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Changelog.md

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Changelog

All notable changes to this project will be documented in this file.

Unreleased

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 GNU AFFERO GENERAL PUBLIC LICENSE Version 3 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 quads, 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.

[0.7.5]

  • fix bee hive now craftable at carpenter
  • add wall torch
  • add plank stairs
  • fix furniture not buildable in rooms
  • fix phase shifting gnomes
  • fix deconstructing floors moves items to the worker's position
  • fix item search abandoning too soon
  • added categories to the workshop construction window to make it easier to find a specific workshop
  • add adjustable threshold to item overlay, mark item red if amount is lower than threshold
  • add big torch and brazier, both crafted in the blacksmith workshop
  • add config option to control the render order of layers: "renderMode": "down|up" up looks better with water transparency but adds more load to the gpu
  • fix rotating dresser
  • fix military widget multiple issues
  • fix gnomes in get job loop when trees not reachable for pick fruit or fell
  • add damage reduction when wearing armor
  • add glass workshops
  • make renderDown the default mode

[0.7.4]

  • sprite handling rework to allow more sprites in the future
  • added adjustable limit to hay harvesting
  • added water evaporation
  • fix save/load auqifiers and deaquifiers
  • fix building a wall removes water on that tile
  • added setting to set target fps when the game is paused, ( config.json: "pausedRenderTimer": # ) higher number = lower fps
  • added setting to adjust the light level at night time
  • added check connection between items and jobs before give the job to a gnome, fixes gnomes getting stuck because of unreachable items
  • fixed workshop tasks showing different materials when a new material appeared after creating the task
  • prospecting now has a 50% success chance
  • prospecting outcome now depends on source material
  • fix constructed wallfloor disappearing when building a wall on top
  • added alarm bell and gnomes retreating to its location when the alarm is raised

[0.7.3]

  • fix enemy kingdoms not attacking
  • fix goblin aggression being so high it overcomes the peaceful setting
  • fix gnomes changing haircolor depending on the direction they face
  • fix bug with fill trough that would stop gnomes from working
  • fix some weapon crafting recipes
  • added popup and center camera on gnome death
  • when sending several explorers at the same time, they shouldn't find the same kingdom anymore
  • fix endless get job loop when required items aren't reachable
  • added checkbox to pasture widget to toggle harvest jobs (milk, shear), that setting will be off for existing games so please check your pastures
  • improved auto crafting behavior
  • fix saving of embark presets
  • fix prospector making stone slivers
  • added fill hole command
  • fix crafting of metal bars when source material "any" is selected
  • fix reset mission list wehn starting a new game
  • fix crash with removing stockpile filter items
  • added checkbox to world size slider to enable map sizes greater than 300
  • added harvesting grass for hay from pastures
  • building a structure like fence that removes the WALKABLE flag will also remove the designation (farm, stockpile...) on that tile
  • improved (hopefully) stockpiling performance
  • goblins should no longer target gnomes that are on a mission
  • workshop and stockpile windows now remember their size and position
  • added new sprites for rough stone walls
  • split rendering into two passes for floor and everything above, sprites overlapping tile borders won't get cut off by neighboring floor sprite anymore

[0.7.2]

  • fix building workshops over the edge
  • fix automaton removing cores
  • fix automaton list reset on load
  • added quick save
  • fixed crash with non existant mission
  • added check if gnome can reach workshop when gettings jobs
  • some animals now drop hides on butcher
  • item info now shows tool level if item is a tool
  • job info in the tile info widget now shows required tool level if the job requires a tool
  • added flintstone pickaxe head
  • fix wood bed frame
  • fix wall floor construction
  • grain plants (wheat, oat, millet, barley) no longer produce seeds, the seed item is grain, they now produce 2 grain per harvest with a 50% chance of a third
  • fix giving out jobs when required items not exist, this will reduce many loops of getJob-dropJob
  • fix when building a wall it sets the embedded material and item spriteID to zero
  • fix when building a wall it moves items and creatures out of that tile.
  • fix unreachable material preventing some crafting
  • removed the constraint that all items have to be the same material when selecting "any" material for crafting
  • stopped eggs from walking around
  • added beehives and honey
  • added flowers
  • added waste disposal workshop

