v0.7.5c: final commit
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cdd5a2988e
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@ -14,8 +14,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 378
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appVersionName = '0.7.5b'
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appVersionCode = 379
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appVersionName = '0.7.5c'
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appAndroidCompileSDK = 29
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appAndroidMinSDK = 9
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@ -71,6 +71,22 @@ public class v0_7_X_Changes {
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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changes = new ChangeInfo("", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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changes = new ChangeInfo("v0.7.5c", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (caused by 0.7.5):\n" +
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"_-_ Letters failing to render in various specific cases\n" +
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"_-_ Camera moving slower than intended when zoomed in\n" +
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"_-_ Camera jittering at low framerates\n" +
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"_-_ Rare crashes involving necromancers"));
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changes = new ChangeInfo("v0.7.5b", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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@ -78,7 +94,6 @@ public class v0_7_X_Changes {
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changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!",
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"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" +
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"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" +
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"_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" +
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"Also updated translations"));
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changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments",
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