v0.6.1a: manifest commit
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.shatteredpixel.shatteredpixeldungeon"
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android:versionCode="205"
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android:versionName="0.6.1"
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android:versionCode="206"
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android:versionName="0.6.1a"
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android:installLocation="auto">
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<uses-permission android:name="android.permission.VIBRATE"/>
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@ -106,7 +106,28 @@ public class ChangesScene extends PixelScene {
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};
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add( list );
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ChangeInfo changes = new ChangeInfo("v0.6.1", true, "");
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ChangeInfo changes = new ChangeInfo("v0.6.1a", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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infos.add(changes);
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
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"Fixed (caused by 0.6.1):\n" +
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"_-_ About page flare visuals not appearing\n" +
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"_-_ Sleep & alert indicators not disappearing\n" +
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"_-_ Hero automatically finding secrets more often than intended\n\n" +
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"Fixed (existed prior to 0.6.1):\n" +
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"_-_ Various crash bugs\n" +
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"_-_ Thieves being able to escape while visible\n" +
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"_-_ Enemies not visually dieing in rare cases\n" +
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"_-_ Visuals flickering while zooming on low resolution devices."));
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
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"_-_ As a result of the flickering bugfix, camera zooming will be a bit more rigid on low resolution devices.\n\n" +
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"_-_ Lloyd's Beacon's return function is no longer blocked by none-hostile creatures."));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "translation"),
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"Various translation updates"));
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changes = new ChangeInfo("v0.6.1", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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infos.add(changes);
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@ -200,7 +221,7 @@ public class ChangesScene extends PixelScene {
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"_-_ Missing capitalization in Prison Guard text\n" +
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"_-_ Typo when trying a locked chest with no key\n\n" +
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"Added new Language: _Catalan_\n\n" +
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"Various Translation updates"));
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"Various translation updates"));
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changes = new ChangeInfo(Messages.get(this, "buffs"), false, null);
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changes.hardlight( CharSprite.POSITIVE );
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