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Releases: ehaliewicz/Manifold

Big release #2!

21 Jul 23:02

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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

19 Jun 20:28

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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

21 May 20:34

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Add support for weapon sound effects, shooting objects

Sector triggers, switching between levels

07 May 17:46

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v0.4.2

Sector effects

29 Apr 02:44

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Sector effects Pre-release
Pre-release

Added support for sector effects in the map editor.

Release with many fixes and improvements.

27 Apr 02:20

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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

05 Dec 08:50

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Pre-release

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

04 Dec 18:36

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Optimize object RAM usage, fix object heights, fix object definitions

Added custom texture support, better music track selection

04 Dec 18:30

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v0.1.2

use links to reduce object size

Fix missing sprite columns

15 Oct 01:59

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Pre-release
v0.1.7

add pre sprite break rom