Devlogs
Patch notes 1.5
Posted September 11, 2025 by totoriel
 #sandbox #simulation
Patch Notes Version 1.5
1. Added : 
 New and improved Light system that makes object have different colors 
  New menu that allows you to stop placing, transforming, ECT more easily
 New ring system if and object has a lot of fragments near it will form a ring 
 New ring formation setting in the planet editor  ring editlines :  rotation  perspective   detail   width 
  New planet lighting system : allows the ring to have light detail (Working on a fix for gas giant) 
Measurement system :
 
 Mass : kg, Earth masses, Jupiter masses, Sun masses 
 Radius : km, miles, Earth radiuses 
 Density : kg/m3, g/cm3, Density Earth, Density ocean 
 Temp: C(Celsius), F(Fahrenheit), K(Kelvin) 
 luminosity : luminosity, Watts, Joul 
 Speed : Miles/s, Km/s 
 Atmosphere layers : Pa, ma, atmospheres, atmospheres Earth
  Reworks : 
 The planet script has been fully reworked to have better performance but to have the same feel to it 
 temp is not updates every : 0.4 seconds instead of every frame 
  Roche limit is not being calculated by using a grid spiral tree (Quad tree) so we don't have to check if the Sun is doing anything to Neptune   Density has been updated to update only when the mass or radius had changed 
  Radius for the collision shape and texture has been updated to update only when the radius had changed 
Trails : 
  They update 60 times per second instead of every frame 
  They have a minimum distance that they have to go so they can update 
  They stop making points if there is an orbit made 
  They trim after some points are made 
   Labels : 
 There position is calculated using the grid spiral tree (Quad tree) so we don't have to check if the 
Label Sun is doing anything to Neptune Label  There being drawn at once instead of 1 by 1 
 They are being updated at 60 times per second
Saving system: 
 The new saving system now saves all the thing you would like to save 
  The custom objects get saved by using base 64 for there texture 
 The custom object shader get's saved by using a string for there texture 
 New object now have a check if there nodes(Object, Collison, Trail, Texture), is missing and if it's missing and is somewhere in the game (base 64 or just by "path/to/file"), it will place it on it 
 When loading we do the same check as the new objects 
  When the object does not have any info on it. It will get an Earth texture    Obfuscation:  it's in the name 
 Zones : 
 Now the zones are drawn at once instead of 1 by 1  Now they don't have a big line going down the middle of it 
 Now there is a gradient setting that you can change in the settings menu (When you start the game it check your hardware if it will effect it too much)Files
HTML.zip 33 MB
Solar Sandbox (Linux Version 1.5) 110 MB
Solar Sandbox (Windows Version 1.5) 124 MB
Solar Sandbox (Android Version 1.5) 74 MB