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august_050_build
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Pre-release
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Release Notes 0.5.0
Summary
This release significantly expands gameplay systems and visual fidelity while fixing critical mission-flow, scoring, and UI issues. Major additions include pilot ejection/crash flow, aircraft subsystem damage and warnings, chaff/flare mechanics, cloud and skydome rendering improvements, text/midgame animation tooling, and game-over/balance logic updates.
Highlights
- Added full ejection and crash-related gameplay flow with animations and camera behavior updates.
- Introduced aircraft subsystem health/damage handling with improved cockpit feedback.
- Added defensive countermeasures (chaff/flare) and associated timing/render logic.
- Expanded rendering features: skydome, cloud rendering, LOD controls, view-distance tuning, FXAA, fog toggle, and widescreen ambilight.
- Improved mission/economy/game-flow logic (balance checks, game-over conditions, cost and replacement accounting).
- Fixed multiple killboard/end-mission scoring and display issues.
- Added macOS x86 CMake preset and compatibility improvements.
New Features
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Gameplay systems
- Implemented ejection functionality and related animations across cockpit/strike/state/simulated object systems.
- Added crash animation rendering and camera mode handling for crash scenarios.
- Added chaff/flare mechanics with timers and rendering updates.
- Added lost-aircraft tracking and updated replacement logic.
- Added balance-check game flow effect and game-over logic tied to cash/scene conditions.
- Added scene-specific asset loading/animation handling for scene 107.
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Combat/AI/physics
- Added tracer drawing.
- Improved pilot/autopilot dynamics (turning, pitch control, heading error handling, PID/autopilot refactors).
- Enhanced collision and lift calculation behavior in simulated objects.
- Refined trajectory and speed-based computations.
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Rendering/visuals
- Implemented skydome rendering with progressive quality/depth/gradient improvements.
- Added cloud rendering support, generation improvements, dynamic cloud placement, and distance culling.
- Added/expanded LOD and view-distance controls, including stitching/triangulation improvements.
- Added FXAA support and fog visibility toggle.
- Added widescreen ambilight feature and configuration options.
- Added master warning rendering and cockpit data structure updates.
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UI/text/tooling
- Introduced MIDGAME text-line parsing/writing/integration in animation archive/player.
- Added text width calculation, centering, grouping/formatting improvements.
- Added label prefix utility in main.
- Improved debug animation player text/talking handling.
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Build/config
- Added macOS x86 CMake preset.
- Added compatibility update using Boost.
Fixes
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Game flow and mission state
- Stop game when player is dead during frame execution.
- Fixed cash/project cost accounting updates.
- Initialized
player_deadstate reset path. - Updated thrust initialization to use dynamic limits in debug/mission flows.
- Prevented camera mode changes during ejection.
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Scoring/killboard/end mission
- Corrected score calculation and kill buffer assignments.
- Corrected ground/air kill assignment during load.
- Fixed killboard/end-mission display bugs and reverted problematic intermediate killboard changes.
- Added scoring sprite sequence index validation.
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Rendering and cockpit
- Corrected LOD references/handling and simplified/adjusted related rendering paths.
- Adjusted texture dimensions and removed unnecessary resizing.
- Adjusted MFD blit positioning.
- Corrected health handling when applying damage.
- Disabled color clamping for intended dithering effect.
- Updated widescreen ambilight configuration handling.
-
Text/animation
- Restored wingman text replacement in
DrawText. - Updated small-font handling for character
A. - Fixed
music_idstatic lifetime issue in debug animation player shot editing.
- Restored wingman text replacement in
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Timing/performance
- Updated VRTimer target FPS for improved consistency.
Refactors and Internal Improvements
- Math utilities: angle normalization refactor and InvSqrt improvement.
- Renderer internals: skirt building/triangulation optimization for LOD.
- Animation/text pipeline cleanup and integration improvements.
- Randomization improvements for cloud generation (
rand()replacement with uniform distribution).
Build and Toolchain
- Added macOS x86 preset.
- Version bump fix in CMake (
0.5.0). - Compatibility adjustments with Boost.
Breaking Changes / Behavior Changes
- Game-over behavior now depends on cash/balance flow conditions introduced in SCGameFlow updates.
- Camera and death/ejection flow behavior changed in strike/cockpit pipelines.
- Visual defaults/options may differ due to added LOD/view-distance/AA/fog/cloud/ambilight controls.