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v0.8.0
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.
0.8.0 (2026-10-08)
⚠ BREAKING CHANGES
- scripts written for 0.7 need the new names:
colorand"center"in styles,s.colorandcolor.glslin shaders,hud.guns.synchronized,hud.power.weapons,hud.objectives.showing,entry.target.objectfororders.stack,on_window_resized,e.launcherinmissile_launch_turret,openreliant.optionswithon_option_changed, the view"spectator", andI.Combatin place ofI.Weapons.
Features
- a field of view slider, and one UI scale for the display and the pause menu (#882) (57c394b), closes #262 #246 @vdmkenny
- a limpet car docks at the Czar, as in mission 11 (#845) (ef74a93) @vdmkenny
- a log file players can attach to a bug report (#800) (e3af58d), closes #752 @vdmkenny
- Avoid Target pitches a ship away from its target while they are on course to collide (#858) (2e60e4a) @vdmkenny
- capital ships throw pieces off as their components are destroyed, as in the original (#853) (bace964) @vdmkenny
- each mission starts its random numbers from the clock, as in the original, with --seed to fix them (#865) (939273b), closes #582 @vdmkenny
- flying through a training hoop posts JumpedThroughHoop (#843) (0cb6606) @vdmkenny
- Formation Regroup and Patrol Route fly a flight group in its formation (#869) (9d87eee), closes #30 @vdmkenny
- game modes fly their own wing, and scripts name the game's pilots (#826) (331ab05) @vdmkenny
- game modes play like the StarLancer trial's prequel missions (#822) (afdb006), closes #349 #816 #817 #818 #819 #820 @vdmkenny
- HUD displays replace, move and scale the game's instruments (#833) (8685db0), closes #793 @vdmkenny
- HUD scripts read rounds, pairing, subtarget class, flashes, charges and animation steps (#904) (cc707c3), closes #889 #890 #891 #893 @vdmkenny
- name the campaign's flags (#802) (97d3d2a), closes #381 @vdmkenny
- names that say what orders 3, 40, 41, 106 and 110 do, and none for 200 (#967) (600d6fd), closes #918 @vdmkenny
- scripts change each ship type's class, and every ship type has a name (#828) (deee4cf) @vdmkenny
- scripts read the radar's contacts and the target display (#866) (240f075) @vdmkenny
- scripts read the windows and the display's text (#868) (30163d9), closes #832 @vdmkenny
- scripts read what the cockpit's instruments show, in any view (#864) (86aa967) @vdmkenny
- ships' lights go out and come back on as the missions order, as in the original (#855) (88a439c) @vdmkenny
- the Boridin breakaway projects its warp tunnel, as in the original (#861) (346941a) @vdmkenny
- the Boridin's section breaks away in mission 28, as in the original (#859) (b837c40) @vdmkenny
- the C libraries' messages and memory faults go to the log file (#848) (743ce51), closes #799 @vdmkenny
- the campaign's last script commands, Foster's last stand among them (#808) (ff120c4), closes #281 @vdmkenny
- the Dark Reign's coil glows, sparks and crackles until it goes (#897) (ecdaf4c) @vdmkenny
- the ion cannons of the Dark Reign, the Boridin and the rogue base fire, as in the original (#857) (2aaf1de) @vdmkenny
- the ITAC's capital ships (#815) (4ffcb2b), closes #464 @vdmkenny
- the ITAC's fighters, squadrons, personnel, KILLBOARD and tooltips (#814) (60c8850), closes #518 #463 #465 #466 #467 #468 @vdmkenny
- the ITAC's NEWS REPORTS (#809) (3fedccf), closes #461 @vdmkenny
- the ITAC's VIDEO REPORTS (#811) (513f6f8), closes #462 @vdmkenny
- the Krasny splits as a collapsing gate catches it, as in the original (#852) (093f71a), closes #407 @vdmkenny
- the mission scripts' last single-player commands, WaitForKey's prompt among them (#840) (65d0403), closes #533 #806 @vdmkenny
- the player's ship going into the Stalag posts InsideObject, and its turrets fire anywhere (#854) (8d73473), closes #220 @vdmkenny
- the player's ship takes the training's missiles in training (#884) (32872b8), closes #876 @vdmkenny
- the prototype gate's and the Boridin breakaway's cores glow once lit (#898) (2d8075d) @vdmkenny
