Huzzah! This was
much more time-consuming to get done than expected. Well over a hundred new and modified sprites to deal with, tons of stuff moved around, new weapons, lots of fixes, etc.
See the change log if you are a modder.
WARNINGS
Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.
AMD GPUs cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you use an AMD GPU, disable Combat Radar or disable shaders.
Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.
Change LogVersion 1.7.0:
- Updated for Starsector 0.96a
- Added new option in settings: "enableFullExplosionEffects"
* Disabled by default because the vanilla game handles this part now
- Added new spreadsheet: data/config/glib/no_shield_ripple.csv
* Prevents shield ripples from being generated by the listed projectiles
- Added support for fighter skin texture maps
* List them in the texture data the same way they're listed in settings.json
* e.g., "xyphos_LOW_TECH"
- Trigonometry fixes
- Proximity fuse "hit" lights now work properly
* GraphicsLib will replace the original ProximityExplosionEffect (if any) with a custom ProximityExplosionEffect
* This custom ProximityExplosionEffect first instantiates and calls the original one, then adds the appropriate lights
- Fixed serious issue where some proximity fuse weapons would prematurely disappear
- Updated the options in the Preset Options folder to include a Low VRAM Compatibility mode
* When using this preset, nearly all features requiring extra video memory are disabled
* Use this if you have weirdly low FPS and heavy stuttering during combat