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Releases: michidk/cyrus

0.2.0

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@github-actions github-actions released this 27 Oct 17:56

Bug Fixes

  • use vertex collision spheres for projectiles
  • retain selected actor eligibility without input
  • restore input gate for placementless actors
  • keep inputless selected scripts from advancing animation
  • preserve signed animation group operands
  • exit when the primary window closes
  • never load a fresh world from Save/Load
  • advance group sync channels after ordinary updates
  • retain environmental effect animation speed
  • release group channels once per world loop
  • complete sync tasks without a channel member
  • skip zero-texture effect lifetime updates
  • protect book-owned native slot results
  • register group members during live world entry
  • accept task encodings of reset rotation
  • return zero for absent animation property association
  • return zero for actors without animation associations
  • implement user synchronization channels
  • fail when script progress is unavailable
  • implement script Jump native contract
  • classify transient script inspection failures
  • handle unavailable script pagination
  • require confirmed world sweep story flags
  • project authored lights from retained poses
  • update shared Renovate preset path
  • name unsupported island map item use
  • validate item use definitions in snapshots
  • paginate world actors after soak
  • terrain columns past the east or west edge read the adjacent height row
  • keep death autosave one-shot
  • reset autosave admission with paused gameplay
  • match reserved autosave metadata
  • hide autosave from manual save rows
  • retain description through slot publication
  • keep repeated reserved saves in their slots
  • reject stale reserved save publication
  • initialize save selection dispatcher
  • link rope attachments at list head
  • expose animation transition targets
  • bound world sweep control requests
  • allow loop recovery after actor pagination
  • count down the ledge action inhibition
  • settle scene transitions before sweep baseline
  • batch actor inspection pages
  • wait for script world preparation
  • preserve directly loaded sweep scenes
  • use workflow token for releases
  • bound world sweep actor pages
  • show the main-page snapshot in the picture frame
  • retain HUD asset across world teardown
  • retain player during paused book capture
  • retain player runtime during paused book
  • compare the stored slot number in the thumbnail contract
  • report player hanging receiver identity
  • roll the chance taunt in the active branch as well
  • draw Save and Load list rows in the small font with the new-save label
  • sample F9 after control taps are pressed
  • New Game empties the power-up slots
  • New Game deletes the logbook text
  • keep ordinary actors walking in their forward group when nothing requested movement
  • restore saved references to replaced world generations
  • continue backward and circling movement in their groups like forward walking
  • restore a saved native source from a replaced world
  • continue the non-combat walk and sidestep groups like the original
  • walk continuation uses the walk step check; swimming actors continue
  • target cyrus package manifest
  • use cyrus package manifest
  • normalize git-cliff version output
  • keep version step indentation

Documentation

  • describe unavailable load action accurately
  • describe unavailable save selection
  • align package verification commands with agent contract
  • document world sweep inspection failures
  • document created-object recycling boundary
  • describe island map item boundary
  • document pagination and lifecycle slots
  • describe paginated save pages
  • update action transition ownership
  • record the verified in-game book thumbnail
  • record native save and load continuation
  • clarify rope swing sound status
  • record verified death restore flow
  • describe bounded player movement
  • record live death Quit, autosave failure and browser reload acceptance
  • document the acceptance-run commands
  • record live F4 to F6 and malformed browser slot checks

Features

  • emit host save-load requests from book
  • connect book load page to session hosts
  • resolve airborne ordinary overlaps
  • confirm deletion of selected load slots
  • add authored description and paused-menu save flow
  • paginate authored save and load rows
  • wire native quick save to F9
  • add reserved quick-save slot
  • trigger quick save from F9
  • capture death autosaves
  • gate death quit on autosave
  • capture and store gameplay thumbnails for book and slots
  • retain SOUP action words
  • define animation transition decisions
  • allow hosts to take animation transitions
  • retain action words in actor state
  • consume action words during animation
  • add the island map screen
  • place the logical player from the control port
  • open gameplay book from Escape
  • mark an actor dead and set attribute bytes from the control port
  • save live worlds on book quit
  • add a world-pursuit route that exercises combat lost-sight routing live
  • open Display, Sound and Controls with F4 to F6

