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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