Releases: ehaliewicz/Manifold
Releases · ehaliewicz/Manifold
Big release #2!
Many fixes and improvements:
Editor:
- generate (slightly buggy) collision hulls
- tweak drag and dropping vertices and things
- add key types to objects
- add required key type to door sector groups
- calculate wall texture repetitions at map compile time
- show hovered sectors and sector groups
- allow ctrl-clicking sectors
- null terminate object definition names (fixes an overrun bug in the engine side)
- allow optionally anchoring sprites to top and/or bottom
- start work on generated sorted bunches of walls for the pvs
Engine:
- perform faster collision checks against collision hulls
- fix bitmap DMA copy timing bug on real hardware
- unlockable doors by key type
- don't allow shooting pickupable objects
- don't calculate wall texture repetition count on map load
- support optionally anchoring sprites to top and/or bottom of sector
- use less RAM for sector group floor color, ceiling color, and light level
- make lifts more useful! (not just upside down doors, but useful for raising the player to a higher level)
- properly frustum cull walls and portals, fixing wall/portal dropouts (caused by bad frustum culling order) and portal clipping bugs
- add pause screen
- bob pickupable items up and down a bit so they don't blend into the background as much
- fix bug where some sfx would be overridden by lower priority sfx
v0.5.0
Many features and improvements:
- PVS (potentially visible set) for processing enemies and objects
- PHS (potentially hearable set) for triggering monsters and sound effects
- Optimized collision detection (there is a bug where it'll let you get too close to solid walls there will be a fix for this shortly)
- Dithering support
Release v0.4.3
Add support for weapon sound effects, shooting objects
Sector triggers, switching between levels
v0.4.2
Sector effects
Added support for sector effects in the map editor.
Release with many fixes and improvements.
Performance improvements, fixed portal clipping bugs, fixed object rendering.
Added better error messages on editor startup, added a readme, etc.
Reduce RAM usage for idle objects
Now you can have up to 63 active objects, and up to 255 decorative objects* throughout a map.
Note, only the first 32 objects within any given sector (of both types combined) will be drawn, and active objects are prioritized.
- Currently, decorative objects are designated by having an "idle" initial state, but they will probably be moved to a separate map editor tool window in the future.
Fix object definitions and object sector heights
Optimize object RAM usage, fix object heights, fix object definitions
Added custom texture support, better music track selection
v0.1.2 use links to reduce object size
Fix missing sprite columns
v0.1.7 add pre sprite break rom