Cannon charges and strikes (#250) (c719f50) @vdmkenny
- the object array, with the Reliant and a Coalition wing in the sandbox (#137) (fc725bf) @vdmkenny
- the objectives window shows the objectives and pages through them (#379) (3efa337) @vdmkenny
- the original's texture detail, graphic detail and light maps, in the VIDEO tab's list (#527) (6fe8933) @vdmkenny
- the pause menu (#212) (8fc47a1) @vdmkenny
- the pilot ejects, and is rescued, captured or shot down (#270) (522328a) @vdmkenny
- the pilot roster, with its call signs and SET GAME DIFFICULTY (#413) (feed66d), closes #397 @vdmkenny
- the pilots speak by themselves on the radio (#378) (f804423) @vdmkenny
- the pilots' face films decode (#354) (ee948ad) @vdmkenny
- the planets' atmospheres glow round their rims as a haze (#348) (4ec95a7) @vdmkenny
- the player's ship lands on the Reliant (#350) (3780a1a) @vdmkenny
- the power distribution (#124) (7231d46) @vdmkenny
- the radar's contacts (#190) (d2fcdd5) @vdmkenny
- the radio's lines are heard (#352) (5568003) @vdmkenny
- the radio's menu pages to the wingmen, the enemy and the base (#386) (73c9c17) @vdmkenny
- the radio's window shows the speaker's face (#356) (3cab6c6) @vdmkenny
- the Reliant's rooms, with a new pilot's induction, the news and the in-game options (#423) (c5d958e), closes #398 @vdmkenny
- the rest of the explosions (#261) (f368a31) @vdmkenny
- the Ripper lifts cargo pods onto the Mammoth (#325) (98d294d) @vdmkenny
- the Ripper's pod glides between the ticks, and the tractor beams glow (#344) (840b2ab) @vdmkenny
- the sandbox is mission 0, a mission file played through the mission's start (#302) (8f9a795) @vdmkenny
- the Scanner and Fire commands (#534) (22dc480) @vdmkenny
- the screen's flash and bodies among the burning bits (#237) (8234872) @vdmkenny
- the script VM runs a mission's threads, calls, clock and timers (#296) (63192ab) @vdmkenny
- the scripting console comes up in the Reliant's rooms and the briefing (#781) (450962e), closes #589 @vdmkenny
- the settings screen with its controls, from GAME OPTIONS, the in-game options, the pause menu and F1 (#490) (eb37e7a) @vdmkenny
- the settings screen's AUDIO tab, with OpenReliant's sound options (#492) (280db05) @vdmkenny
- the settings screen's VIDEO and GRAPHICS tabs, and the brightness (#494) (898b73c) @vdmkenny
- the simulator pod, with its training missions and Instant Action (#513) (ebbffff) @vdmkenny
- the system's pointer hides in full screen, and once it rests over the window (#439) (1bf742e), closes #433 @vdmkenny
- the target display and the ship status indicator's armour (#188) (5f2fc17) @vdmkenny
- the trent example replaces Moose's face films and renames him (#743) (d6ca09d), closes #742 @vdmkenny
- the turrets (#221) (9e5d1ff) @vdmkenny
- the util and orders packages for mods' scripts (#595) (ea64cd5) @vdmkenny
- the wing status window, and wingmen in the sandbox (#257) (48a1a7b), closes #100 @vdmkenny
- the wingmen answer ATTACK MY TARGET, BACK OFF and HELP ME (#380) (52d7d6e) @vdmkenny
- turret scripts run on each turret of each ship (#790) (d27d639), closes #587 @vdmkenny
- vfs.read reads the game folder's loose files, such as the missions and the music (#603) (8320ae2) @vdmkenny
- what a jump shows: its trails, lights, burst and flare (#375) (85c1fe5) @vdmkenny
- write mission files and assemble their scripts (#286) (88ef23c) @vdmkenny
- write SHP models, and check that each comes back the same (#474) (fd480a8) @LordBlacksun
Fixes
- --part and --watch prefer a whole name, and the docs catch up (#736) (fc8e280) @vdmkenny
- a front end screen is entered before its first frame is drawn, without a flash (#457) (ca4f1b7), closes #453 @vdmkenny
- a gamepad works with its own defaults, whatever the settings screen saved (#515) (84e2c90) @vdmkenny
- a manifest's models and sounds named with a folder are found on every system (#778) (ad197a1), closes #768 @vdmkenny
- a mission that starts again at once no longer crashes (#788) (cb72007), closes #785 @vdmkenny
- a mod's maps take their picture's mipmap levels, or are left out (#777) (1aeb9aa), closes #771 @vdmkenny