Styling

  • format projectile collision helper
  • format environmental effect dispatch
  • format rope attachment insertion
  • format transition assertion

Testing

  • use signed animation range boundary
  • align animation group boundary coverage
  • retain effect through restored speed assertion
  • verify native environmental effect speed
  • reject stalled script world sweeps
  • cover stalled world sweep detection
  • reject mixed script-world sweep samples
  • cover selected script Jump routing
  • remove unnecessary Jump fixture mutability
  • cover quick-save revision replacement
  • cover autosave readiness state
  • account for reserved autosave rows
  • verify slot persistence across reopen
  • cover action statement word ownership

Merge

  • finish SOUP 4 branch

0.1.26

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@github-actions github-actions released this 24 Oct 17:11

Bug Fixes

  • the deep-water edge probe passes where it should and the selected player treads water
  • no turn animation while a weapon is held or on deep water
  • the selected player does not take the nonplayer water rollback
  • the pre-script jump displacement runs in deep water too
  • the camera segment bound wraps its squared length at 32 bits like the original
  • ordinary body and residual contact queries run with polygon sidedness enabled
  • a skipped startup prepares audio at once; the world sweep detects a failed or stalled script world
  • the sweep's stall threshold allows the container's frame-clamped ISLAND
  • the jump key does not start a jump in deep water or in the landing groups
  • depend on config paths
  • cancel tasks when discarding worlds
  • keep world task teardown on world state
  • project actor light offsets through pose
  • validate created actor parents on restore
  • retain saved light projection
  • keep light projection clippy clean
  • stop dialogue samples across world replacement
  • preserve light projection without prepared spatial state
  • stop only released script generation samples
  • satisfy generation cleanup lint
  • every attack slot with a melee or stab move contributes to the spacing ranges
  • honor installed rope loading switch
  • preserve stable support through rejected jumps
  • preserve rope attachment admission order
  • gate selected-player backward walks
  • retain death book context after last game cancel

Documentation

  • killed created objects keep their record, an accepted difference
  • compare movement against the original at an equal update rate
  • the rope hand-height link choice and sound start index are implemented
  • AGENTS.md is the agent contract and CLAUDE.md imports it
  • keep project instructions concise
  • avoid local path literals
  • describe retained rope session state
  • describe ending credits music
  • describe implemented reset and effect ownership
  • clarify inspection versus production script execution
  • clarify journal reset limitation
  • refresh model replacement status
  • refresh HUD lifecycle status
  • refresh rope session support
  • clarify actor scheduling ownership

Features

  • the dev image carries pulseaudio-utils for recording the paced sink
  • script diagnostics report each actor's equipped weapon attachment
  • one crate decides where local state lives and how it is written
  • debug trace of each sound start and the effect an animation cue plays after remapping
  • start a new game, a movie or a save slot from the command line
  • console item add gives the selected player one item through the session inventory
  • the armed player's turn accumulators use the fight-turn attributes
  • actors that always hold a weapon keep it drawn instead of failing the weapon pass
  • the animation sound trace names the script actor that plays it
  • the selected player's water transition requests swim groups and plays the splash sound
  • script diagnostics list each actor's active task slots
  • the selected player's deep-water default runs the weapon cleanup first
  • the water and lava transition creates the splash and lava effect objects
  • add dedicated screenshot directory

Performance

  • parallelize browser compilation

Refactor

  • rename local state directory to game-config

Styling

  • format jump regression assertion

Testing

  • align snapshot and light projection fixtures
  • refresh rope settings fixture identity
  • include required ropes load setting

0.1.25

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@github-actions github-actions released this 23 Oct 20:48

