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Releases: kirides/sacred-bild
Releases · kirides/sacred-bild
Release list
Nightly - e7d01f8 (08.10.2026 12:05)
Changes since nightly-37762245299 (0d5c69e)
- Click-to-walk: far click targets are pulled into the path finders' search range, so clicks on far corners of a zoomed-out view find a path.
- Frame hitch diagnostics (D3DStats): hitch lines show where the profiled threads were, the device time outside the world view, the rest of the frame breakdown, the render thread's waits for the animation worker, and the time of game file opens and reads.
- UiTrace: mouse button events and the tile a click lands on are traced through the engine.
- Performance:
- The pak files are read into the Windows file cache in the background.
- The sprite batcher's flushes go to the batcher directly, and
drawQuadscan merge across render states. - The row walk skips ground quads that GroundMesh doesn't need.
- The skinning shader's lights are kept in camera space between draws.
- The teleporter ripple is computed without x87
fsin/fcos. - Float-to-int conversion uses
fisttpinstead of the CRT's__ftol. - The sound system's kernel mutex is replaced with a user-mode lock.
Full Changelog: nightly-37762245299...nightly-37774141941
Nightly - 0d5c69e (08.10.2026 10:17)
Changes since nightly-37758636295 (c99f965)
- Controller: character selection behaves better, and buttons that have a dedicated controller key are skipped when navigating with the D-pad.
Full Changelog: nightly-37758636295...nightly-37762245299
Nightly - c99f965 (08.10.2026 09:45)
Changes since nightly-37695921886 (76d9b43)
- Controller: movement in character selection, controller support for the teleportation menu, disabled buttons are honored, and controller UI navigation is improved.
- Options menu fix.
- Internals: game data is accessed through the actual structs and functions, and configuration is split into separate structs/headers.
Full Changelog: nightly-37695921886...nightly-37758636295
Nightly - 76d9b43 (07.10.2026 22:26)
Changes since nightly-37548900270 (5f34932)
- GroundMesh is on by default: the ground is drawn from cached per-sector vertex buffers, and every cached loaded sector is drawn, also halfway through the walk.
- AnimationThreads is on by default: Granny animation controls are sampled on several threads.
- The animation walk, GPU skinning and prompts no longer allocate per frame.
- Water tiles use a longer list instead of drawing halfway through the walk, and log the most tiles per frame when that count grows by a quarter.
- Backdrop: black bars around the 4:3 screens are back; the 1024x768 backdrop change is reverted.
- EarlyAnimation was removed.
Full Changelog: nightly-37548900270...nightly-37695921886
Nightly - 5f34932 (06.10.2026 23:54)
Changes
- Controller: hover when standing still — what Attack would hit or use is hovered as with the mouse: the game highlights it (an enemy's name and health, a chest, door or item lit up) and shows its cursor for someone to talk to or trade with, or something to use.
- Controller: button prompt placement — on a centered menu entry the A prompt now sits left of the entry's text itself instead of the edge of its box.
Full Changelog: nightly-37547229349...nightly-37548900270
Nightly - 7a6cd5c (06.10.2026 23:36)
Changes
- UDP transport: whole messages — outgoing TinCat messages (header + payload, which the game hands over in several
send()calls) are now collected and passed to KCP complete before flushing, so a message no longer goes out split or waits on a later send. Large messages are submitted in pieces KCP accepts; traffic that isn't TinCat-framed is passed through as is. - Build — faster builds (internal; no gameplay change).
Full Changelog: nightly-37544067315...nightly-37547229349
Nightly - 25962b6 (06.10.2026 23:03)
Changes
- Controller: settings / launcher window — the window before the game starts works with a controller: the D-pad or left stick moves between the settings (left / right change a list's value), A ticks a box, presses a button or opens a list, B closes an open list without changing it, LB / RB switch tabs, Start is Play. Text fields still need the keyboard.
Full Changelog: nightly-37535734080...nightly-37544067315
Nightly - b9be1fa (06.10.2026 21:46)
Changes
- Controller: save / load window — the D-pad moves the selection through the savegame list, scrolling it past the visible rows (including the quicksave row). The window starts on the most recent savegame.
Full Changelog: nightly-37533031184...nightly-37535734080
Nightly - 82620a6 (06.10.2026 21:24)
Changes
- Controller button prompts (
[Controller] Prompts=1, Direct3D 9 backend): button icons in the pad's own labels (Xbox / PlayStation / Switch) next to what they do:- menus and windows: A at the control under the cursor, B at a message box's Cancel, LB / RB above the inventory tabs
- log book: LB / RB above the neighbouring tabs, the D-pad beside the side tabs
- NPC dialogs: A and B beside the first and second answer
- in game, while Show names (L3) is held or the help screen (H) is open: each HUD slot's binding (weapon slots, combat art slots, potions)
- Icons are the CC0 Input Prompts by the Meritite Union, drawn from one atlas in one draw call.
- Docs: the README is split into
docs/pages (Configuration, Controller, Display, Languages, Multiplayer, Rendering, Development).
Full Changelog: nightly-37530326248...nightly-37533031184
Nightly - cf26090 (06.10.2026 21:01)
Changes
- Controller: smooth walking — the left stick no longer emulates mouse clicks. The hero gets the game's own follow-the-cursor move order directly and walks straight in the stick's direction, without first path-finding to the center of a ground cell. If something blocks the way he continues as soon as the stick points somewhere free; walking never attacks, talks or picks things up.
Full Changelog: nightly-37515938616...nightly-37530326248