- a mod's piece of music loops back at the same moment as the game's (#727) (b512196), closes #726 @vdmkenny
- a mod's qualified names leave out its archive's .hog (#700) (737efcc) @vdmkenny
- a mod's record always gives its extra data (#657) (a1752cb) @vdmkenny
- a mod's speech lines are found with .ut too (#748) (711b8c2), closes #745 @vdmkenny
- a player script's self follows the player's ship from mission to mission (#719) (ddd6bd4), closes #718 @vdmkenny
- a point in front of the camera's plane no longer overflows the display's pixels (#327) (723cc58) @vdmkenny
- a shot keeps its candidate parts by number (#254) (2568f14), closes #253 @vdmkenny
- build OpenAL Soft optimized so HRTF keeps up with gunfire (#173) (03dd6c1), closes #170 @vdmkenny
- capital ships turn flat, as the executable's flight stats have them (#323) (830c803) @vdmkenny
- closing the ITAC no longer freezes the screen for seconds (#575) (8204f3b), closes #565 @vdmkenny
- command_b pops its arguments and gives 1, as the game's stub does (#460) (a1a2fdd), closes #428 @vdmkenny
- commit an object's next place where the game does (#120) (8cb1956) @vdmkenny
- every missile the loadout hangs is flown, whatever rack is left empty (#452) (3e6b9d9), closes #451 @vdmkenny
- every part node hangs in its root's child list (#228) (0f0481c) @vdmkenny
- F2, F3 and F4 work in the sandbox alone (#393) (305f781) @vdmkenny
- flush sltool output when a command fails (#614) (5cb1149), closes #542 @vdmkenny
- game and mod files found as the original finds them, on every system (#769) (ebc9f9a) @vdmkenny
- let the types say which memory OpenReliant writes and which formats it reads (#772) (3f3a09e) @vdmkenny
- log the errors OpenReliant used to drop silently (#770) (b9112c7) @vdmkenny
- missiles hurt the player's raised shields (#243) (86c1c9a), closes #214 @vdmkenny
- mission 1's ambush ends, with the torpedoes flying and the players counted (#367) (a080117) @vdmkenny
- mods' guns based on the Nova Cannon, their flashes, and three smaller faults (#737) (f9516a3) @vdmkenny
- openreliant finds the game's folder by itself (#671) (f918762), closes #625 @vdmkenny
- openreliant joysticks says which settings it read (#660) (17a9491), closes #411 @vdmkenny
- orthonormalize each object's orientation in turn, as the game does (#123) (c73d117) @vdmkenny
- scale damage by the difficulty setting (#178) (c1f2fd1), closes #176 @vdmkenny
- screenshots load only the mods that are on (#713) (ba85083), closes #710 @vdmkenny
- ships launch out of the hangar bays of the Bremen and the other carriers (#584) (b66f28f), closes #579 @vdmkenny
- ships with retro thrusters can use reverse thrust (#658) (7a69824), closes #655 @vdmkenny
- SHP models end at the terminator's tag, as the original reads them (#511) (dbd747a) @LordBlacksun
- speech in the rooms, the induction and the briefing lasts its length without sound (#750) (78b3541), closes #739 @vdmkenny
- start the sandbox's Sabres 150000 off (#161) (10517ea) @vdmkenny
- start the sandbox's Sabres further off (#160) (bfce022) @vdmkenny
- the 45th's wingmen fly under their own names, which change as they die (#596) (420fd20), closes #564 @vdmkenny
- the bananas example's script runs again (#687) (4d300cd) @vdmkenny
- the cockpit's shadows are dark enough to see (#659) (d477cc2), closes #644 @vdmkenny
- the display marks the player's nav point, and keeps its message lines (#654) (18f68c0), closes #643 #653 @vdmkenny
- the draw budget stays raised in the loadout and under --original (#712) (8ed093b), closes #709 @vdmkenny
- the game's text stands on its dark edge, and the display writes in Newtown (#552) (5871df8) @vdmkenny
- the GPU's pipelines made as the game starts, so a new effect doesn't stall a fight (#434) (448fa8f), closes #430 @vdmkenny
- the hangar's beacons flash on the launching ship's hull (#347) (93ed976) @vdmkenny
- the menu music fades out as a new game's intro starts (#571) (b1c8eba), closes #561 @vdmkenny
- the menus' and the display's images keep clean edges (#445) (9c69f05), closes #443 @vdmkenny
- the menus' text keeps its fonts' own pixels and greys, without stray pixels (#444) (a046876), closes #427 @vdmkenny