[0.7.1]

  • fixed some definitions, flour, bone table
  • fix saving/loading for larger data size
  • fixed crash with removing stockpiles under constructed containers
  • fixed workshops creating auto craft jobs even when they shouldn't
  • fixed crash with deleting stockpiles
  • fixed crash with too many gnomes on the profession overview list
  • fixed crafting of automaton parts
  • fix auto harvester for vegetables
  • it's now possible to toggle the debug overlay, default key O
  • added on screen item counts
  • quadrupled move speed of gnomes

[0.7.0]

  • added death from drowning
  • added automatons
  • fixed floor disappearing when deconstructing workshops
  • fixed replacing fancy floors and walls
  • added windmill
  • add bone and skull walls
  • adjusted all item prices (wip)
  • fixed mod support
  • prepared main menu and the new game widget for translations
  • added neighbor kingdoms and interactions with them
  • made the ocean front uneven
  • added rivers

[0.6.9]

  • added profession selection to profession overview
  • lowered required tool level for felling trees so wooden felling axes work now
  • added sheep dyeing
  • add sort by profession to profession overview
  • checking for default profession on start and add it if it's missing
  • improved random movement
  • added hard limit of 1000 creatures per type
  • fix creature breeding when limit is reached
  • fix deconstructing doors
  • fix a crash with pastures
  • improved grass spreading
  • added birch trees
  • improved water handling
  • added engineer and machine workshops
  • fixed a bug with digging ramps down

[0.6.8]

  • added metal pickaxe heads
  • added peaceful mode
  • added octree to item management
  • fixed floor sprite rotation for stone stairs
  • added toggle for stockpile limit modes
  • assign workshop, sort gnomes by name
  • fixed super fast cows
  • fix crash with deleting a stockpile
  • added deleting of save games
  • add priorities to farms, groves and pastures
  • build containers with multi selection
  • fix traders having no inventory after load
  • fix beds sometimes not released properly
  • fix crash with dyers workshop and auto generating craft plank jobs
  • fix dyer workshop, save/load created materials and names

[0.6.7]

  • possible fix for wrong material crafts
  • fix double tile definition for tailor workshops
  • add saving of monsters
  • add saving of event manager state
  • fix saving time and day with first auto save on new game
  • added occupied tile flag to prevent building into trees
  • fix clear reserved items on hauling job abortion
  • stockpile limits only uses item type now
  • fix replace wall being able to be applied to workshops
  • improved replacing of walls and floors
  • improved deconstructing
  • prevent digging ramps under fishery
  • add workshop craft to by material

[0.6.6]

  • add target assignment for squads
  • fixed freeze with auto craft
  • fixed crash when pressing keys while in the menu
  • fix deconstructing workshops
  • fix lockup with butcher workshop
  • fix releasing carried items when a wheelbarrow job gets interrupted.
  • fix traders having no items
  • fix job selection test tile when clicking different job while one is already selected
  • switched sacks and bags, sacks are nor buildable and bags the carry container
  • added container info to item info widget
  • fix remove items from containers too when taking them from a stockpile
  • fix building sacks outside of stockpiles
  • fix building walls on doors
  • fix item count in trade widgte for items with quality

[0.6.5]

  • fixed crash when changing workhop priority
  • fixed setting uniform and squad names
  • fixed missing entry in material to tool level table for platinum
  • added auto save
  • fixed tools not getting release properly when interupted (this time for real hopefully)
  • reworked light handling, allow gnomes to carry torches

[0.6.4]

