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Releases · poooooby/Terrarium
1.61.0
1.61.0-beta
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
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
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
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
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
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
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
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
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