0.9.1 – Ship Engine Animations, Start Guide, Fixes, and New Post-Process Shader

Hello everyone! ❤️ [b]Thank you so much for your support and feedback! I’m incredibly grateful to you all! [/b]❤️ In this patch, I’ve improved the shaders and post-processing, as well as polished the most noticeable issues in the game and fixed various bugs. [img]{STEAM_CLAN_IMAGE}/44721340/7f965dda133810e98f0f6145f4b76e3e80775e50.png[/img] [h3]Post-Processing Shader[/h3] I’ve optimized the anti-aliasing shader, and now there’s a slight blur effect on distant objects along with a subtle glow for bright areas. I’ve written a highly efficient algorithm, so this doesn’t increase the GPU load. [h3]Engine Animation[/h3] Now ships generate smoke emissions, with their intensity varying depending on the ship's rotation and movement. Thanks to good optimization, this requires relatively little GPU power, despite the increased number of fire and smoke simulations. [h3]Gameplay Improvements:[/h3] [list] [*]Added a step-by-step guide for creating a new game. [*]In the tech tree, research points for blueprints are highlighted in red if there aren’t enough points to unlock the technology or pact. [*]Fixed duplication of combat ship missions. [*]Increased storage capacities for trade ships: - 600 → 1000, - 1200 → 2000, - 1800 → 3000. [*]Added an additional notification when demolishing a building. [/list] [h3]Fixes:[/h3] [list] [*]Corrected text and translations in the objectives and pacts windows. [*]Corrected text and translations in the landing hub. [*]Added extra tooltips about engineers in buildings. [*]Synced building and ship names in quests. [*]Fixed typos. [*]Fixed numerical overflows in balance fields and active objective displays. [/list]