  • fixed build palisade, not possible anymore with floor above
  • fixed loading of installed crates on stockpiles
  • reduced DB calls for farms and groves
  • fixed stockpiles generating hauling jobs for fields with containers that don't accept that item
  • fix workshop crafting now costs time accoring to the crafting recipe
  • fix designating a grove also set farm flag
  • added armor and weapon crafting
  • added armor equipping
  • added military settings window
  • added training grounds
  • fixed crash when clicking the tailor workshop, error in mattress sprite
  • fixed crash when clicking an A button in the skill overview window
  • fixed soil corner ramp orientation
  • fixed crash when restarting the game
  • fix stone stair rotation
  • fix undefined job state when a gnome was working a job and a need kicked in
  • fix grass-soil uramps showing the winter sprite all season
  • fix another instance of tools not releasing properly when sleep hits

[0.6.3]

  • added scheduling
  • cached some more db values to reduce reoccurring db access
  • added ingame bug report
  • fixed fences not showing up
  • fixed animals procreating
  • fixed stockpile stacksize when installing container
  • first goblins won't appear before summer year two
  • increased gnome move speed
  • clear log on start now clears log on start
  • fixed oak tree rotation - nobody noticed wtf
  • reduced grow time for most plants significantly

[0.6.2]

  • added prospecting recipes
  • fix building fisheries
  • fix crash with dirt floor sprites after loading
  • fix materials not registering for crafts
  • fix tech gain for crafting at workshops
  • fix tool pick up for dig jobs
  • fix planks and blocks not recognized for floor construction

[0.6.1]

  • added default material to sprite definition, no more bone table as default sprite when building workshops
  • fixed material2 for combined items at startup
  • redesigned the stockpile filter tab
  • added workshop priority
  • added assign gnome to workshops

[0.6.0]

  • added indicator to butcher list if animal is young
  • added job sprite to upper wall tile for DigStairs
  • fix renaming groves
  • fix adding tiles to existing groves
  • added oak trees
  • added combat - this is ongoing development
  • added auto butchering of corpses
  • added mushroom biome
  • added keybinding options for actions
  • added oaks for oak tree planting
  • replaced the external data storage with a SQLite database

[0.5.9]

  • talked to some unreliable onions and straightened them out
  • fix build thatch outer ramp works again
  • mine stairs up now removes the wall in the tile above
  • added more walls with floor on top
  • fix pine cones defs for stockpiles and containers
  • add buildable soil and stone outer corner ramps
  • clicking the gnome list to open a gnome window that is already open now brings that window to front
  • fixed crash with opening item info when the maker has died
  • dead gnomes disappear after two days
  • fix animal state change tick doesn't reset on load
  • fix animals grow up again
  • disallow setting designations on tiles occupied by tree leaves
  • reinstated groves
  • added some dyes
  • added hair dyeing
  • improved lighting

[0.5.8]

  • creatures will now evade trees suddenly growing up below them
  • fixed priorities for different job types with same skill requirement
  • newly built workshops now accept generated jobs by default
  • reinstated death from hunger and thirst
  • gnomes now eat and drink up to full once they started
  • auto craft items for build jobs
  • plant tree now checks for other trees in range
  • plant tree now checks for other plant tree jobs in range
  • adjusted sunrise and sunset times for seasons
  • fix missing fish bones in stockpile filter
  • fix claim items for workshop craft jobs, when a linked stockpile exists but the item is not in that stockpile
  • fix job priorities when there are farming jobs around
  • fix deconstructing workhops only creates on deconstruct job even if more tiles are selected
  • fix deconstructing scaffolds deconstructs all scaffolds above
  • felling pine trees now produces 1-3 pine cones that can be used to plant new trees
  • fix plants growing in seasons they shouldn't when planted in that season
  • now also expel items from the trunk tile when a tree grows up
  • digging stairs down should create raw materials at "0, 0, 0" anymore
  • added indirect sunlight to neighboring tiles
  • fixed trader no appearing

