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v1.36.0

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@github-actions github-actions released this 06 Nov 00:44
· 588 commits to main since this release
23b0c94

1.36.0 (2026-11-06)

Features

  • audio: a sound on a free channel leaves its playing channels alone, as DirectSound did (d177c93)
  • audio: click sounds by the buttons' theme style, picked in the Events tab (b1b3a42)
  • editor: a click on a Sound Mixer Sound cell copies the file (3bb6a3c)
  • editor: a sound's stored type, its types heard, one selection for both sound windows (8736d1a)
  • editor: Clear all puts sounds back, music tracks get mixer rows, a Play button per sound (a443dd8)
  • editor: skills several classes learn get Shared folders named by the classes (ff9042e)
  • editor: the Map Editor's Sounds tab and the Map sounds area of Data Checks (e176d7c)
  • editor: the Sound Editor reads Data/Sound again and drops folder entries of sounds that are gone (0402b49)
  • editor: the Sound Editor's Events tab (ea0c237)
  • editor: the Sound Editor's folders group the code's sounds by what plays them (abea608)
  • editor: the Sound Editor's folders, seeded with what is known (d3a721f)
  • editor: the Sound Editor's table of every sound, with names (d94e265)
  • editor: the Sound Mixer lists every sound heard in steady rows with its plays, length and last start (521f8c7)
  • editor: the Sound Mixer: mute, solo and turn down kinds of sounds and the sounds just heard (5cf8621)
  • editor: the Sound Mixer's 12 types with Hear and Show, every sound placed or logged (5f97733)
  • editor: the Sound Mixer's overlay shows the sound sources in the world with their ranges (e43a53f)
  • editor: the Sound Mixer's table sorts by a column, filters and mutes the rows shown (318b919)
  • editor: the sound overlay marks NPCs' own sounds too (58c68b6)
  • editor: the sound overlay marks the sounds effects and joints play as they move (4f4d190)
  • editor: the sound overlay marks where the maps' and monsters' own code plays a sound (51633e5)
  • maps: a map object's sound plays quieter the farther its object is (7958877)
  • maps: an object sound entry without objects plays for any object of its maps (213a8a1)
  • maps: Kanturu Ruins' and Relics' object sounds play from ObjectSounds.json (MP1b) (633cae3)
  • maps: map object sounds in Data/Maps/ObjectSounds.json, the Kalima waterfalls first (MP1) (5013a81)
  • monsters: a walk clears the once flag too, one rule for every sound set (Q-MN89) (de29206)
  • monsters: Aida's attacks and deaths are heard anywhere (Q-MN94) (58eedf5)
  • monsters: Kanturu Ruins' and Relics' monsters play their sounds from sound sets (MNK) (6cb76c6)
  • monsters: Kanturu's monsters sound each death, also right after an attack (Q-MN93) (81f70af)
  • monsters: model timers that the draw code and sound events share (Q-MN91) (109ebb4)
  • monsters: sound events each drawn frame in cues of the model (Q-MN90) (02c2745)
  • monsters: the Aida monsters play their sounds from their sound sets (MNA) (4daa796)
  • monsters: the Aida monsters' sound sets, the Death Rider's idle from dr_idle01.wav (9cd5007)
  • sound: picking up zen plays the item pickup sound (c1d5d41)