Bug Fixes

  • follow gameplay camera by default
  • a destroyed dialogue speaker's voice keeps its last volume
  • keep a failed actor's first failure instead of re-wrapping it every frame
  • the ordinary camera update selects the rope slot while the player hangs on a rope
  • selected-player checks follow the retained selection, not the CYRUS role
  • the walking stage and ground support history follow the selected role
  • an ordinary-update failure no longer replaces the actor's first failure
  • drop camera segment candidates beyond the 64-entry array
  • prepare the selected player's collision shape with the other actors
  • reassert the player update exclusion when a world takes the retained session state
  • stage the host player entity as the selected role, CYRUS or GREMLIN
  • restore the light of a type-four object
  • a static-model actor overlaps with its retained model radius
  • WalkForward passes its step checks for an actor without collision attribute bits
  • re-entered worlds replace the camera actor's pose; routed walks prepare the receiver's query
  • startup settling refuses water terrain while actor models could outrank it
  • the player swap also stores the creation angles
  • a retained player swap rebinds the new world's camera to the selected role
  • MoveForward and Lunge pass their step check without collision attribute bits
  • a session capture releases the channels of finished sounds first
  • load_scene starts a world at its default marker
  • the attack reach test skips the inactive player role
  • restore a script-created light on any actor
  • load a saved HUD from the menu after a process restart
  • the control handler runs where no marker entry exists
  • vertex-bound overlap spheres; actors without animation state skip landing and death requests
  • a session restores a visited world whose shell script already ended
  • give the native task-pool threads a 32 MiB stack by default
  • remove conflict markers left in the registry test
  • fatal damage responses run the combat death service for the selected player
  • combat death service resets the action selector and covers nonplayers
  • the weapon-contact impact sound uses the shared channel start index
  • KillMe releases the receiver's light record
  • KillMe also frees the receiver's flat record
  • Resurrect runs the end-of-combat reset for a selector-6 receiver
  • Return without a stored continuation restarts the script instead of failing
  • keep the shown player model until its replacement has loaded

Documentation

  • the START camera offsets match the original
  • the credits pace is the 60 Hz setting the original requests
  • correct the duel comparison run counts
  • actor flat records draw through the effect billboard path
  • correct the native audit counts and let native-audit read other export patterns
  • ground support over water and the swimming that remains unsupported
  • move the water-support note to CLAUDE.md, the maintained contract

Features

  • play the rope swing sound at the rope base
  • session saves keep each rope's swing and attachments
  • the rope grab and downward climb use the player's hand point, and the player's hand rests on the link
  • restart a routed point walk on its collision response marks
  • an airborne actor lands on an actor with bounce power
  • ground prevalidation with one missing surface
  • a routed point walk answers the transition mark
  • body-contact response for a sliding actor
  • the routed point walk's hit reaction
  • point navigation back-off phases 24 and 25
  • point navigation treats motion direction 15 like queued motion for non-player actors
  • a hit on the hanging selected player lets go of its rope
  • the rope hand-height link choice clamps against the actor floor probe
  • startup settling ranks the live actor models
  • positional script sounds carry the engine's channel start index
  • rerunnable START pirate duel bot over the control port
  • opt-in script actor observation and a browser START duel driver
  • the InKey native reads the held letter and modifier keys
  • matched START duel comparison against the original under DOSBox-X
  • duel comparison covers the arrival state and works through the emulator's save step
  • an in-game world selection stages its sidecars before replacing the running world
  • actor flat records advance and expire each update
  • expose the simulated game seconds in control state
  • type-three placements start with an enabled flat record
  • idle-world probe for the original and a frame-rate note on the duel comparison
  • original-idle can list every actor's animation group
  • New Game after death compared with a fresh start
  • draw actor flat records through the effect billboard path
  • script status reports how many actor flats are drawn
  • original-idle can hold keys to drive the original in a world
  • BounceObject launches its receiver and hands the descent to ordinary falling
  • native-audit lists installed-script natives that no handler mentions
  • flycam control command places the inspection camera
  • native-audit maps the whole catalogue to installed use, sources and tests
  • draw equipped weapon hand and hilt models from the retained attachment pose
  • ground support includes water cells read from the live vertex cache
  • the dev container offers a real-time audio sink for timing comparisons

Performance

  • prepare a world's combat taunt clips eight at a time

Testing

  • the flycam test runs without the default game camera drive
  • drop the single-case loop left by the direction-15 change
  • name-dispatch tests for the natives the audit found untested
  • START's effect images include its actor flat texture

Dev

  • add fast focused verification
  • world-sweep soaks installed worlds and reports failed script actors
  • drop an accidentally committed bytecode file

0.1.24

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@github-actions github-actions released this 22 Oct 20:28

Bug Fixes

  • initialize the other player role's pose when a swap first selects it
  • a line outliving its speaker's world no longer fails the next world
  • end active dialogue lines when a world is released
  • startup settling uses water-cell terrain heights
  • hide native app consoles

