Version notes :- 2017/03/19 : v0.0.3 (pre alpha release for the GekiHen Contest)- Reduce the max speed allowed in strafe when inertia is not enabled.- Add a shoot position calculation for moving objects.- Add a target selector and a crosshair on the shoot position of the selected target (touchpad to select a target).- Fix a mistake in the volumetric fox slicing.- Do not apply smoothed lod transition when transitionning from not visible to visible in term of frustrum culling.- [TEMP] Teleport the character ship when reaching the limits of physic world.- Fix another mistake in the projectile collision tests.- Fix the autofocus shoot calculation to aim the autofocused point instead of autofocusing along the original shoot trajectory.- Fix wrong hud element rendering on selection behind the camera.- Fog rendering enhancements.- Add some basic AI for other ships.- Add color presets for player ship and enemy ships (ie faction type).- Make the fire rate per weapon (for now all weapons keep the same firerate).- Define asteroids as neutral faction (ie no faction).- Add some real IA behavior :- patrol system,- enemy detection,- enemy engaging,- attack vector and target tracking,- obstacle avoidance given the distance and the mass of the object.- Improve IA avoidance with the ships and moving objects.- Fix a bug with the initial values of the debug menu options' preset (default values were not displayed correctly).- Use batched raycasts for projectile collision detection instead of calculating collisions geometrically (faster as hell).- Use the exact contact point for the explosion FX source.- Fix a mystical bug with batched raycasts that were making raycasts return random crap after some asteroids exited the physical world.- Fix multiple issues with the new projectile raycast batched system.- Add the new auto lock features and the new HUD system.- Remove the old free move reticle preset from the debug menu and all options related that are not used anymore.- Fix some double shockwave explosion fx possibility on high framerates.- Smooth the avoidance of the AI that was too sharp (now using the same max strafe force as the player).- Make the auto lock progressive on lock acquired/lost and also resumable.- Increase the AI detection range and the length of the attack vector.- Slightly increase the collision radius of the asteroids to better fit with the visual.- Fix the orientation of axis aligned sprites with non identity local orientation matrix.- Make the hit FX in the hit target referential.- Change the hit FX to make lighter and brighter (and smaller).- Make a cleaner collision handler where the AI can catch proxy/triggers/projectiles collision events.- Toggle manual/autolock shoot mode with square button.- Add damages to the projectiles that can destroy any part of the ships.- Make engine and canon modules destructible as well (for now disabled).- Make a cheap red color fader proportional to the amount of damage taken.- Stop the barrel roll for AI while turning.- Enable the inertia (no inertia dampeners) permanently on the AI if at least one thruster is broken.- Make destroyed modules physically/visualy destroyed.- Consider canon and engine below 50% of their HP disabled.- Add a slow regen for non destroyed modules.- Add an explosion FX when a module is destroyed.- Make AIs switch target when the current target is destroyed.- Make the rotation of the ships proportional to the remaining enabled engines power(so that a ship with all engines destroyed cannot turn anymore).- Fix some mistake in the calculation of the torque dampening that could lead to some angular velocity divergence.- Add an auto target system for the player when no target is selected, if any enemy enters inside the autolock area.- Make the shoot position displayed and the autolock assist auto target the different modules alivein a specific order (Engines > Canons > Others).- Add an additional enemy AI, and an allied AI.- Fix a wrong friendly fire of the allied AI on the player.- Use different colors for the target selector and the crosshair depending the target's faction(white for neutral, red for enemy and blue for allied).- Change the sphere's color of the ship modules to turn to red with a factor proportionally inverse to the remaining HPs.- Leave back only 1 AI for framerate purpose.- Deselect the target if out of display range.- Remove the pick and drag objects option from the game.- Hide the HUD when in pause mode.- [TEMP] Mirror the AI ship relative position from our ship when really far from us.- Add a stun duration on the AI when one of its module is destroyed, to make it lose control of its ship as a real player would do.- Apply the fog value to the ship's modules too.- Double modules' max HP for a longer fight duration.- Prevent AI stun lock.- Change the default color of the ships.- Put the red color of the damaged module on the emissive channel.- Allow to spawn more AIs (enemy and ally) from the debug menu (need to press reset button to be effective).- Improve the camera.- Prevent taking shoot inputs into account and updating the autolock while the game is paused.- Prevent self targeting.- Micro optimization on the collision detection of the projectiles depending the frustrum and the distance to the camera.