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0.10.0
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SimonN committed Oct 22, 2022
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Version history
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0.10.0
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2022-10-23

The server allows 0.9 and 0.10 in separate rooms. Decide with your friends
whether and when to update as a group to Lix 0.10.

Both 0.9 and 0.10 players can chat with each other in the server's lobby. The
0.10 client will see both 0.9 and 0.10 rooms, and print a console error when
you attempt to join a 0.9 room. Since 0.9 has no such functionality, the
server will not show 0.10 rooms to 0.9 players at all; instead, the server
will write a chat message to those 0.9 players in the lobby if any 0.10 rooms
exist, suggesting to update to 0.10.

Renamed the server executable from server to lixserv.

Added handicap for multiplayer games. If you're too strong for your group,
consider to click the handicap icon with the unbalanced scales in the game
room. You can choose fewer initial lix, fewer skills, a spawn delay, fewer
points per lix saved, or any combination of these four handicap types.

Fix #265: Allow simultaneous exiting. When you're playing a race map and reach
the exit at the same time as one or more different teams, all teams will score.
Before, only the red team would score.

Fix #311: Top and bottom of maps are hollow. Terrain checks beyond those edges
will not behave as if the edge row's terrain extended infinitely. Now, only the
left and right edges of the level extend terrain in this way, not all four
edges. Staircases built to the deadly ceiling will kill the builder as before,
but now all following walkers will also leave the level and die.

Adapted the singleplayer levels Cry for Me, Baywatch, and Walking in a Winter
Wonderland to work well with the hollow ceiling.

Allow ability assignments (climber, floater, runner) to blockers. For now,
these assignments have low priority; we can raise the priority after
playtesting as a UI change without changing physics.

Fix blocker dancing: Now, walkers (and other non-blockers) don't move when
they're both in a left-forcing blocker field and in a (different blocker's)
right-forcing blocker field. Before, walkers would move sideways through the
fields, turning each phyu. This looked like dancing.

Fix #266: Grant batters extra backwards range against blockers. We keep
forward batter range vs. blockers as in 0.9, even though it's a lot of forward
range so the batter sprite needn't overlap the blocker to still bat the
blocker. Nobody has complained so far, and it's nice to bat blockers without
awkward precision. We keep the batter range against other activities.

Half-fixed #397: The faller's distance in pixels fallen will not overflow
the 32-bit int anymore. I didn't fix the overflow for physics updates yet, you
can still play longer than what fits into the 32-bit int that counts physics
updates (4.5 years at normal speed, or 46 days at turbo-fast-forward).

Moved the frogs' trigger areas downward by 1 pixel, so that the coordinates
are divisble by 2. No levels broke from this, not even Las Ranas Hermanas.

Fix #410: Removed spike at top of both matt/beach/04 tiles (day and night).
Before, both tiles had identical masks; now, both tiles still have identical
masks, although the mask is different than before. There is no odd prong
at the top right of those tiles anymore.

Fix #414: Fixed transparency/air pixels in earth.png from the Oriental set.
The top row of pixels was not fully transparent (that would be 0 % alpha);
it had an estimated 5 % alpha. Lix treats that as solid. Walkers were walking
over solid, nearly invisible pixels. Now, earth.png has full transparency
above the earth. No levels broke from this change.

Fixed #322: Don't wrap during tile group construction: Now, when you load a
tile group on a small torus map, Lix will construct the group without wrongly
wrapping the group's elements before grouping. Only when Lix has fully
constructed the group tile, Lix will insert the group into the torus level.



0.9.48
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