## 0.4.0 ### Date Jun 27, 2019 ### Description Highlights * Event-driven gamestate preparations * Link to nyan library * New renderer implementation (partial) * Convert African Kingdoms data (up to HD version 4.3) * Cache files for asset loading * Modding API specification (v0.2) * Out-of-source tree builds * Windows MSVC builds and Windows 64-Bit installer Visible changes * Scrolling only when windows is in focus * Middle part of the lower UI * Pop space (old gamestate) * Market resource prices (old gamestate) * Building costs and resource amounts (old gamestate) ## 0.3.0 ### Date Jul 28, 2015 ### Description Major refactoring that adds tons of internal features and a few new visible features. * New language versions: Python 3.4, C++14, Cython 0.22 * Python code is now compliance-checked via pylint * Integrated various code sanitizers and the clang static analyzer * C++ <-> Python function calling interface, based on Cython * Proper and integrated C++ and Python logging subsystem * Dumped GLEW for libepoxy * Keybindings manager * New C++ and Python testing system Visible features: * Unified program entry point * Asset conversion automatically runs when launching the game * Units can perform various commands * Units actively search for new commands * Units can fight * Mode indicator ## 0.2.3 ### Date Nov 18, 2014 ### Description New shiny stuff: * Walking units * Pathfinding * Profiling * Inotify asset refreshing * First drafts for nyan * Terrain debug grid (F4) * Unit creation and death sounds * Mac OSX support * AOE:HD support Improvements: * Buildsystem heavily boosted * Gamespec loading job in background * Random things all over the code ## 0.2.2 ### Date Nov 8, 2014 ### Description import all raw orignal gamedata the members to be available in C++ are defined in convert/gamedata the code generation automatically creates all needed files these reside in src/gamedata/ and are a huge tree structure which equals the content of the empires2x1p1.dat file. ## 0.2.1 ### Date Nov 8, 2014 ### Description infinite terrain and sound this was mainly background work, especially the original data conversion was improved basic sound support was implemented some bugs in the terrain rendering algorithm were fixed ## 0.2.0 ### Date Nov 8, 2014 ### Description #### Milestone 2 rendering a single building (university) from the stock age2 media files coloring works, it's done by a fragment shader that replaces alpha-marked base colors (of the blue player) ## 0.1.0 ### Date Nov 8, 2014 ### Description #### Milestone 1 SDL window is working, with a gaben displayed: how awesome is that?!! mouse clicks also trigger the drawing of a castle and village center, these images were extracted from the age2 wiki. ## 0.0.0 ### Date Nov 8, 2014 ### Description Game environment specification completed