
New Loading Screen Subsystem
I completely rewrote the level loading subsystem.
The new system now works on a separate thread instead of the main game thread, which allowed me to remove a huge amount of old loading code, widgets, hacks, and temporary workarounds.
The biggest improvement is that the game window now stays hidden until the actual geometry, textures, collisions, and world data are really loaded and ready. No more awkward moments where the player sees the world half-streamed or unfinished while assets are still popping in.
This rewrite was more difficult than I expected. The engine behavior around async loading and startup timing is not exactly friendly when you are trying to make things seamless.
However, the end result is much cleaner internally and should make future updates easier and more stable.
GameplayCamera
- Removed automatic switching into orbital camera mode. Cameras must now be switched manually.
- Took another pass at fixing the orbital camera rotation speed.
- Connected Input Actions to the fixed camera mode:
- You can now move the camera vertically.
- The camera still tries to stay behind the aircraft.
- If you try to orbit around the aircraft while using the fixed camera, it will smoothly return back behind the plane instead of behaving like a free orbital camera.
Just a reminder: GameplayCamera is still considered experimental.
There’s a pretty high chance future updates will break things again while I continue rebuilding and improving the system.
Right now my main goal is improving the actual player experience first, gathering feedback, and locking down what feels good before finalizing the architecture.
New Input Modifier: Scalar
Added a new input modifier called Scalar.
It multiplies the raw analog input value by a factor between 0 and 1, reducing sensitivity proportionally while preserving full physical stick travel.
Example: If your roll feels too aggressive, you can apply a Scalar modifier with a value like 0.6.
Your output range becomes -0.6 to +0.6 instead of -1.0 to +1.0, making controls smoother and less twitchy without changing hardware movement.
Updated Joystick Plugin to 4.6.0
As always, thank you for testing all these experimental systems and for the feedback.
My next focus will be the collision system, especially identifying incorrect behaviors and improving the consistency of aircraft interactions during impacts.