[0.5.7]

New save game required

  • fix some settings not saving their changes
  • harvesting trees is now a Horticulture job
  • dig hole now creates ramps at the outer tiles of the hole
  • improved get best drink, get best food
  • improved constructing ramps
  • fixed crash with removing a farm while paused
  • fix adding tiles to existing designations open the wrong window
  • added job priorities
  • fixed crash when removing linked stockpiles
  • raised drink value of wine to 40
  • carpenters can now craft fishing rods
  • changed saving items so that adding new items won't break saves anymore (breaks save games one last time)

[0.5.6]

  • fix reset the behavior tree when aborting a job through skill deactivation
  • fix render depth in settings is an INT not a BOOL
  • fix harvesting trees
  • reactivated wheelbarrows to work with behavior tree
  • fix workshop widget checkbox showing the correct state for accept jobs
  • fix BT for aborting jobs
  • fix deconstructing stuff
  • fix deconstructing workshops returns items now

[0.5.5]

New save game required

  • fix deconstructing built ramps
  • fixed checkboxes not visible
  • added behavior trees for creature AI
  • added sheds, troughs and beehives

[0.5.4]

  • added seed and animal trader
  • added migration, 1-5 gnomes will arrive each season
  • tile info window doesn't reveal undiscovered tiles anymore
  • fix crash with population overview clicking skill button after sorting
  • added bone furniture
  • added wall paintings

[0.5.3]

  • fixed animals not following gnomes
  • added support for stylesheet mods
  • improved job sprite rendering
  • improved job sprites for wall and floor constructions
  • seperated stone and brick blocks

[0.5.2]

  • fix duplicate sprite creations
  • debug mode disable fow
  • started implementing basic magic features
  • added job info to tile info widget
  • UI overhaul
  • fix not possible to build walls on ramp tiles anymore
  • fix floor replacement on grass tiles turning out as raw soil floor

[0.5.1]

New save game required

  • fixed workshop crafting queue behaving strangely
  • abort jobs when required skill gets deactivated
  • can activate stockpile filter categories even with no items in that category present so that newly created items go to that stockpile
  • added trading

[0.5.0]

  • add buckets and sacks as carry containers
  • added fishery workshop
  • added item history

[0.4.9]

  • fixed missing check for pasture when designating areas
  • added wheelbarrows
  • added gui for game settings
  • added auto generate jobs

[0.4.8]

  • added checkbox to gnome window to let them ignore no pass zones
  • removed seperate render passes for floor and wall tiles

[0.4.7]

  • added no pass designation
  • fix falling gnomes discover their new location
  • remove floor - improve job selection to avoid getting trapped
  • build wall - improve job selection to avoid getting trapped
  • add renaming of gnomes

[0.4.6]

New save game required

  • added dig ramps down
  • water flows down now
  • wild animals no longer spawn in the starting zone
  • animals now getting hungry
  • some animals on pastures eat grass
  • fix dig hole
  • fixed gravity for dropped tools
  • fixed path finding/move order not correctly aborting in in some cases
  • remove dead gnomes from lists

[0.4.5]

  • tiles with non wall neighbors are discovered at game start
  • grass spreads now to dirt tiles
  • fixed beer and bread recipes taking grain
  • reinstated water
  • added fish

[0.4.4]

  • improved check if item is allowed in a container
  • fixed items in containers being rendered after load
  • built soil and rough stone walls and floors will be mined rather than deconstructed
  • added cabinet, dresser, statues to funiture options
  • fixed a workshop crafting related crash
  • animals no longer randomly wander through doors that are blocked for them
  • fix: pasture onle show collect eggs checkbox for egg laying animals
  • separated selection rendering from main render

[0.4.3]

  • update lights in range when mining a wall
  • open stockpile window at stockpile creation
  • goats give milk now
  • eggs can now be collected, omelette!
  • removed glFinish in the main render function, this might improve things on some systems
  • fixed a stockpile related crash