Bug Fixes

  • audio: a map object's far copy keeps its distance level when the effect volume changes (3e7c4b6)
  • audio: a muted Sound Mixer type leaves the other types' copies of a sound alone (0982ad3)
  • audio: a Sound Mixer play reads the solo from the last Apply instead of scanning every control (9c450f8)
  • audio: a sound on a free channel counts in the draw check and the Sound Editor's list (f4222e9)
  • audio: Battle Castle's mana sound names its file right (a7a4ca9)
  • audio: Fenrir's second pain sound loads (b668392)
  • audio: Nightmare's skills 2 to 4 name their .wav files (872d040)
  • audio: the sound files are read before the first sound loads (785d0fb)
  • build: checks that always pass and statements that do nothing go (db55452)
  • build: code the compilers read two ways says which one it means (ecf500f)
  • build: files that close themselves use one FileHandle type (05b4790)
  • build: no arithmetic between two different enums (9259a8f)
  • build: results the libraries ask for are used (5233d17)
  • build: switches over an enum end in default: break; (226b255)
  • build: the Windows game links one C runtime, not two (80cee55)
  • build: UTF-8 paths are made without the deprecated u8path (8e6ee66)
  • data: a data file that ends early stops its loader as a corrupt one (56f2039)
  • data: a filter or gate file made for a smaller table loads again (a3d3c4e)
  • data: a filter or gate file shorter than the client's table leaves a line in the error log (cae0b57)
  • data: a short item add-option or Harmony file is reported as corrupted (4f8a42c)
  • data: the buff list and loaders that only read no longer link the crash reporter (e81ab98)
  • editor: a folders' file the Sound Editor cannot read is left alone (be004e4)
  • editor: a Save or Revert in the Map Editor's Sounds tab is the Sound Editor's too (28f4c5a)
  • editor: a Sound Editor Revert that cannot put a set back keeps it not saved (fc1bf02)
  • editor: a Sound Editor Revert that cannot read a file keeps its table not saved (4367cba)
  • editor: a sound whose file changes in the Sound Editor stays in its folder (aa5c9b5)
  • editor: sKnightSkill4.wav sits with Twisting Slash, the knight sword sounds with the Dark Knight (ece50da)
  • editor: Sound Editor rows with the same key get keys of their own (0c23d54), closes #2 #3
  • editor: the Events tab says why it does not take a field's text (0cd8313)
  • editor: the Events tab takes its world and tile limits from the sound events' reader (3114125)
  • editor: the Sound Editor follows a set renamed in Monster Sounds, so Revert keeps the new name (fe926ec)
  • editor: the Sound Editor reads Data/Sound in any case on Linux, as the game does (2e95fad)
  • editor: the Sound Editor saves and reverts a set renamed elsewhere under its name in the file (91395b7)
  • editor: the Sound Editor's columns resize on their own; Play gets a column of its own (cf3f0d6)
  • editor: the Sound Editor's Events note has a name of its own (572b58b)
  • editor: the Sound Editor's folders follow key changes made in any window (e22bad6), closes #2 #2
  • editor: the Sound Editor's folders' file names the sounds as the saved files do (d1c8f71)
  • editor: the Sound Editor's Revert puts a set back as Data/Monsters/Sounds.json has it (56ee1b0)
  • editor: the Sound Editor's rows look their files up in the client folder's list, not on the disk (08a9015)
  • editor: the Sound Editor's Save writes only the monster sets it changed (cdee85c)
  • editor: the Sound Editor's Save writes only the sounds it changed into a set (499b49d)
  • editor: the Sound Editor's undo puts back only the set or map object sound it changed (ba7479e)
  • editor: the Sound Mixer's overlay marks the row under the mouse (b5fe42c)
  • editor: the sound overlay draws no hearing ring for a monster set heard anywhere (60c82da)
  • editor: the sound overlay draws where the game window is, with shorter dashes (56610be)
  • editor: the sound overlay writes a place's code sounds below its set's name (a7c0e0d)
  • i18n: ResxGen calls a key or file it skips a warning (3783562)
  • i18n: the Game texts drop 24 keys no code can name (0ef2f71)
  • ingameshop: a shop script's byte order mark is recognized (59ad63f)
  • ingameshop: a UTF-8 or UTF-16 shop script reads as its byte order mark says (22852d4)
  • maps: a map object sound's copies play at the level of its nearest drawn object (fb39ac8)
  • monsters: the model list says when a timer the game's code asks for is gone (6ec7d06)
  • render: the shadow shaders give vk::location to the SPIR-V compile only (332ab65)
  • ui: the members that override a base function say override (836627f)

Performance

  • editor: the Events tab's sound picker copies a rule only for a click (4ec30f1)
  • editor: the Sound Editor counts the folders' gone entries only when the rows or folders change (1dd5a8f)
  • editor: the Sound Editor follows only the table that changed, and finds sets by name (2cd6f39)
  • editor: the Sound Mixer lowers a row's text once when it sorts by Sound or Source (6619985)
  • maps: a map-wide object sound is asked for once a frame, not once per drawn object (87d78b8)

Refactoring

  • audio: the code's sound files in Data/Audio/SoundFiles.json (910a1ec)
  • audio: the footsteps and the attack swings play by Data/Audio/SoundEvents.json (e7c474e)
  • character: the class switches list every class instead of a default (f927976)
  • data: one conversion of a data file's path to the loaders' path (b4da1d2)
  • data: the filter and gate loaders hold their file and buffer by themselves (efbbb92)
  • data: the loaders report an unusable file through one helper (3ed639a)
  • data: the loaders with short-file exits free what they hold by themselves (bdde1d8)
  • items: the mix recipe loader casts its buffers with reinterpret_cast (dd99358)
  • monsters: the monster data's sound ids take their names from the enum's table (c4f351f)
  • render: CheckID_HistoryDay goes, nothing calls it (5e2b676)
  • switches over small enums list the values they skip instead of a default (4820ee9)
  • text: PathFromUtf8 has a header of its own (ef96d4f)

Compatible game data

Download MuMain-data-19126524d27d3dd4.tar.gz and its checksum.