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BetterSphere

Optimizes Dyson sphere rendering and sail memory, controls launch visuals, and adds detailed planets and stars to the Starmap.

CHANGELOG

Changelog

1.0.0

  • First public release with Dyson rendering optimizations, launch visual controls, automatic sail cleanup and detailed Starmap views.
  • Document every setting and its default in the README.

0.3.20

  • Remove temporary FPS comparison modes, timing capture, and Starmap capture diagnostics.

0.3.19

  • Color remote deposits by their recorded resource type.

0.3.18

  • Draw remote oceans through the capture camera and accept natural models from custom planet themes.

0.3.17

  • Preserve remote natural objects when native material alpha has a different meaning in the Starmap shader.

0.3.16

  • Diagnostic comparison of actual remote ore meshes at ground level and raised above terrain.

0.3.15

  • Preserve the shader variant used to draw remote natural objects in batches and remove the diagnostic marker.

0.3.14

  • Diagnostic build with a temporary remote ore marker and capture pixel check.

0.3.13

  • Give remote natural objects dedicated Starmap materials and draw them independently of the active factory renderer.

0.3.12

  • Draw remote natural objects with Starmap-specific visibility and detail levels.

0.3.11

  • Include vegetation, rocks and ore deposits when focusing a remote planet in the Starmap.

0.3.10

  • Limit detailed Starmap rendering to the selected body or the planet Icarus is standing on.

0.3.9

  • Include vegetation, rocks and ore deposits in the local planet's Starmap capture. Factory machines are excluded.

0.3.8

  • Capture the local planet from its live terrain, water and foundation renderers for a closer Planet View match.

0.3.7

  • Render rocky planet terrain through the capture camera's native mesh and directional lighting pipeline.

0.3.6

  • Move the rocky planet capture camera closer as the Starmap zooms while preserving the disc framing.

0.3.5

  • Select Starmap terrain detail using map zoom and raise the planet capture sampling rate within the configured limit.

0.3.4

  • Render gas giants with the native gas globe material.
  • Write curved planet surface depth and give stars an opaque backing.

0.3.3

  • Add a toggle for Starmap planet clouds and atmosphere.
  • Keep star surface orientation independent of map camera rotation.

0.3.2

  • Match planet capture size to the native map globe and draw the atmosphere as a separate rim.
  • Use the native star surface with a dimmer map glow and prioritize large planet captures during camera movement.

0.3.1

  • Keep Settings sections expanded and add spacing above Starmap rendering.
  • Draw captured planet surfaces opaque while preserving the atmosphere blend outside the disc.

0.3.0

  • Add independent controls for real planets, adaptive planet resolution, real stars and starfield in the Starmap.
  • Defer Starmap visuals to CelestialMapRevamp when it is loaded.

0.2.16

  • Capture game CPU profiler categories in normal view and Planet View.

0.2.15

  • Let frame timing wait for Planet View and log capture transitions.

0.2.14

  • Add a timed Planet View comparison with FPS and available CPU and GPU timings.

0.2.13

  • Add a star-body comparison mode and log when the diagnostic reaches the local star renderer.

0.2.12

  • Add a temporary comparison for the local star halo and lens flare.

0.2.11

  • Upload only allocated node records during simulation ticks.
  • Skip construction noise shading on completed shell cells in normal play.

0.2.10

  • Cache node color conversions and skip redundant node uploads during normal-play drawing.

0.2.9

  • Register the renderer patches with Harmony and verify the draw hook at startup.

0.2.8

  • Add a temporary FPS comparison for shells versus frames and nodes.

0.2.7

  • Skip off-screen sphere preparation and omit unbuilt cells on large, stable layers in normal play.

0.2.6

  • Use a native Settings tab with collapsible groups in place of the overlay.

0.2.5

  • Cull off-screen shell sections and simplify distant shell geometry in normal play.
  • Add live toggles for both optimizations in Better Sphere settings.

0.2.4

  • Add an in-game Settings entry for the live launch visuals and automatic cleanup controls.

0.2.3

  • Reclaim solar sail memory after the last sails leave a swarm, including small batches, and log automatic cleanup.

0.2.2

  • Apply rocket, orbital sail and sail trail render limits in the starmap and Dyson Sphere Editor.
  • Automatically compact sail memory after enough slots empty, with a launch activity check and a cooldown.

0.2.1

  • Start capped vertical silo exhaust on actual launches and return the visual to idle after cooldown.

0.2.0

  • Add separate render limits for construction rockets, orbital sails and sail trails.
  • Add approximate vanilla animation cadence for accelerated rail ejectors and vertical silos.

0.1.0

  • Initial Better Sphere test build based on SphereOpt.
  • Update renderer bindings for Dyson Sphere Program 0.10.35.29151.
  • Reduce rendering work for hidden layers and reuse GPU buffers as shells grow.
  • Add independent normal-play controls for solar swarm and construction rocket visibility.