- the pause menu opens for the window's focus only with a mission loaded (#455) (7d7b21e), closes #454 @vdmkenny
- the player's engine is heard after any launch, and any carrier launches ships (#759) (7a78cf0), closes #746 @vdmkenny
- the player's schematic keeps its place while shaken. (00fa29b) @vdmkenny
- the player's subtarget is picked out in red on its target's model (#708) (bfad3e2), closes #531 #686 @vdmkenny
- the player's target is dropped once it is out of reach (#707) (19c6665), closes #696 @vdmkenny
- the pointer is cut at the screen's edges, as the game's screen cut it (#656) (4a0ada8), closes #645 @vdmkenny
- the radio's lines last their length without sound, so their faces show (#741) (3539004), closes #740 @vdmkenny
- the releases carry sltool, with its own version (#549) (a7c9efc) @vdmkenny
- the sandbox's capital ships hold their fire until the wing is out (#336) (8baa2d2) @vdmkenny
- the small target display names the target's pilot (#573) (b6613d9), closes #564 #529 @vdmkenny
- the source map keeps dmscenarios.cpp and places airipper.cpp's code to its end (#774) (5cebecb) @vdmkenny
- the steady lights no longer turn the launch bay all red (#569) (4982462), closes #567 @vdmkenny
- the Storks drop their satellites, which open out their panels (#586) (24acc49), closes #580 @vdmkenny
- the target camera goes round the player's target (#652) (537ecb2), closes #639 @vdmkenny
- the Zakov's fighters wait on its launch points and launch from them (#576) (db73e7d) @vdmkenny
- type the docking step word as the station's or the limpet car's (#773) (0c1e9d2) @vdmkenny
Performance
- a model's mod pictures load together, and PNGs inflate with zlib (#694) (f12c4d8), closes #692 @vdmkenny
- mods' pictures are mipmapped on every core (#693) (fc786a8) @vdmkenny
Documentation
- a complete pass over the modding and scripting guides (#685) (f8854a6) @vdmkenny
- a contributing guide for people and coding agents (#252) (0cbd044), closes #249 @vdmkenny
- a Mammoth's cargo slots are hidden by the mission's script (#374) (a7efcad), closes #324 @vdmkenny
- a page on the website on how to contribute (#706) (9ec498a) @vdmkenny
- a shorter README status, with the graphics and rumble (#394) (a9c5185) @vdmkenny
- a website with the latest downloads, what OpenReliant is, the roadmap and the mods (#702) (017ce33) @vdmkenny
- describe OpenReliant as a faithful reimplementation on SDL3 and Vulkan (#108) (d451d23) @vdmkenny
- describe the flying sandbox and the release builds in the README (a033728)
- Enriquez is a woman in the docs and comments (#572) (24e6eac) @vdmkenny
- importing mods is dropped from the mod manager's plan (#599) (f654794) @vdmkenny
- one copy of the options, the keys, the settings and the guide's index (#487) (3359402) @vdmkenny
- plain wording in the briefing, the induction and the sound timer's comments (#578) (0627645) @vdmkenny
- point the gaps the closed issues left at the open ones (#389) (0c940ef) @vdmkenny
- refresh the notes that said ported work wasn't, and links to closed issues (#723) (be75223), closes #208 @vdmkenny
- rewrite the README status and download instructions in plain language (6f76d3c)
- say the sandbox is what OpenReliant runs as for now (ea24b1a)
- separate user guide and rewrite documentation with concise, natural phrasing (#229) (ed481db) @vdmkenny
- the documentation on the website, at /docs/, in its style (#704) (28bda50) @vdmkenny
- the modding and scripting guides, complete for new and experienced modders (#747) (5a640c2), closes #744 @vdmkenny
- the README's status is mission 1 played through, and how to start it (#392) (9726c5e) @vdmkenny
- the software device draws the display's text (#129) (a45c43c) @vdmkenny
- the website in the game's menu font, with the story of its war (#715) (4150676) @vdmkenny
- the website points to building from source for a sneak peek (#705) (f6ec789) @vdmkenny
- the website speaks to players (#703) (242e4eb) @vdmkenny
- the website's roadmap shows the beta and the 1.0 release (#755) (d1b6b85) @vdmkenny
- what keeps the hit's red away (#272) (f36690c) @vdmkenny