Documentation

  • regenerate the module map for the rope host module

Features

  • copy the angles, angle history and motion bytes in the player swap
  • the selected player grabs, climbs, swings on and releases ropes

0.1.23

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@github-actions github-actions released this 22 Oct 19:27

Bug Fixes

  • map the motion-byte properties by the engine's descriptors and add hide, rope, scabbard

Documentation

  • regenerate the module map for markers

Features

  • consume PushPlayer and PopPlayer at the end of a continuing world-loop iteration
  • request the ledge sidestep animation group while hanging

0.1.21

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@github-actions github-actions released this 22 Oct 18:41

Bug Fixes

  • chain a combo through every populated following motion

Features

  • bind the rope chain scene nodes to the rope model
  • CYRUS_WINDOW_SIZE overrides the window size for software-rendered runs

Performance

  • shorten release verification and browser builds

0.1.20

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@github-actions github-actions released this 22 Oct 17:50

Bug Fixes

  • separate death inhibition from animation overrides
  • use torch state for selected ledge reset
  • notify generic health death through lifecycle selector
  • reuse world weapon archives with portable paths
  • retain native source across alternate script entry
  • retain selected death animation defaults
  • use the original context-one book opening
  • gate the player's ground turn on the falling and queued-motion bytes
  • relax the player's roll twice when the net turn is zero, and add original-routine oracle tests
  • rotate MoveAlongAxis steps by the actor's angles
  • refuse MoveBackward for lifecycle byte 15
  • turn PlayerFaceObj toward the receiver, not away, and fix the relative bearing sign
  • turn FacePlayer toward the player instead of the mirrored heading
  • retain admitted save slots before session work
  • preserve complete session sources when resolving worlds
  • retain environmental effect draw state after expiry
  • retain model coordinates and animation presentation
  • prepare standalone models before scene effects
  • retain model coordinates across geometry loss
  • publish family-owned model coordinates
  • refresh families before model presentation
  • let the opt-in camera driver start START's world
  • dispatch actor events at animation commands
  • process combat block response messages
  • invalidate HUD caches missing text alpha
  • remove superseded combat displacement helper
  • retain hit-message intent clears before services
  • retain hit-message intent clears before services
  • restore d001 sender action state
  • suspend input during world preparation
  • follow retained selected player in ordinary updates
  • keep world shell parsing portable
  • resolve torch actors by generation
  • accept multitask encoding for RTXp, RTX and the pan and location camera natives
  • drop a redundant integer conversion in the weapon-tip contact test
  • use the installed health potion for quick health
  • run a task or multitask call of FlatAnimate and FlatSound as the function
  • run PlayerInSight for receivers that gather no collision candidates
  • give type-four map objects their light record
  • let a task call complete on its first invocation without a slot
  • let the world archive decide a model that two standalone files match
  • give separate-record natives the world's collision geometry
  • read routed point bearing after movement
  • let controller pass activation to scripts
  • reject unsupported stable terrain recovery
  • read static model vertices for actors with a none load path
  • reject malformed light calls before mutation
  • skip killed actors in ordinary updates
  • retire killed separate actors
  • repair the inventory screen test fixture and clippy findings
  • reset topic menu highlight on clear
  • reset topic menu highlight on clear
  • reassert selected-player ordinary exclusion
  • cancel tasks when actors die
  • expose task cancellation to lifecycle handlers
  • cancel killed actor tasks through the VM
  • glide render camera angles independently
  • gate direct damage through generic health admission
  • retain selected actor for direct damage gates
  • restore charged weapon after combat hit
  • make created actor allocation transactional
  • use spatial actor accessor for created objects
  • seed initial camera position history
  • keep camera setup admission independent
  • derive direct damage selection from world state
  • use interpolated camera angles
  • retain charged weapon sender ownership
  • retain dynamic object identifier namespace
  • reset driven camera across world changes
  • clear camera terrain across worlds
  • resolve local object targets for properties
  • consume combat message on resurrect
  • retain global flags across world replacement
  • fail world audit on preparation errors
  • retain model attribute writes after spatial setup
  • retain model attribute writes after spatial setup
  • retain group sync membership at creation
  • compile group sync registration
  • guard selected-player support following
  • require selected ordinary strafe animation
  • gate combat chance taunts to waiting branch
  • refresh HUD on selected weapon sheath
  • exclude type-four records from light projection
  • retain selected-player ordinary admission
  • restore created namespace identity
  • separate selected script admission from collision input
  • gate selected player hooks on controller input
  • sample water cells in the queued clearance terrain query
  • follow the ledge support while hanging
  • carry the selected player's health across world loads
  • suspend the world under the inventory screen and draw its text as installed
  • prepare collision candidates after a script enables collision
  • select the attack slot when the armed player starts a move
  • mount magic/gog in the retro container so linked game directories resolve
  • compare a hit defender's pending defence index with the attacker's counter reference

