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Releases: huntergdavis/poolrad-macmaps

0.113.0 — World

0.113.0 — World Pre-release
Pre-release

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@huntergdavis huntergdavis released this 20 Sep 18:22

0.113.0 — World

The Connections tab is gone. In its place, World shows every area the
party has discovered fitted together as one map you can drag and pinch.

  • Gate crossings stitch districts edge to edge, rows aligned by the squares you
    actually crossed, so Phlan reads as one city.
  • Stairs, boats and teleports leave the far area as its own island, joined by a
    dotted link from the exact departure square to the exact arrival square.
  • A chip row names each place: Whole world, Current area, then one chip per
    city or island. Tapping a chip glides the board to that place. Tap an area
    for its name, walked-square count and recorded crossings in the footer;
    double-tap to frame it. The party's area carries a marker and You are here.
  • Places with no recorded crossing to the party's part of the world sit in
    their own band, captioned as such. World never invents the overworld or a
    route across it.

World is built from the same recorded travel and remembered exploration the
old tab and the Map tab already keep. Nothing is read from game data, nothing
is sent to the game, and connection recording, storage and backups are
unchanged. A remembered Connections tab selection opens World.
See docs/WORLD.md.

Verified live on the sandbox emulator with a notebook that holds the real New
Phlan → Slums gate crossing: the two districts drew stitched at the gate row,
selecting the Slums listed that crossing, the city chip took focus, and zoom
and drag moved the board. Device View checks pass 6 of 6 for World and 10 of
10 for the companion pane; 748 unit tests pass. Not verified live: the party
marker with a running game position, and islands from stairs or boat
crossings, which no notebook has recorded yet (covered by tests).

0.112.0 — Journal tools in two rows

Pre-release

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@huntergdavis huntergdavis released this 20 Sep 17:40

0.112.0 — Journal tools in two rows

Bugfix only. The note editor's single button strip had grown to nine buttons
and needed a scrollbar; on a phone-width pane Undo, Redo, Symbol, Journal,
Template and Fit page were off the edge until you dragged the strip. Nothing
scrolls now. The tools sit in two fixed rows of full-height 48 dp buttons:

  • Drawing row: Pen, Eraser, Undo, Redo, Symbol
  • Page row: Journal, Template, Fit page, Delete…

Close & save stands beside both rows at their combined height, so it is
always the same target. The title and save status keep their place to the
left. Every control is visible at once at every width, and the sketch still
gets the rest of the pane.

Verified on the emulator with the on-device View check
(tools/render-check.sh NoteEditorLayoutCheck), which builds the real
NoteEditorLayout at tablet and phone widths on the device and asserts two
rows, every tool fully inside the pane, no scrolling strip and a Close that
spans both rows: 7 of 7 checks pass. 736 unit tests pass. Not verified: an
in-game photograph of the redesigned editor. The sandbox spent the session's
remaining budget on its boot and copy-protection prompt after a clean
shutdown, so no note was opened from a live map on this build.

0.111.0 — Quick save when a fight starts

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@huntergdavis huntergdavis released this 20 Sep 16:57

0.111.0 — Quick save when a fight starts

The companion already quick-saves when a fight ends. It now also quick-saves
the moment a fight begins, so if the party dies you can Quick load back to
the start of that fight instead of losing everything since your last save.
The save is the first combat frame the companion sees, which is the earliest
state there is: the fight has begun, nobody has acted. Both saves rotate in
the normal ten-deep quick history.

Verified live on the emulator: a Slums fight started and Saved QUICK landed
within seconds, shown as the active save in Info → Saves; when the fight
ended, the existing fight-end quick save landed as before.

0.110.0 — Put Enter within reach

Pre-release

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@huntergdavis huntergdavis released this 20 Sep 16:29

0.110.0 — Put Enter within reach

Info → Options → Enter shortcut now offers five placements: bottom right
of the map (the default), bottom right of the screen, bottom left of the map,
bottom left of the screen, or Off. The choice applies immediately and is
remembered.

The screen placements put a small Return key directly over the emulated
screen. Its 48dp touch target sends Enter without clicking the game underneath.
Map-left placement leaves room for the zoom controls; Off removes the shortcut.

Live verified all five choices on the emulator: each visible placement sent
Enter to dismiss the game's About dialog, and Off removed the control. All
735 Java tests, Enter touch-dispatch checks, and map-zoom regressions pass.
See Enter shortcut verification.

0.109.0 — Keep the game usable under an open companion page

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@huntergdavis huntergdavis released this 20 Sep 16:05

0.109.0 — Keep the game usable under an open companion page

Bug fix only. With a companion page open above the game (Saves, Options,
Money, Marching order, Load…, and the other Info pages), every touch on the
game below died at the page's modal boundary, so the player had to close the
page before doing anything in the game. The pages now let touches outside
their own area through to the game while they stay open. Keys still go to the
page; Close works as before, and tapping outside no longer closes it either,
exactly as before.

