In these last few days I have merged a huge internal refactoring into Gaia Sky’s master branch. This refactoring has been cooking for several months and has adapted or completely replaced virtually every piece in the code base. Read on if you want to know more.
In the past few weeks I have been implementing a couple of features into Gaia Sky. The first is the addition of variable star rendering. The second is the re-implementation of all point cloud render systems to use actual geometry (triangles) instead of point primitives. This post briefly offers a preview of these features.
Over the last two weeks I have released the feature-packed version
3.1.0 of Gaia Sky. Two bugfix releases (
3.1.2) followed shortly to fix bugs and regressions introduced in the former. This post contains a small rundown of the most interesting features in these three new versions. Let’s get started.