Documentation

  • claim the session camera work package
  • track completion in GitHub subtasks
  • move delivery tracking and evidence out of the repository
  • record partial verification and close completed issues
  • include script world requests in module map
  • include live camera services in module map
  • note the installed mouse_turn value the player turn assumes
  • regenerate the module map
  • include browser slot selection in generated map
  • shorten guide and add preview gallery
  • note the driven camera's ScriptView and terrain wiring
  • record the first matched-scale START comparison of the driven camera
  • correct the transition decision's note on the action word
  • record the first matched START comparison of the driven camera
  • refresh generated module map
  • reflect torch sound lifecycle
  • the walk-off recovery entry belongs to the selected player's jump key
  • refresh generated module map
  • describe the WonGame ending
  • regenerate the module map for the credits module
  • regenerate the module map for the rope module

Features

  • replenish selected-player health with retained HUD feedback
  • consume the LoadWorld session request
  • retain the session camera and execute showPlayer
  • reload the current world for an authored LoadWorld
  • publish live camera updates atomically to the session and camera actor
  • carry the shared camera limits in the script cache
  • execute the RTX dialogue task for scripted speakers
  • execute rtxAnim and retry pending RTX lookups
  • execute RTXpAnim as the selected player
  • apply the player-type camera defaults to record zero
  • execute the AmbientRtx multitask
  • execute KillMyTasks by clearing task slots inside the call
  • execute ResetRotation from the actor's creation angles
  • route selected additive health through native commands
  • execute showPlayerPan and separate the camera's selected index
  • add the load command on the LoadWorld request path
  • add the location camera's state logic, verified against the original
  • add the object pans' camera state logic, verified against the original
  • run showObj through the location camera logic with a world-frame vector
  • execute SyncWithGroup and clear group channels on End
  • add lookObj's camera state logic and fix the orbit request's flag
  • add the world-position camera handlers' state logic, verified against the original
  • route selected death-owning health
  • dispatch the object pan, look and showObjRot natives through the task layer
  • add the render camera's glide and cut, and model the camera marks
  • execute selected death controller before movement
  • turn the sheathed player on the ground with the original's animation and roll
  • read the installed render camera glide factors and expose the render step
  • run PushControlAnimation and update the turn accumulators every frame
  • step MoveLeft and MoveRight outside combat stance after the lateral step check
  • add the camera's screen shake and frame view angles
  • sidestep the sheathed player with the walk key and run combat strafes through the step counter
  • arbitrate selected death at the frame boundary
  • run the sheathed player through the MoveForward stepper
  • add the production camera geometry adapter over the loaded scene
  • answer PlayerInSight with the shared segment visibility test
  • accept PrintSingleParm and retain its console lines
  • dispatch the location camera natives through a caller-supplied pose update
  • run MoveAlongAxis as a persisted task
  • run ReloadRotation as ResetRotation without restoring any axis
  • add the production camera update service and the per-frame camera step
  • run WanderToLocation as a persisted task
  • run Resurrect after KillMe
  • answer AcuratePlayerDistance with the rounded Euclidean length
  • accept ShowItem and ShowItemNoRtx and retain the viewer request
  • add the PlayerLineUp alignment arithmetic
  • enter the no-save death book
  • run PlayerFaceObj as a native task on the selected player
  • answer PlayerStatus with the selected player's status class
  • prepare last-game confirmation input and pixels
  • add the WalkBackward task
  • add the FacePlayerInertia task
  • add DistanceToLocation, PlayerArctan, PlayerTurned, PlayerTurnedDirection and PlayerMovementSpeed
  • answer PlayerOnScape from the selected player's ground-response kind
  • add endCombat
  • connect last-game confirmation and retained slots
  • dispatch backward input in the sheathed player controller
  • walk the selected player backward through the support check
  • allow the selected player's scripted WalkForward and expose step_player
  • add the pickup and plain player-alignment movers and the close-step helpers
  • run PlayerParallelLineUp and PlayerPickupLineUp as native tasks
  • prepare player-bound collision geometry for the lineup natives
  • prepare installed death effect source images
  • retain selected death environmental effect pools
  • retain environmental effects across session restore
  • drive the original follow camera per frame, off by default
  • prepare world environmental effect brightness
  • prepare shared environmental effect images
  • prepare bound-admitted effect draw requests
  • present retained environmental effect billboards
  • run PlayerLineUp as a native task
  • fee...
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0.1.19

