Beta-3 [0.13.0]
Changelog
Features
- New CEF-based user interface (currently only on Windows)
- Added shortcuts menu to execute Lua scripts without needing to be bound to keyboard keys
- Updated GDAL to 2.3.2
- Show percentages and progress for sync downloads
- Added abililty to interpolate time for smoother time jumping
- Ability to filter scene graph objects based on time
- Additional lighting options for model rendering
- Render on-screen text informing the user of ongoing application shutdown
- Added ability to disable the console key for kiosk mode
- Improved the tracking of the touch interface and made it easier to open the menu in a touch environment
- Enable Spout texture sharing on default on Windows
- Added Lua functions to print cluster id
- Added configuration file that supportes spherical mirror configuration
Content
- Add a default path (
OpenSpace/../OpenSpaceData
) to search for planetary patches - Add a proper radiosphere that grows in real time
- Add Hyperion and Mimas to Saturn’s major moons
- Enable the ability to not load an asset on default and later load it at runtime
- Added simple example for a slide deck state machine
- Added new dashboard item that shows the camera’s current velocity
- Add a new scale that changes its value based on the current time, reference time, and speed
- Add a rotation that provides a static rotation based on in-game time
- Simplify specification of opacity for text labels
- Converted all images from using pbm format to png format for better compatibility
- Add non-SI units to the distance conversion
Bugfixes
- Fixed bug causing incorrect aspect ratio for manually specified window sizes
- Fix bug preventing specification of easing functions for property setting
- Fixed focus node creation for local surface patches
- Workaround for MacOS Mojave 10.14 where the rendering would only show up after the window has been moved
Optimizations
- Major improvement of planetary rendering performance
- Improvements of atmosphere rendering performance
- Improved application startup time
- Better reuse of shader objects to reduce memory footprint
- Better reuse of textures to reduce memory footprint
- Better reuse of vertex buffer objects for Digital Universe dataset to reduce memory footprint
- Improved rendering times by reusing uniform locations