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Monday 1st Cleaning up May notes Updates dependencies in Ephemeris-Notes build/publish action Adding IsSpectatorPlayer tag to player entities Researching laser damage physics: Lasers Tuesday 2nd More laser researchAiry disc size Jitter Game system:Measure range to target Calculate M 2 M^2 M 2 , partly from initial ship design, partly from runtime modifiers (e.g. thermal stress) Calculate airy disc spot size at that range Apply jitter Use that spot size to calculate damage Developing orbit editor gizmoExtracting orbit sampling jobs from KeplerBodyLineRenderer Fixed bug in kepler sampling job Wednesday 3rd Unit tests for new kepler sampling jobs extracted from line renderer Using polyline rendering for drawing orbit flattened into XZ plane Thursday 4th More colours Fixing transparency on flattened orbit (polylines in general) Experimenting with lines attached to periapsisDropline (periapsis to plane) Droparc (periapsis to plane) Arc from periapsis to ascending/descending node (whichever is closer) Refactoring prototypesSplit settings into sensible modules Share all orbit related calculations Friday 5th Changing all lines that are not in the orbit plane to grey, subtle hint on plane alignment colour == in plane. Adding markers at the foci Drop arcs from latus rectum points to plane Simplifying colours scheme:Flat plane guidelines Orbit plane guidelines Out of plane guidelines Adding support for open orbits (parabola/hyperbola)New method for generating orbit points, sweeping over true anomaly range instead of time All the guidelines are broken Added a new pole line through planet Not drawing both ascending/descending nodes if the orbit only crosses the plane once Not drawing apoapsis lines on open orbit Added back in ring drawing, ignoring rings that don't make sense Added in Luna prefab, rings are wrong scale? Adding helpers for drawing arrows Monday 8th Fixing font error Experimenting with curved arrow thickness Added extra ring in XZ plane (where focus point droplines contact plane) Adding mouse raycast for grab handles Storing handle state (currently dragging etc) Working out what guide arrows to showPeriapsis Apoapsis Descending node Tuesday 9th Wednesday 10th Thursday 11th Continuing with handles from yesterdayAscending XZ Descending XZ Apoapsis perpendicular Periapsis perpendicular Locking handles so that multiple cannot be selected at once Adding slight input damping, smooths out rapid mouse moves Unifying twist axis to just be a special case of arcNeed to change the line that connects mouse to twist ringSplit into a base "curved arrow" class, with arc and twist subclasses Friday 12th Input mode for twist axisClick, drag to ring to set start point, drag around ring to set angle Capture initial inclination when dragging out of the ring, set inclination based on that + delta Draw angle ticks Monday 15th Adding "orbit validator" which checks that drag handles are not creating an invalid orbit Switching some orbital methods to take Radian instead of double, verifying no unit confusion Removed arc from apside to node (broken in some quadrants, doesn't really help visually) Scanning orbit to find closest point to mouse Refactoring open/closed orbit sweep to unify them into the same methodRemoving camera adaptation, just render lots of points instead Keeping track of true anomaly for each orbit point, returning this so mouse selection can use it Tuesday 16th Adding flattened orbits back in Experimenting with an indicator showing selected orbit pointCrosshair, aligned with orbit radial out Line from mouse to orbitChange style when outside radius Separate setting for selection stuff Refactoring: Wednesday 17th Trying out Project Auditor Many many false positives for code Useful results for contentTweaking importer settings for SFX and music Setting up default importers for audio with Preset Manager Applying to lots of audio clips Investigating creating a tool to force apply presets to foldersNot easy, don't bother for now Enabled mipmap streaming Expanded async upload buffer More testsSpan sort Root finder edge cases RigidTransformDoublePlane3DExclude pure data components to remove noise in coverage report Fixed some memory leaks in tests More stuff I forgot to take note of PolylinePathGenerator Added UnityEvent for clicking on orbit and selecting a position Thursday 18th Converting OrbitEditor into prefabFix render layer Input handling Icon is tiny when zoomed out Ui panel to show orbit info Todo: Friday 19th Experimenting with pork chop generatorPotentially incorrect unit for velocity (km/s to m/s) in kepler calculationSwitched to central difference for now Creating job to find minimums in a native array Creating a colourmap that can be used in jobs Job to convert double array to texture (with colourmap) Applying updates to texture is very slow?Solving lambert problem 1E6 times is overloading the job scheduler - other jobs are going slow because there's no space to schedule them. Something to be aware of when scheduling very heavy work in the future! Splitting work up into a quadtree, subdividing nodes that need it Saturday 20th Bilinear interpolation of quadtree data to texture Sunday 21st Triangulating quadtree, rendering as mesh with vertex colours Monday 22nd - Friday 26th Friday 26th It's still too hot Improving mesh approximation of porkchop plotAdding centre vertex with triangle fan (better interpolation) Rejecting some nodes (very high dv value that we don't care about) for subdivision, using the extra details elsewhere Sharing vertices between adjacent triangles in mesh Still looks worse than texture (bilinear) version at all levels of detail Monday 29th Improving menu planet randomisation Researching space based solar power projects, notes in timeline Disabled fleet selection in lobby Setting up selection of orbit point for spawning ships Tuesday 30th Investigating potentially incorrect velocity calculation in kepler orbitUnit test says analytical and central difference produce the same results Pork chop generator finds huge differences!? Mass mixup! For an orbit of Earth around Sol mass used should be Sol mass not Earth mass! Tightening up some unit tests around this area Removed FleetStorage, refactored into ShipStorage Removed fleet selection related bits from lobby Add ship selection dropdown to in game spawn menu