Week 25

I'm a bit short on time this week, but here is what has been done this week:
- Weapon booster now has the proper icons
- Fixed objects position in tutorial
- Added a crossfade to the combat music. The combat music now starts/stops more gradually
- Disabled power and metal income indicators until it becomes smooth/reliable enough
- Fixed Terroriser 2nd weapon slot @Algor (GMT+3)
- Fixed auto brawler angle
- Forced smartlasers to hide, just in case
- Fixed scorescreen scaling
- Fixed score screen scaling and options screen scaling (at least mostly)
- Also improved the looks/readability/replacing as much of the ugly old GUI as i can
- Increased artillery ranges
- Increased artillery range, changed minimap and toggle buttons
- Removed build-lines temporarily (with the exception of buff buildings)
- Disabled combat music for now because the check to see if you are in combat is messy
- Cursor now flashes red when targeting enemies
- Updated our todo list and project board to prioritise what we should do next better and make sure we dont forget anything for early access
- Simplified all 53 ship mesh colliders to increase performance
- Checked if new colliders work in MP (they do)
- Redid mesh colliders on 30 buildings
- You now have to press N to enable FPS
- Removed flagship label in regular lobby
- I think i fixed teams
- Removed Hostname on transport tooltip
- Removed unneeded column inside lobby
- Fixed transport icons in BR
Next week I will be on a holiday with my mother and brother. As soon as I get back I want to make sure 1 thing works well and then announce the official Early Access release date. Although I think steam also has to approve something before then.
All in all a fairly light week, but I'm excited for early access!
