Update changelog

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Noah 2023-02-18 17:50:08 -08:00
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## v0.13.2 (TBD)
This release brings some new features and optimization for the game's file
formats to improve performance and memory usage.
Some new features:
* **Doodads can be non-square!** You can now set a rectangular canvas size
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game's cheat codes by clicking on buttons instead. Enable it through the
"Experimental" tab of the Settings, and the cheats menu can be opened from
the Help menu bar during gameplay.
* The game now supports **Signed Levels** and levelpacks which will enable the
free version of the game to play levels that have embedded doodads in them.
The idea is that the base game in the future may come with levelpacks that
use custom doodads (to tell a specific story) and these doodads may be so
specific and niche that they will ride with the levelpack instead of be
built-in to the game. To allow the free version of the game to play these
levels, the levelpacks will be signed. It also makes it possible for
promotional levelpacks or "free DLC" to be shipped separately and allow
free versions of the game to play them with their attached custom doodads.
Other miscellaneous changes:
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help with touchscreen devices, where it is difficult to touch the
properties button without accidentally dragging the actor elsewhere
on your level as might happen with the Actor Tool!
* Fix a bug wherein the gold "perfect run" icon next to the level timer
would sometimes not appear, especially after you had been cheating
before - if you restart the level with no cheats active the gold icon
should now always appear.
* New cheat code: `tesla` will send a power signal to ALL actors on the
current level in play mode - opening all electric doors and trapdoors.
May cause fun chaos during gameplay. Probably not very useful.
* Start distributing AppImage releases for GNU/Linux (64-bit and 32-bit)
Some technical changes:
Some technical changes related to file format optimization:
* Palettes are now limited to 256 colors so that a palette index can fit
into a uint8 on disk.
* Chunks in your level and doodad files are now encoded in a binary format
instead of JSON for a reduction in file size. The current (and only)
chunk implementation (the MapAccessor) encodes to a binary format involving
trios of varints (X, Y position + a Uvarint for palette index).
* Chunk sizes in levels/doodads is now a uint8 type, meaning the maximum
chunk size is 255x255 pixels. The game's default has always been 128x128
but now there is a limit. This takes a step towards optimizing the game's