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Releases: Nexhas28/potato_voxel
Releases · Nexhas28/potato_voxel
Release list
1.9.6
1.9.4
Gen 1
- Added new 3D wooden fences.
- Added new stone bollards for Pewter City and other routes.
- Added new large trees for Viridian Forest.
- Added new smaller trees for towns and routes.
- Added new 3D jump ledges, including their end pieces.
- Corrected colours for fences, ledges, and other scenery.
- Fixed trees appearing incorrectly between connected maps.
- Fixed a problem that caused Gen 1 precaching to fail.
Gen 2
- Improved precaching for Gold, Silver, and Crystal.
- Improved support for each game's maps and graphics.
- Added a new 3D cave entrance model.
- Improved colours for Gen 2 scenery.
- Corrected some Violet City building behaviour.
Both generations
- Improved support for coloured 3D models.
- Added better model rotation and positioning.
- Improved cache rebuilding when models or colours change.
- Added extra checks to detect problems before they affect the game.
1.9.3
Download the .zip and install it from the game: MODS > Import mod .zip.
Changes
- potato_voxel: standalone tileset inspector with folder prompt and HTML atlas viewer
- Add authored voxel assets and Gen 2 terrain integration
1.9.2
Download the .zip and install it from the game: MODS > Import mod .zip.
Changes
- Flip the Gold voxel canvas on iOS LOVE 12.
- fix(tests):
%nin the forward-local scan matches a literal n, not a newline
1.9.1
Download the .zip and install it from the game: MODS > Import mod .zip.
Changes
- support for vox props
1.9.0 gen 2 beta
Added: Gen 2 beta
- Beta support for Gen 2 (Gold/Silver) via a dedicated
gen2/main.luarenderer entry andgen2compatmanifest flag. - New
GoldAtlas.luafor Gen 2 sprite atlas handling and expandedTileShape.luafor Gen 2 tile shapes. - Voxel workbench:
VoxelWorkbench.lua+WorkbenchJson.luawith a bundled web tool (tools/workbench) for editing building, cutout, and override data. - New datasets:
workbench_buildings.json,workbench_cutouts.json,workbench_overrides.json, and a large expansion ofvoxel_heights.lua. - Manifest now declares both
gen1andgen2game support.
1.8.5
Download the .zip and install it from the game: MODS > Import mod .zip.
Changes
- gen 2 updates
1.8.4
Fixed: staged battle layout and UI
- BATTLE LAYOUT is no longer forced to OG or removed while staged battles are enabled; OG and WIDE are preserved through battle entry and map changes.
- Unified battle layout metrics now keep rendering, captured battle textures, camera framing, HUD anchors, and coordinate conversion aligned for OG/WIDE, FIXED/FILL, DPI scaling, and offset screen positions.
- Removed the translucent WIDE-mode HUD panels that could remain over the battle scene.
- Removed isolated one-pixel islands from decoded battle art so a corrupt sprite texel cannot render as a detached black dash in the arena.
1.8.3
Download the .zip and install it from the game: MODS > Import mod .zip.
Changes
- [release 1.8.3] feat: make debugger opt-in and manual-only
- fix(overworld): restore 6px slope step at mountain foot below east slope tiles
- fix(overworld): unify cliff mound facade height using conditional pin for tile 52
- fix(cavern): raise elevated shelf to 16px and boundary cave walls to 32px
- fix: restore plateau top texturing and fix inverted cavern shelf heights
- perf: zero-allocation matrix math and reusable render lists
- fix: debounce block replacements, extend loading timeout, clamp resume dt
1.8.2
Fixed: voxel mode flickering between 2D and 3D (BUG-3)
- Fixed stallSkip oscillation loop in
WorldFeature.lua: consecutive GPU hitches (>250ms) no longer cause rapid 2D/3D render flapping because the skip state is now preserved until the 4-frame skip window fully elapses. - Removed OFF (level 0) from
Voxel.HOTKEY_ORDERinVoxelState.lua: pressing Shift/8 no longer cycles into 2D mode, preventing desktop players who use Shift to sprint from inadvertently toggling voxel mode off. - Allowed camera tween to progress behind loading cover in
VoxelState.lua: eliminates the 1-2 frame flat camera flash on map warp transitions. - Added post-backgrounding drawWorld watchdog in
main.lua: detects when the engine stops issuing draw calls while overworld voxel rendering is active on Android and forces a pipeline invalidation to re-engage rendering.