v0.7.5c: final commit

This commit is contained in:
Evan Debenham 2019-10-17 13:28:51 -04:00
parent cdd5a2988e
commit 71384e46a4
2 changed files with 18 additions and 3 deletions

View File

@ -14,8 +14,8 @@ allprojects {
appName = 'Shattered Pixel Dungeon'
appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
appVersionCode = 378
appVersionName = '0.7.5b'
appVersionCode = 379
appVersionName = '0.7.5c'
appAndroidCompileSDK = 29
appAndroidMinSDK = 9

View File

@ -71,6 +71,22 @@ public class v0_7_X_Changes {
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);
changes = new ChangeInfo("", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);
changes = new ChangeInfo("v0.7.5c", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed (caused by 0.7.5):\n" +
"_-_ Letters failing to render in various specific cases\n" +
"_-_ Camera moving slower than intended when zoomed in\n" +
"_-_ Camera jittering at low framerates\n" +
"_-_ Rare crashes involving necromancers"));
changes = new ChangeInfo("v0.7.5b", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);
@ -78,7 +94,6 @@ public class v0_7_X_Changes {
changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!",
"The game's text renderer is now using LibGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" +
"Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!\n\n" +
"_Some parts of the new text rendering are device-dependant, and it's impossible for me to test every device on my own. If you encounter any issues with text rendering please let me know!_\n\n" +
"Also updated translations"));
changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments",