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0.21.0 - Loops and Brick Refs

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@github-actions github-actions released this 26 Oct 22:53
· 2 commits to master since this release
2d39298

Saves now use the current game's format (brdb 1.0), so they load only on the
updated game.

  • Loop Gates (default on, --driver refs): video, text-mode video and
    audio are driven by a small looping player instead of gates per pixel,
    band or speaker. A 192x108 screen is 61 gates instead of 41,487. Frames
    are stored as keyframes plus deltas (--keyframe-interval,
    --delta-threshold, --dense-keyframes). Turn it off (--driver wires)
    for the previous wired builds.
  • The cost readout shows the gates run in the tick a frame changes and
    warns past ~20,000. A looped keyframe runs more gates per pixel than a
    wired one, so large looped screens can hit the server's limit.
  • When the server cuts a loop short, the video's microchip shows a warning
    with how to fix it. It clears once a keyframe plays in full.
  • Text mode --hold N keeps a pixel's colour until the source moves more
    than N, which makes noisy video saves much smaller.
  • MIDI playheads share one function: about 4 gates a speaker instead of ~16.
    --no-midi-functions restores the old chain.
  • Text components hold up to 32,767 characters (was 10,000), so text-mode
    video needs far fewer bands.
  • Fixed: loop and function boards failed to paste (a gate laid out at the
    wrong size overlapped its neighbours).
  • Fixed: an opened microchip board floated over the screen instead of
    sitting on its chip.
  • Fixed: --prefab heightmaps lost their lowest bricks when placed on flat
    ground.
  • Text-mode video's control buttons sit next to the text instead of several
    studs in front of it.
  • Variable-frame-rate video gets a progress bar instead of a "total
    unknown" spinner.