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@github-actions github-actions released this 19 Oct 20:43

Bug Fixes

  • separate combat allocation from executor state
  • remove repeated fidelity logging
  • share directional counters across script movement
  • derive the subtitle shadow alpha from the main value, not the first pair entry
  • retain shared ordinary ground prevalidation
  • share attribute-selected sight positions
  • admit grounded overlaps and prepare timed combat taunts
  • settle equipped weapon transitions before actor traversal

Documentation

  • the reader style table is published
  • record verified combat movement prerequisites
  • set the reader styles and actor pose goal
  • record the actor pose comparison and the placement gap
  • set the placement-gap and style 5 goal
  • record routed command ownership evidence
  • record verified route search dependencies
  • record verified point core entry paths
  • keep script contracts beside their APIs
  • remove trailing README blank line
  • move SOUP ownership guide beside script APIs

Features

  • bind live defence executor
  • bind synchronous defence starters
  • retain constructor combat spacing
  • query live paced defence lazily
  • bind live defence selection services
  • draw the logbook reader styles of the original
  • share live destination support ownership
  • compose ordered walk destination admission
  • draw logbook reader styles 1 and 2
  • bind native walking to receiver geometry
  • face ordinary combat targets from live state
  • share live directional step admission
  • draw nothing for logbook reader style 5
  • query forward amount through live movement state
  • reuse live movement for synchronous combat calls
  • query live normalized neighbor separation
  • run live ordinary fight spacing
  • prepare live ordinary combat decision samples
  • prepare installed combat defense records
  • execute live combat attacks through receiver slots
  • coordinate ordinary combat through shared attacker state
  • expose signed animation cursor for combat timing
  • execute live ordinary combat counters
  • process combat coordination messages in ordinary maintenance
  • implement retained-point disengaged combat movement
  • retain and search live free walk nodes
  • retain actor navigation and release held walk nodes
  • maintain lost-sight perception through live owners
  • retain shared native command context across task slots
  • implement retained walk-route next-hop search
  • retain actor point commands around paused navigation
  • resolve immediate point navigation with live animation
  • retain walk-node history and resolve held-node arrivals
  • face held walk nodes with shared delay randomness
  • continue held-node idle delays on shared random stream
  • continue coordinate walking and held-node traversal
  • continue point routing and direct walking
  • sample ordinary combat defence from live owners
  • connect ordinary combat decisions and timing owners
  • retain installed combat contact profiles
  • add logical model-point and combat contact queries
  • admit ordinary attacks through collision windows
  • retain reverse animation playback for combat responses
  • dispatch ordered combat defence and actor contacts
  • retain installed weapon attachment geometry
  • dispatch unowned static weapon contacts
  • resolve actor-owned weapon contact damage
  • retain selected contact health and shared HUD feedback
  • retain and advance the action transition counter
  • reset selected ledge action during damage reactions

0.1.18

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@github-actions github-actions released this 18 Oct 16:54

Bug Fixes

  • read an absent per-mode camera rate as zero
  • mount the retro container's disc as game.cue so movies play
  • start combat strength and armor from attributes 2 and 4

