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' appName = 'Shattered Pixel Dungeon'
appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
appVersionCode = 378 appVersionCode = 379
appVersionName = '0.7.5b' appVersionName = '0.7.5c'
appAndroidCompileSDK = 29 appAndroidCompileSDK = 29
appAndroidMinSDK = 9 appAndroidMinSDK = 9

View File

@ -71,6 +71,22 @@ public class v0_7_X_Changes {
changes.hardlight( Window.TITLE_COLOR ); changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes); 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 = new ChangeInfo("v0.7.5b", false, null);
changes.hardlight( Window.TITLE_COLOR ); changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes); changeInfos.add(changes);
@ -78,7 +94,6 @@ public class v0_7_X_Changes {
changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!", 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" + "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" + "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")); "Also updated translations"));
changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments", changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments",