Homeworld: Unbound 0.3 — handling fixes
Everything in this one came from playing 0.2 rather than from reading the code.
Focusing put you inside the ship
Focusing twice zoomed to a framing worked out for a monitor’s field of view. Through a headset, with ships at their true physical size, that put the camera inside the hull. It now settles four times further back, which reads as leaning in to look at something rather than being swallowed by it. Manual zoom is untouched, so you can still push closer deliberately.
The Mothership stole clicks
Its collision sphere is far wider than the ship, because the ship is long and thin and a sphere has to contain it. The empty space around the ends is exactly where you work — parking escorts, docking, giving orders near it — so aiming at a fighter alongside selected the Mothership instead. Its hit sphere and its selection ring are both half size now, and crucially they are driven from the same number, so they cannot disagree about how big the ship is.
Drawn routes curved wrong
The old spline spaced its control points evenly regardless of how far apart your hand actually put them. Slow through a turn and speed up out of it, and the curve bulged past where you drew; double back and it tied a small loop.
Spacing the knots by the square root of chord length — the centripetal case — is the standard cure and is provably free of cusps and self-intersections whatever the sampling does. Hand tremor is filtered out before the spline sees the points, so it draws the stroke you meant rather than the one your hand made.
And the panel
Construction, Research, Sensors, Launch and Trade moved to the wrist instead of taking over the view, sized so the text stays as large as it was. The controls card was regrouped by hand rather than by verb, because which hand does what is what the whole scheme rests on.