[0.4.2]

  • fix Gnome list showing the right now after sorting
  • another fix for initial gnome speed
  • fixed brewing recipes to use brewing skill instead of cooking
  • building/replacing floor tiles with ramp tops is no longer possible
  • prevent logs created by felling a tree at map border to float in limbo

[0.4.1]

  • shift leftclick now forces the tile info widget to open even if only one thing is on the tile
  • made gnomes less blinking
  • added cheese
  • added move top/bottom buttons to stockpile widgets
  • fixed bug that caused craft jobs with materials set to "any" not being started
  • add "fow" option to configs when missing

[0.4.0]

  • stockpiling, tiles with containers are handled first
  • job queue: craft# the number to craft will count down now
  • job queue: craft to, jobs will not disappear anymore when the number is reached but suspend
  • slowed down fast runners
  • sun loving plants no longer grow underground
  • fixed crash when removing a pasture
  • fixed selection checking for zLevel to only stop at walls and floors

[0.3.9]

  • fix: update selection z level when changing level
  • added chisel to stone mason
  • added 3 pixel to mouse y for better tile selection
  • skill system overhaul (first part) - needs new game
  • gnome move speed now depends on hauling skill
  • added save button to profession management to prevent unwanted changes to professions

[0.3.8]

  • fix: saving keeps stockpile order now
  • no more duplicate gnome names, Ulf Ulfson son of Ulf disagrees
  • gnomes on gnome list and profession overview are now sorted by name
  • population overview can now be sorted by skill
  • fixed keyboard zoom not working
  • population overview and gnome widgets now update each other in real time

[0.3.7]

  • improved world rotation
  • added keybinding ctrl + / ctrl - for changing z levels
  • made key bindings configurable

[0.3.6]

  • added missing translation strings for some item groups
  • fix replace floor to work under designations
  • fixed a crash with multiple butchers butchering the same animals
  • fix missing item definition for sausage and sandwich causing pink boxes
  • fixed messed up sprites for constructed items on load (double beds)
  • fix missing definitions ammo pouch
  • fix workshop craft# and craft to

[0.3.5]

  • fixed canceling workshop constructions leaving job sprites behind
  • show stair orientation when digging stairs down
  • fixed creatures and gnomes flashing when on the same tile
  • reworked the workshop gui
  • stockpiles: initial suspend threshold per item is now 0, if it's 0 the suspend threshold is ignored
  • fixed some items not possible to stockpile - please report if an item doesn't appear in the stockpile filter

[0.3.4]

  • fixed some crashes with butchering animals
  • added short walls, hotkey H - will need new game
  • added bones to all butchering results
  • added animals: duck, goose, dog, cat, fox, wolf, deer, goat, squirrel
  • fixed sand short wall

[0.3.3]

  • if embark items is empty medium preset will be selected
  • fixed crash when clicking on certain tiles of a rotated crude workbench

[0.3.2]

  • replacing walls now return materials
  • moved the log file to C:\Users<User>\Documents\My Games\Ingnomia
  • tweaked cursor positioning if there is a wall structure in the tile in front of it
  • fix space bar for toggle pause
  • added keyboard plus and minus for zoom

[0.3.1]

  • abort jobs now correctly unclaims items
  • hunger and thirst now only abort jobs if food/drink items are available
  • fixed a crash with aborting jobs
  • made the new game screen more friendly for lower resolutions
  • added button to create a random gnome
  • fixed saving of job sprites
  • added status messages to loading screen
  • fixed gnomes freezing after load

[0.3.0]

  • added check if required items exist before handing out jobs, should reduce green/yellow flashing of jobs
  • fixed memory leak with jobs
  • added message box when opengl init fails
  • reduced sleep, hunger, thirst
  • renamed the build door widget to build utility so people stop asking why torches are doors
  • fix stockpile filter settings for loading/saving copy&paste
  • big windows like Population Overview, Stocks and Kingdom now have a max size of the game window

