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0.95 released 3/25
Some more new features and bugfixes, plus another UI redesign. Enormous thanks to Seseler for going over things with a fine-toothed comb and sending in multiple diffs that rectify many of the issues listed below. Once again, this is a general release recommended for all users.
New for authors:
* Some additional Dink.ini commands have been added for authors to override some inbuilt behaviour relating to tiles, audio, and sprites. Please check The Guide for more info.
* Some new brains
* Saves are optionally written to JSON for readability purposes, enabled in the debug menu.
* Some more auto-pause options, allowing for something vaguely resembling a debugger breakpoint.
* Seth's extra colours are available in normal text.
* Added set_disable_savestates() to scripting which will switch off autosave.
* Debug mode progress bars may be switched off, and various other things are configurable when previously they were not.
New for standard users:
* German text strings for no magic or talk target, taken from the original 1.07 source.
* The autosave slot from 1 to 10 may be chosen.
* Weird DinkC scripts attached to a screen with no main() such as at least one in Back From the Grave will run. (thanks drone1400).
* Save file strings allow for optional date formatting in three different styles.
* A small collection of speedhacks to improve performance in slow d-mods such as Cast V Revolution and the Necromancer demo. Should be safe.
Changes/bugfixes:
* show_bmp and copy_bmp can fall back to main data (thanks robj)
* As can map.dat and dink.dat (but not dink.ini)
* Missile damage is rounded up (thanks robj!)
* The hard.dat viewer can blank out individual tiles
* Screen border edge diagonal fix.
* Returning values in DinkC should work without crashing.
* Saving should no longer cause a buffer overflow, and quickloading should no longer cause a crash on occasion.
* Usual changes to the debug interface with various things added, moved around, or renamed.
* Setting a sprite's sound to zero through scripting will halt its positional sound(s) if it has one already assigned as per its property.
* Going over the concurrent SFX limit halts all sounds instead of crashing (thanks skorn) and the limit is doubled to 128
* MIDIs using ADLMIDI output should clip less
New in DinkLua:
* dink.is_screen_locked() returns a bool rather than int.
* dink.show_console() with functionality equivalent to DinkC.
* dink.enable_hardened_mode() makes the console and debug goodies inaccessible to the user.
* music.load_soundfount(file) will load an sf2 SoundFont file from root of dmoddir.
* The "action" property used by the NPC brain is gettable and settable.
* The volatile table is cleared upon reload/restart.
* A new timing global object is available to override some internal timers. Please see the object reference for more information.
* Sprite hard properties take and return proper bool values, rather than the existing "yes is no and no is yes" nonsense, and some affirmative aliases have been added (clip for noclip etc).
* Some new functions have been added to the dink table for getting seq/frame info. Documented in the table ref, along with a few others not mentioned here.
* Three Lua libraries in the form of Vivid, for colour manipulation, vector.lua for vectors, and Lume, for game mathematics, are bundled. These can be used directly as per their documentation.
* Palette entries may be retrieved and altered using a new global object that also facilitates choice menu text colour. The object reference has more information.
* showing BMPs should work properly
Technical changes:
* Updated Dear Imgui and various other libraries
* Updated the controller mapping list.
* The optional build requirement of lunasvg has been replaced with plutosvg.
* Please don't remove CascadiaCode.ttf
* Very basic xmake support is included. It probably won't build properly.
* An icon on Windows.
* The bundled soundFont is an sf3 conversion of the most recent release of GeneralUser GS, replacing TimGM6MB. It is 4MB larger.
Removals:
* Directional positional audio.
Some more new features and bugfixes, plus another UI redesign. Enormous thanks to Seseler for going over things with a fine-toothed comb and sending in multiple diffs that rectify many of the issues listed below. Once again, this is a general release recommended for all users.
New for authors:
* Some additional Dink.ini commands have been added for authors to override some inbuilt behaviour relating to tiles, audio, and sprites. Please check The Guide for more info.
* Some new brains
* Saves are optionally written to JSON for readability purposes, enabled in the debug menu.
* Some more auto-pause options, allowing for something vaguely resembling a debugger breakpoint.
* Seth's extra colours are available in normal text.
* Added set_disable_savestates() to scripting which will switch off autosave.
* Debug mode progress bars may be switched off, and various other things are configurable when previously they were not.
New for standard users:
* German text strings for no magic or talk target, taken from the original 1.07 source.
* The autosave slot from 1 to 10 may be chosen.
* Weird DinkC scripts attached to a screen with no main() such as at least one in Back From the Grave will run. (thanks drone1400).
* Save file strings allow for optional date formatting in three different styles.
* A small collection of speedhacks to improve performance in slow d-mods such as Cast V Revolution and the Necromancer demo. Should be safe.
Changes/bugfixes:
* show_bmp and copy_bmp can fall back to main data (thanks robj)
* As can map.dat and dink.dat (but not dink.ini)
* Missile damage is rounded up (thanks robj!)
* The hard.dat viewer can blank out individual tiles
* Screen border edge diagonal fix.
* Returning values in DinkC should work without crashing.
* Saving should no longer cause a buffer overflow, and quickloading should no longer cause a crash on occasion.
* Usual changes to the debug interface with various things added, moved around, or renamed.
* Setting a sprite's sound to zero through scripting will halt its positional sound(s) if it has one already assigned as per its property.
* Going over the concurrent SFX limit halts all sounds instead of crashing (thanks skorn) and the limit is doubled to 128
* MIDIs using ADLMIDI output should clip less
New in DinkLua:
* dink.is_screen_locked() returns a bool rather than int.
* dink.show_console() with functionality equivalent to DinkC.
* dink.enable_hardened_mode() makes the console and debug goodies inaccessible to the user.
* music.load_soundfount(file) will load an sf2 SoundFont file from root of dmoddir.
* The "action" property used by the NPC brain is gettable and settable.
* The volatile table is cleared upon reload/restart.
* A new timing global object is available to override some internal timers. Please see the object reference for more information.
* Sprite hard properties take and return proper bool values, rather than the existing "yes is no and no is yes" nonsense, and some affirmative aliases have been added (clip for noclip etc).
* Some new functions have been added to the dink table for getting seq/frame info. Documented in the table ref, along with a few others not mentioned here.
* Three Lua libraries in the form of Vivid, for colour manipulation, vector.lua for vectors, and Lume, for game mathematics, are bundled. These can be used directly as per their documentation.
* Palette entries may be retrieved and altered using a new global object that also facilitates choice menu text colour. The object reference has more information.
* showing BMPs should work properly
Technical changes:
* Updated Dear Imgui and various other libraries
* Updated the controller mapping list.
* The optional build requirement of lunasvg has been replaced with plutosvg.
* Please don't remove CascadiaCode.ttf
* Very basic xmake support is included. It probably won't build properly.
* An icon on Windows.
* The bundled soundFont is an sf3 conversion of the most recent release of GeneralUser GS, replacing TimGM6MB. It is 4MB larger.
Removals:
* Directional positional audio.