Done with build scripts and onto new engine stuff.
I cleaned up the rendering of the Deck & Conn main bridge renderer. The old way it worked was that the map viewer (middle) simply rendered under the rest, so sprites for other vessels and the rest of the sector just sat beneath it in the zOrder. Not very efficient, but so few sprites I didn't care.
Since last year I added the ability for graphical nodes to crop child nodes outside their world bounds, if I need to. So I changed the conn to render background, frames, and a nicely cropped map viewer.
That's satisfying to get done. Would improve performance too, if you ran it on a very very very underpowered system, I guess.
I see a lot of screenshots of various projects scrolling my feed but sometimes something just catches me and I have to stop and inspect every little detail.
I don't know what it is about this but I find this HUD incredibly satisfying to look at. It feels simultaneously archaic and futuristic, like we are exploring space in an war-surplus submarine retrofitted with OLED screens and a Flipper Zero to scan for Klingons.
I want to press all the buttons. One will almost certainly eject me into an uncaring vacuum. I don't care.