Changelog.
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<ul>
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<p/>
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<p/>
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<li>3.1.0 Unreleases<p/></li>
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<li></li>
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<li>Optimized shared vison code.</li>
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<li>Now field of view parameters and auto targeting algorithm can be changed simultaneously for all computers of already started network game. It prevents desync causes. Mostly useful for debug.</li>
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<li>Map grid is optional now and can be disabled. Actual only for debug builds.</li>
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<li>Added ingame "debug menu". Among other things it allows to change FOV parameters on the fly. Enabled only for debug builds.</li>
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<li>Added enhanced type of fog of war, as long as original sprite-based fog can't be used when shadow caster is enabled. Also added few parameters to tune it (blur radius, number of blur iterations, number fog easing steps, bilinear interpolation).</li>
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<li>Added "elevated" flag for units/buildings which can look over opaque fields (f.eg. towers).</li>
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<li>Implemented shadow caster field of view type, which blocks vision through opaque obstacles (f.eg. cave walls in war1gus) or certain map tiles with enabled "opaque" flag. In additional there is a possibility to enable opacity for all rocks- OR forest- OR wall-tiles. This feature makes it possible to implement sight blocking for high/low ground .</li>
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<li>3.0.0 Released<p/></li>
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<li>Migrate to SDL2, remove old direct OpenGL backend</li>
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