- the Ripper burns its thrusters going forward and its back pincers backing up (#885) (6b5d22d), closes #877 @vdmkenny
- the scripting API's settled names, stable from 0.8 (#969) (18a8499), closes #751 @vdmkenny
- the spectral shields are tuned to the most dangerous gun near the ship (#846) (ca1324b), closes #530 @vdmkenny
- the story's end after the campaign's last mission (#803) (af5d25c), closes #416 @vdmkenny
- the Ulysses throws off its fin and its top comes away, as in the original (#849) (ea6ad7d), closes #232 @vdmkenny
- the worm shows alone while the player's ship rides it (#886) (eebf3d6), closes #878 @vdmkenny
- write the pilot's profile and fit the Kamov's cockpit in mission 25 (#805) (17b95bf), closes #301 #74 @vdmkenny
Fixes
- --watch watches for as long as the run lasts (#851) (6654f3e), closes #850 @vdmkenny
- a collapsing gate flickers the second passes of the models it carries too, as in the original (#867) (d3d89e1), closes #540 @vdmkenny
- a frame that fails on the GPU no longer loses the textures it was uploading (#963) (ab3e795), closes #925 @vdmkenny
- a gun with a fire rate of 0 or a huge range no longer overflows the tick counts (#962) (294fc0d), closes #922 @vdmkenny
- a hit on a component with an out-of-range invulnerability no longer stops the game (#841) (410d0a6), closes #538 @vdmkenny
- a packed mod's campaign keeps its progress under the mode's name (#824) (3d5c2ba) @vdmkenny
- a ship's mass, centre and size take in the turrets mounted on it (#901) (8c37c10), closes #896 @vdmkenny
- asteroids stand still and spare the ships that bump them, as in the original (#844) (2074437) @vdmkenny
- freed images hand their GPU textures back (#875) (fb7c5c3), closes #874 @vdmkenny
- in mission 25, the Kamov's schematic is drawn mirrored, as in the original (#837) (720e349), closes #528 @vdmkenny
- one outline font drawn at many sizes in a frame keeps every size (#902) (0d5cbd7), closes #892 @vdmkenny
- outline fonts free the atlases they outgrow (#834) (e7c0004), closes #830 @vdmkenny
- quitting with a subtarget picked out lets its copies go (#903) (583bd57), closes #895 @vdmkenny
- resetting an object's slot runs its orders' exits, as in the original (#862) (a4d3fa7), closes #856 @vdmkenny
- scripts can't crash the game or reach other mods' globals, and wrapped functions run once (#961) (0d31a77), closes #919 #920 #921 @vdmkenny
- scripts' fonts work over every base font (#797) (3e20ea9), closes #796 @vdmkenny
- Ship Follow Curve ends a path that comes round on itself (#838) (7b1e253), closes #535 @vdmkenny
- texture uploads start at a multiple of 16 bytes, as Vulkan needs (#966) (4972d6b), closes #964 @vdmkenny
- the missile lock follows the last frame's view, as the original's does (#835) (1e40c6e), closes #292 @vdmkenny
- the pause menu's images of the display's shapes no longer leak (#873) (831b3e6), closes #807 #669 @vdmkenny
- the scripts' picture cache frees pictures that are no longer drawn (#831) (171f853), closes #794 @vdmkenny
- Warp Out's beams are red and fade in from the projector, as in the original (#863) (193e4af), closes #860 @vdmkenny
- window 14 shows the radio's menu, and the docs say nothing opens the frames alone (#839) (0933d1f), closes #105 @vdmkenny
Documentation
- correct the launch sound, stale gap notes, misnamed addresses and marker spellings (#912) (87ed03e) @vdmkenny
- drop the game mode rank gap, which loadout_ships covers (#823) (ae3f858) @vdmkenny
- link the multiplayer gaps to #55 (#916) (051ba95) @vdmkenny
- the command catalogue's squad bit, second word and flag (#847) (bb4ee16) @vdmkenny
- the format leftovers the triage found answered (#881) (237ab2c), closes #10 #13 #82 @vdmkenny
- the last markers in the colon form (#914) (383f2ea) @vdmkenny
- the original's editor link, and how OpenReliant will carry it (#888) (5502d71), closes #539 @vdmkenny
- the other tooltips are the multiplayer screens' (#825) (c77d462) @vdmkenny
- Titan's Planet Bombard moves flashes that nothing draws (#899) (94ed13a) @vdmkenny
- where each kind of script runs in a network game (#968) (649942f), closes #960 @vdmkenny