Full notes
Full Ingnomia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- UI and audio
- Gameplay
- Compatibility
Ingnomia changes
I haven't really posted patch notes for a long time. The GUI replacement took place in an extra branch not visible for most people and shook up thing in such a big way that I didn't really bother keeping up with change notes. But of course change notes are a thing people look for and if there are none questions arise if the game continues being developed. So even though the GUI replacement isn't entirely finished regrettably I give it a version number now so the small things that are still missing and all the future changes can have proper change notes again.
### Fixed
Isolated simulation thread from UI thread, so they don't share data. UI components are now split into a UI controller living in t he UI thread and a data aggregation component living in the simulation thread. Both parts are connected via the Qt message system, but are not allowed to access state owned by the other thread. - Prevent errors in sprite mapping from cascading. The errors themselves are not resolved yet, but will no longer corrupt an entire save game. - Always resolve all assets relative to the main executable.
### Added
Added Noesis based UI, replacing the existing UI from scratch. (Work in progress.) - Added "Hunting" behavior, in addition to legacy "defend" behavior. Squads can actively seek out enemies all over the map as they become visible, without user involvement. - Added Linux support.
### Changed
Relicense code under [GNU AFFERO GENERAL PUBLIC LICENSE Version 3](LICENSE) and publish as open source. - Switch to CMake build system. - Switch from C++11 with MSVC legacy extensions to pure C++17. - Update Qt to 5.14.1. - Refactored rendering. - Cull empty tiles in vertex rather than fragment shader. - Split opaque and transparent tiles into distinct render passes. - Upload data to GPU via compute shader rahter than direct mapping. - Render dark areas desaturated. - Improve visibility of designations. - Cull tiles down to minimal screen space size in order to minimize overdraw. - Increase required OpenGL version to 4.3. - Add depth buffer to rendering. - Replace explicit squad target control by behavior settings for Squad. - Move Uniform assignment from squad position to individual gnome. Gnomes can now have a uniform without being assigned to a squad, but they still need a squad to control their combat behavior. - Allow arbitrarily sized squads, up from only 5 slots. - Speed up high level pathability tests. - Speed up A* pathfinding. - Speed up liquid simulation. - Speed up spatial item lookup. - Switch from file based SQLite DB to pure in-memory SQLite DB. - Load SQLite DB from human readable SQL file instead of binary representation. - Run as "native Windows 10 application" under Windows 10, rather than running in compatibility mode.
### Removed
Removed old Qt based UI. - Removed RapidJSON from JSON parsing and dependencies. Comments in JSON files are no longer supported. - Removed Quazip from dependencies. - Removed zLib from dependencies.
Source
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