Documentation

  • release cinematic playback fidelity
  • claim browser cinematic skips
  • release browser cinematic skips with the retro capture
  • size the camera pose stage
  • the camera pose stage exists; the natives lack a camera service
  • CameraState has no runtime owner yet
  • headless START does not run the automatic update
  • the combat decision stage is the only START failure
  • decision stage decode status
  • name final_version as the reason the retro copy skips the Introduction
  • preservation PR 110 is merged
  • record the browser check of the reader lettering
  • narrow the actor and HUD claim to what remains
  • record the other logbook reader prefix styles

Features

  • add the nonplayer step hazard test
  • add the IsInWater and IsInLava queries
  • add the MyAIType, MyAIMode and IsOnEdge queries
  • add the IsInAir query
  • add the IsCombatCapable and PlayerArmed queries
  • add the IsDrawingOrSheathing query
  • add the health, strength and armor queries
  • add SetHealth and AdjustHealth for non-fatal changes
  • add AdjustStrength and AdjustArmor
  • add the AI byte setters, IsMaster, IsSlave and TrueFunction
  • add the PlayerMoved query
  • add the tasks, object and combat enable and disable natives
  • add the session request natives and IsWithinMap
  • add the dialogue and menu mode natives
  • add the Animal native
  • add the MyId query
  • prepare spatial state for every actor at world load
  • add the terrain edge probe for nonplayer steppers
  • add MoveLeft and MoveRight in combat stance
  • supply the blocked-ahead probe to nonplayer combat actors
  • add MoveForward with its forward step check
  • carry the decision stage's retained combat values
  • add the attack executor state machine
  • add the defence executor state machine
  • add the counter-attack selection
  • add the decision stage's heading and facing helpers
  • add synchronous defence selection
  • implement best and open defence pickers
  • implement paced defence selection
  • add defence geometry and synchronous starters
  • bind receiver-owned paced defence geometry
  • bind timed taunts to retained combat pacing

Testing

  • pin the original's compass frames at observed headings

0.1.17

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@github-actions github-actions released this 17 Oct 16:24

Bug Fixes

  • draw movie subtitles in REDSEL and keep the CD paused when skipping
  • draw normal-font logbook reader glyphs at half palette colour

Documentation

  • switch my claim from the save-slot menu to book lighting
  • release book lighting
  • note the camera export waits on the preservation merge
  • point the save-slot menu at the savegame prototype tag
  • never commit plans and remove docs/plans
  • carry the SOUP camera state without the untracked plan
  • record why START stays inert after New Game
  • scope the NPC combat decision stage
  • correct the combat decision stage size
  • link the published combat decision contract
  • record the logbook reader lighting measurements
  • note the in-sight candidate list source
  • record what blocks constructing the session camera state
  • claim logbook reader scroll lighting
  • camera initial state published
  • describe the START opening duel and what it needs
  • combat action selection published
  • the combat action selector is the taunt selector
  • the fight spacing needs nonplayer locomotion first
  • locomotion and sight share the retained candidate list
  • the candidate list is per-actor and fresh
  • record the logbook scroll face gain and roll falloff
  • retract the logbook face gain claim
  • regenerate the module map for the sight module
  • the blocked-ahead probe is published
  • the probe's flag meanings are identified
  • claim the actor and HUD follow-ups
  • record settled logbook scroll shading evidence
  • claim cinematic playback fidelity
  • MoveForward needs the terrain edge machinery
  • record startup-comparison status, what is done and left

Features

  • read and write local angle properties
  • initialize camera records from installed settings
  • convert location-camera attribute offsets
  • implement KillMe lifecycle
  • play forward type-two groups
  • implement SheathSword for non-selected actors
  • implement the FacePlayer turn task
  • implement potion counters and combat strength and armor
  • implement DisableHook and EnableHook
  • implement GetFramePassed
  • implement DropAllItems
  • implement InRectangle
  • export camera settings and pin merged preservation
  • implement the script light controls
  • implement PlayAnimation
  • add the actor in-sight test on the prepared candidate list
  • compose combat target validity and engagement
  • add the nonplayer blocked-ahead probe and animation group classes
  • add the MoveBackward decisions as tested pure functions
  • implement the MoveBackward native task
  • report whether the CD music sink is paused

Performance

  • prefetch a decoder per skip point so cinematic skips do not stall

Build

  • pin merged preservation actor texture sets