[0.2.9]

  • fixed crash with butcher when pressing cancel on empty list
  • fixed crash with deconstructing a torch
  • fixed removing rooms
  • fixed deconstructing furniture in rooms
  • fixed ghosts of felling axes making it to the next game

[0.2.8]

  • fixed creation of ghost items at position (0,0,0)
  • added tooltip to construct workshop button listing crafts
  • fix crash with deconstructing fences
  • added butcher excess lifestock
  • lowered food intake and doubled the time before gnomes die from thirst and starvation
  • added mine stairs up
  • fixed deconstruction stairs

[0.2.7]

  • fixed crashes with removing stockpiles and pasture
  • fixed domr stuff carrying over after new game
  • improved eating and drinking
  • added highlight to selected item in right click menu

[0.2.6]

  • fences
  • added cows, moo
  • fixed rotating workhop job sprites
  • fixed crash when loading constructions without sprite
  • add remove floor, replace wall/floor commands
  • added remove plant command

[0.2.5]

  • require felling axe for tree cutting
  • added baby animals
  • fixed crash with workshops with empty recipe lists
  • gnomes now die from hunger and thirst
  • updated to Qt5.11.1

[0.2.4]

  • menu option continue loads last save game now
  • when using a container to build a workshop it now drops its items
  • added metals and gems to underground
  • added config option for fow
  • reordered farm job priorities
  • fix gnome widget professions
  • added embark item presets

[0.2.3]

  • added random kingdom name generation
  • added support for multiple save games
  • added status screen for messages during world generation
  • screenshots
  • added keyboard support ( 1 - 0 ) for commands
  • hide undiscovered tiles

[0.2.2]

  • added butchering animals from pastures

[0.2.1]

  • added pasture
  • rework of animal actions

[0.2.0]

  • part two of stockpile rework, per item suspends
  • added copy&paste for stockpile settings
  • fix work sprites disappearing on escape
  • added right click menu

[0.1.9]

  • when only one entity is present on a tile, clicking it skips the tile info window and opens the respective window
  • part one of stockpile rework

[0.1.8]

  • added wall build mode that auto builds floor tiles below
  • added outer ramp corners
  • added checkbox to farmwidget to shown only types with available seed item
  • improved renderer

[0.1.7]

  • added digHole command
  • added building of most wall and floor types
  • added scaffold
  • added gravity to gnomes and items when removing floor tiles

[0.1.6]

  • fixed placement of starting items
  • added dyers workshop

[0.1.5]

  • fixed cursor pos for rotated views
  • paint job sprite green after required tool is picked up
  • seasonal sprites for slopes

[0.1.4]

  • added new game screen
  • fix #81 changing profession for gnome created additional need bars and attribs

[0.1.3]

  • added water processing and rendering
  • added many workshops and craftable items
  • added distillery workshop
  • containers which require the same item and material type now do so

[0.1.2]

  • added item info widget
  • added light handling to renderer
  • added day/night mode
  • saving/loading of lights
  • animated torches
  • added personal room assignment
  • added beds to rooms and dorms, gnomes need sleep now
  • added eating and drinking

[0.1.1]

  • added exprtk for math formula parsing
  • fixed seasonal sprites for opengl renderer
  • added clearLogOnStart option to config
  • added enableScaling option to config
  • added value bars for needs to gnome widget
  • added value decay per minute for needs
  • added activity log for gnomes
  • possible fix for black background in some windows

[0.1.0]

  • updated to Qt 5.10.0
  • added lots of plants
  • added "enableLog" option to config.cfg
  • added changelog.txt

[0.0.9]

  • new OpenGL based renderer
  • reworked stockpile item filtering

[0.0.8]

  • reworked sprite handling
  • gnome sprites generated from parts
  • reworked the workshop construction window
  • added high dpi scaling and font size adjustment