Verified live on the emulator: with Info → Saves open, a click on the game's
Look button beneath it changed the game's Message window and advanced its
clock while the page stayed open. One shared helper places every bounded
companion page, so the change applies to all of them at once.

0.108.0 — Record real crossings between areas, for real this time

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@huntergdavis huntergdavis released this 20 Sep 16:04

0.108.0 — Record real crossings between areas, for real this time

Bug fix only, completing 0.105.0. A live New Phlan → Slums crossing with the
new travel log showed why Connections still recorded nothing: the recorder
demanded a sample at least every 1.25 seconds, but the poller drops to a
three-second resting pace once the party has stood still for fifteen seconds,
which is exactly what happens at a gate before stepping through. Every
resting sample discarded the departure square, so the arrival never had
anything to pair with. On that crossing the travel epoch stayed the same and
the native serial went 0 → 1 with departure 0@64 and arrival area 20, so the
guards that prevent invented shortcuts were satisfied all along.

The recorder now allows a silence up to the poller's slowest pace plus a
second (four seconds). Backgrounding still stops polling for far longer and
still records nothing, as do loading a save, skipping an area, camp, combat
and the wilderness. 0.105.0's change (unreadable frames no longer discard the
departure) stays; it was necessary but not sufficient.

Validation: unit tests replay the resting-pace crossing, the unreadable-frame
crossing, and the epoch, serial and gap refusals; universal Mac II build;
live emulator acceptance in docs/AREA_CONNECTIONS.md.

0.107.0 — Zoom maps and start fights on the action

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@huntergdavis huntergdavis released this 20 Sep 16:00

0.107.0 — Zoom maps and start fights on the action

The map now has −/+ controls for the big picture or a closer look.
Drag to pan; Fit restores the area view, or 1:1 restores the existing
original-tile option. Notes and markers stay aligned at every scale.

New fights open zoomed in around the party and enemies. Fit shows the full
50×25 arena, and tapping the battle header frames the current action again.
Game updates preserve the view you choose.

Controls and verification.

0.106.0 — Refresh companion HP after rest

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@huntergdavis huntergdavis released this 20 Sep 15:22

0.106.0 — Refresh companion HP after rest

Rest until healed now wakes activity after healing, keeping the companion's
HP display current without selecting a character. Live testing confirmed
Arax's HP changing from 7/12 to 12/12 and Lara's from 6/8 to 8/8 without a tap.

This release contains only the rest activity fix. Healing rules, character
selection, and game time are unchanged.

Rest behavior and verification.

0.105.0 — Record real crossings between areas

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@huntergdavis huntergdavis released this 20 Sep 15:09

0.105.0 — Record real crossings between areas

Bug fix only. The Connections view never recorded a genuine crossing such as
New Phlan → the Slums. The recorder discarded the departure square on any
frame the probe could not read, and a real gate crossing always shows
"Position unavailable" for a moment while the next area's map loads and is
authenticated. So the arrival never had a departure to pair with.

Unreadable frames now bridge the crossing the same way busy frames already
did. Every guard that stops a shortcut from being invented is unchanged: the
arrival must carry the same travel epoch, exactly one native area change and
a matching departure square, and polling must not pause for more than 1.25
seconds. Loading a save, skipping an area or backgrounding still records
nothing.

Verified by unit tests that replay the crossing as the probe reports it
(departure, three unreadable frames, arrival) and that the epoch, serial and
polling-gap guards still refuse across unreadable frames. Not watched live:
the sandbox emulator spent this session stuck behind the game's copy
protection prompt and normal-shutdown tooling, so the walk from New Phlan into
the Slums was not completed on this build. The app now logs one line per
travel-sample change under , so the first real crossing on a
device will show the departure, the unreadable frames, the arrival and the
recorded edge. If it shows the travel epoch changing across the crossing, the
remaining cause is on the native side and this release will not have fixed it.

Also in this build: the debug-access typing helpers the test harness drives
over JDWP are restored after the loader cleanup removed them; the loader
itself stays gone. 733 Java tests pass.

0.104.0 — Keep the notebook closed while exploring

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@huntergdavis huntergdavis released this 20 Sep 14:39

0.104.0 — Keep the notebook closed while exploring

Fixed area changes opening the notebook without a player request. Pages now
open only when you choose a map tile or a saved note. Closing a page leaves it
closed, even if the party changed areas while it was open.

Existing notes, handwriting, and manual opening/saving are preserved. This
release contains only this notebook bugfix.

Behavior and verification.