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.
Beautiful. A UI that takes itself as seriously as a nuclear reactor control room, because you need this information and these buttons, and if you don't have (or can't find) either when you need it, someone turns into plasma and still has to fill out the after-incident report.