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IngnomiaNewsIngnomia 0.8.0
Game update

Ingnomia 0.8.0

Ingnomia · published 3 Oct 2020, 10:49 UTC

All newsPlayers around this dateRead on Steam

I haven't really posted patch notes for a long time. The GUI replacement took place in an extra branch not visible for most people and shook up thing in such a big way that I didn't really bother keeping up with change notes. But of course change notes are a thing people look for and if there are none questions arise if the game continues being developed. So even though the GUI replacement isn't entirely finished regrettably I give it a version number now so the small things that are still missing and all the future changes can have proper change notes again.

### Fixed

- Isolated simulation thread from UI thread, so they don't share data.
UI components are now split into a UI controller living in t he UI thread and a data aggregation component living in the simulation thread.
Both parts are connected via the Qt message system, but are not allowed to access state owned by the other thread.
- Prevent errors in sprite mapping from cascading. The errors themselves are not resolved yet, but will no longer corrupt an entire save game.
- Always resolve all assets relative to the main executable.

### Added

- Added Noesis based UI, replacing the existing UI from scratch. (Work in progress.)
- Added "Hunting" behavior, in addition to legacy "defend" behavior.
Squads can actively seek out enemies all over the map as they become visible, without user involvement.
- Added Linux support.

### Changed

- Relicense code under (LICENSE) and publish as open source.
- Switch to CMake build system.
- Switch from C++11 with MSVC legacy extensions to pure C++17.
- Update Qt to 5.14.1.
- Refactored rendering.
- Cull empty tiles in vertex rather than fragment shader.
- Split opaque and transparent tiles into distinct render passes.
- Upload data to GPU via compute shader rahter than direct mapping.
- Render dark areas desaturated.
- Improve visibility of designations.
- Cull tiles down to minimal screen space size in order to minimize overdraw.
- Increase required OpenGL version to 4.3.
- Add depth buffer to rendering.
- Replace explicit squad target control by behavior settings for Squad.
- Move Uniform assignment from squad position to individual gnome.
Gnomes can now have a uniform without being assigned to a squad, but they still need a squad to control their combat behavior.
- Allow arbitrarily sized squads, up from only 5 slots.
- Speed up high level pathability tests.
- Speed up A* pathfinding.
- Speed up liquid simulation.
- Speed up spatial item lookup.
- Switch from file based SQLite DB to pure in-memory SQLite DB.
- Load SQLite DB from human readable SQL file instead of binary representation.
- Run as "native Windows 10 application" under Windows 10, rather than running in compatibility mode.

### Removed

- Removed old Qt based UI.
- Removed RapidJSON from JSON parsing and dependencies. Comments in JSON files are no longer supported.
- Removed Quazip from dependencies.
- Removed zLib from dependencies.

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Game update15 Aug 20210.8.10Fixed · fix workshop getting stuck if job prerequisites are used elsewhere (#182) · fix half-height walls being completely flatGame update1 Aug 20210.8.9Fixed · fix trading of items without quality · fix data inconsistencies in trader UI · fixed potential failure of event spawns Added · center camera on event notificationsGame update13 Jun 20210.8.8Hi all, we just published a small update. Sadly there isn't a lot of new stuff here. Most of it has been on Steam for a while. This is mostly merging the sound test branch into the main branch so from here on we can work on the sound implementation as part of the main game. The initial sound implementation was done by u/condac who created these sounds in his garage with his child. So if anyone…