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1.61.0

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@github-actions github-actions released this 13 Nov 16:48

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.61.0
  • fix: end lifecycles that outlive their screen; report lifecycles by name

1.61.0-beta

1.61.0-beta Pre-release
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@github-actions github-actions released this 06 Nov 00:38

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.61.0-beta
  • fix(battle): the message panel pops once per message
  • fix(battle): draw the male and female signs, and show mods' gender marks
  • fix(battle): the staged battle keeps its own scale when a screen opens over it
  • fix(battle): the text box reads the engine's two-line window, by glyphs
  • fix(3d): sprite defs whose image is an ImageData no longer kill the pipeline
  • compat(untamed-tohjo): sparkles, emote bubble and frame overrides in 3D

1.60.0-beta

1.60.0-beta Pre-release
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@github-actions github-actions released this 05 Nov 20:07

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.60.0-beta
  • perf(kanto): painted ground ~2x faster on phones; emit's grid lookups unbounded
  • perf(kanto): preallocated build grids, Dock height limits, massif seam cull; cache keyed on code
  • perf(kanto): painted ground's plants in their own pass; 128-colour sheets
  • perf: cull the faces between cave cells; emit skips empty rows
  • perf: one table per emitted quad instead of eleven
  • perf: stamp sprite models as placements, not copies of every quad
  • perf(kanto): room kits tell emit where each column's voxels stop
  • perf(kanto): CaveKit's box stops at the cell's own highest voxel
  • perf(kanto): drop per-map models after use, remember kit failures
  • import: FadeyMods' Kanto build (1.53.0-test1), as is

1.52.3

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@github-actions github-actions released this 05 Nov 06:32

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.52.3
  • fix: the 3D view starts ON; phones compile the fp32 shader rung
  • fix: battle hits land on the mon struck, and HIT FRAMES controls them
  • release: 1.52.2
  • colors prompt: "Terrarium looks best in ADVANCED"

1.52.2

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@github-actions github-actions released this 02 Nov 00:10

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.52.2
  • colors prompt: "Terrarium looks best in ADVANCED"

1.52.2-beta

1.52.2-beta Pre-release
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@github-actions github-actions released this 02 Nov 00:07

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • diag: DEBUG INFO over 2D frames, with pipeline, mesher and error lines

1.52.1

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@github-actions github-actions released this 01 Nov 23:53

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.52.1
  • options: BUILD 3D WORLD and CLEAR 3D CACHE sit under the 3D CACHE row

1.52.0-beta

1.52.0-beta Pre-release
Pre-release

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@github-actions github-actions released this 01 Nov 23:33

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.52.0-beta
  • feat: one TERRARIUM options page; prompt when COLORS is not ADVANCED

1.51.0-beta

1.51.0-beta Pre-release
Pre-release

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@github-actions github-actions released this 01 Nov 22:34

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.51.0-beta
  • build: release a suffixed version (X.Y.Z-beta) as a GitHub pre-release
  • feat: 3D build cache -- build the diorama once, load it in about a second
  • build: export-ignore the imgs/ folder itself, not just its files
  • docs: animated banner atop the README; imgs/ stays out of every pack
  • chore: releases are manual; dev docs and publish folders untracked

1.50.0

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@github-actions github-actions released this 30 Oct 05:03

Download the .zip and install it from the game: MODS > Import mod .zip.

Changes

  • release: 1.50.0
  • build: ship only the mod -- dev files, publish zips and plans stay out
  • docs: README rewritten for players; FEATURES/CHANGELOG for this round
  • feat: FOLLOW CAM no longer turns; drop the camera keys and the D-pad remap
  • feat: SCREEN FX defaults to OFF -- it strobes the window black on some PCs
  • fix: battle sprites vanished a few seconds into the attack menu
  • fix: G9 battle sprites blew up or vanished once per animation loop
  • feat: BATTLE THEME -- smoked dark glass battle panels (GLASS default, IVORY keeps the cream)
  • tools: write probe output beside the checkout, not inside the mod folder
  • ui: plain names for every options row
  • feat: LOAD FADE -- fade from black into the Marts and the Pokemon Tower
  • perf: retain recent maps, and end the multi-second freezes on arrival
  • precache: cold-cost findings, design plan and a dark skeleton
  • perf: cut the render loop's per-frame garbage by 52-66%
  • tools: profiling drivers (AppleCake traces, garbage meter, cold costs)
  • tools: vendor AppleCake 2.1 (MIT) for the profiling drivers
  • chore: mod id back to TERRARIUM
  • remove: the Gen 2 (Gold) first pass
  • chore: manifest targets Gen 1 only
  • chore: rename the mod to Terrarium2 (id TERRARIUM2)
  • tools: kit_headless renders whole towns (--kit Town)
  • tools: point interior_plan and kit_headless at this machine
  • tools: restore bake_voxel_tree.py from 1.31.0-beta, as a reference
  • test: water offline tests give their fake maps tiles
  • fix: battle buttons say FIGHT / PKMN / BAG / RUN again
  • docs: 1.41.0 -- the handover merge, and the mod is presentation only
  • chore: English pass on Breno's imported text
  • remove: every gameplay mechanic -- TerrariumVoxel is aesthetics only
  • import: Breno's final unpushed build (self-labelled 1.39.0-beta), snapshot over ffecfa1
  • Update README.md