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Releases: pustal/Webmon
Releases · pustal/Webmon
Release list
1.0.0
Webmon 1.0.0
- README: voxel world mods are not recommended on TVs with 3 GB of RAM or less (measured on a 2.6 GB webOS 6 TV: about 850 MB left for the app); install from pustal's Homebrew Channel repository; new upload page screenshot
0.3.8
Webmon 0.3.8: no clean-up loop near the memory limit
- Near the critical level, a full clean-up whose memory comes straight back
(the game re-creates the native objects it freed) doubled the freeze rate
instead of helping (log: 2 s stops every 2-3 s, 0.4 fps). The interval now
doubles up to 40 s while memory rebounds; under 80 MB it stays at 5 s - Three such clean-ups within a minute offer the fresh start: a session whose
Lua data keeps growing (37 -> 310 MB in the log) can only recover that way - Spread clean-ups take half of each frame (up to 60 ms) so they finish
before memory climbs - Bridge test: emergency, rebound backoff; README updated
0.3.7
Webmon 0.3.7: memory clean-ups spread over frames
- A clean-up no longer stops the game for up to a second: it advances Lua's
incremental collector for a quarter of each frame's time (4-30 ms) until
a fresh cycle has finished, finishing in one go only after 8 s; near the
critical level a full clean-up still runs at once - Log: clean-ups report their work time and how long they took
- Bridge test models the collector: backoff, spread clean-ups in a voxel
town, critical full clean-ups
0.3.6
Webmon 0.3.6: time budget for memory clean-ups
- A voxel town makes ~100 MB of garbage a second, so the 48 MB growth rule
forced a 650-950 ms full collection about every second (log: 1-2 fps,
9-14 s of 15 spent in clean-ups). Forced clean-ups may now take at most
5% of play time (a 900 ms one waits 18 s); Lua's incremental collector
runs in between. Near the critical level they still run every 5 s - Log: Lua heap beside the process size in clean-up and perf lines
- Bridge test covers the budget and the critical bypass
0.3.5
Webmon 0.3.5: switch LuaJIT's compiler back on
- LÖVE 11.5 turns the JIT off on all ARM devices, so the game ran
interpreted (log: "JIT OFF"); the bridge switches it back on before the
game starts (LÖVE has already reserved its code memory by then) - Menu: "Lua compiler" toggle, applied at once and remembered (jit-off file
in the data folder) - Log: perf line adds JIT state and traces built/abandoned
- README: Speed section; bridge test covers the compiler switch
0.3.4
Webmon 0.3.4: mod data from a folder; lighter clean-ups; frame timing
- Upload page: "Upload folder" on a playthrough sends a folder chosen on the
computer (a playthrough folder or a mod folder) file by file, three at a
time, with progress and Stop; files collect in a staging folder and each
mod folder sent replaces that mod's data only once all arrived. The page
skips hidden and temporary files and refuses a folder holding several
playthroughs; the TV checks every path against the game's storage rules.
Replaces the .zip upload (miniz removed) - Memory clean-ups back off while they free little (up to once a minute),
so steady 3D play with the TV under 160 MB no longer pauses every 5 s;
near the critical level they stay every 5 s - Log: renderer, window size and LuaJIT state once; frame rate, slowest
frame and clean-up time every 15 s - Menu: PotatoVoxel's debug overlay (F9)
0.3.3
Webmon 0.3.3: mod data uploads, downloads, menu, N64 ROMs
- Upload page: upload a .zip of mod data (such as a voxel map cache built
on a computer) into a playthrough; unpacked through a staging folder,
replacing only the mod folders in the archive (miniz 3.0.2, MIT) - Upload page: download listed files and the game's own saves and exports
- Webmon menu on remote 1 or a controller's Home button: upload page
address, the game's keyboard-only shortcuts (quick save/load, tilt,
voxel view, zoom, camera distance, colours, speed, mod manager) and Quit - N64 ROMs: new upload kind and Webmon/n64 folder, Pokemon titles found in
RetroArch roms/ folders; served to mods' required imports (Stadium 2
importer) through the picker - README, bridge test and server harness updated
0.3.2
Webmon 0.3.2: fresh start before the TV runs out of memory
- When the TV still has under 130 MB available after three clean-ups in a
row, a 15 s countdown (OK: now, Back: keep playing) quits the game cleanly
and replaces the process with a new one, giving the TV its memory back;
a voxel cache build resumes afterwards - Logs continue across such a restart; README and bridge test updated
0.3.1
Webmon 0.3.1: delete old mod data per playthrough
- Upload page "Mod data": lists mod_storage// folders with
size and last change, marks the newest; delete one, or all but the newest
per game (old voxel map caches left behind by new playthrough ids) - README: the TV's own swap, NTFS cannot hold a swap file, the TV's auto power
off during long cache builds
0.3.0
Webmon 0.3.0: memory help for heavy mods, remote 1 fixed
- Remote key 1 toggles the info panel again: LÖVE keeps SDL text input on,
so digits are no longer skipped while it is (0 = Start works too) - Memory: full garbage collection after 48 MB of growth or when the TV has
under 160 MB available (frees LÖVE objects Lua does not count); memory
figures in the log and on the page - Optional swap file in the USB Webmon folder (root), created from the page,
switched on while Webmon runs - Handheld icon zoomed to fill the logo; upload page screenshot in the README