You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/changelog.txt
+17Lines changed: 17 additions & 0 deletions
Original file line number
Diff line number
Diff line change
@@ -54,14 +54,21 @@ Template for new versions:
54
54
## New Tools
55
55
56
56
## New Features
57
+
- `spectate`: can now specify number of seconds (in real time) before switching to follow a new unit unit
58
+
- `spectate`: new "cinematic-action" mode that dynamically speeds up perspective switches based on intensity of conflict
59
+
- `spectate`: new global keybinding for toggling spectate mode: Ctrl-Shift-S
57
60
58
61
## Fixes
59
62
- `gui/launcher`: ensure commandline is fully visible when searching through history and switching from a very long command to a short command
60
63
- `createitem`: output items will now end up at look cursor if active
64
+
- `spectate`: don't allow temporarily modified announcement settings to be written to disk when "auto-unpause" mode is enabled
65
+
- `changevein`: fix a crash that could occur when attempting to change a vein into itself
61
66
62
67
## Misc Improvements
68
+
- `spectate`: player-set configuration is now stored globally instead of per-fort
63
69
64
70
## Documentation
71
+
- `stonesense-art-guide`: new guide for making sprite art for Stonesense
65
72
66
73
## API
67
74
@@ -70,6 +77,16 @@ Template for new versions:
70
77
71
78
## Removed
72
79
80
+
# 51.04-r1.1
81
+
82
+
## Fixes
83
+
- `gui/launcher`: ensure commandline is fully visible when searching through history and switching from a very long command to a short command
84
+
- `gui/launcher`: flatten text when pasting multi-line text from the clipboard
85
+
- Ctrl-a hotkeys have been changed to something else (Ctrl-n) for tools that also have an editable text field, where Ctrl-a is interpreted as select all text
86
+
87
+
## API
88
+
- ``Core::getUnpausedMs``: new API for getting unpaused ms since load in a fort-mode game
The solid area is the floor space taken up by a sprite, while the dotted box indicates the volume above this
37
+
area corresponding to one z-level.
38
+
39
+
The way sprites are loaded is fairly generalized: the name of the sprite sheet, and the index of a sprite within that sheet.
40
+
41
+
Sprite sheets
42
+
-------------
43
+
There can be an arbitrary number of sprite sheets for Stonesense, though there are 3 sheets that are
44
+
always present as they contain default sprites (see further down). Configuring the XML to use new sheets is
45
+
outside the scope of this guide but there may be a guide for such added in the future.
46
+
47
+
Sprite index
48
+
------------
49
+
The sprite index, or sheet index, is the zero-indexed offset of a sprite on its sprite sheet.
50
+
The index starts with the upper left sprite which has index zero. It then increments to the right. Stonesense
51
+
is hardcoded to 20 sprite-wide sheets, this means that anything past 20 "sprite slots" is ignored, though less
52
+
than 20 slots is fine. The first sprite on the second row always has index 20 (even if there are fewer sprites per row in the sheet), the next row is 40, and so on. This
53
+
boundary is hardcoded and changing the size of the sheet will not affect it.
54
+
55
+
This image shows how sprites are indexed. Grid added for readability.
0 commit comments