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