TheoTown update full changelog

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Re: TheoTown update full changelog

#101

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Version 1.9.35
  • Added undo functionality for ground tool
  • Added meta tag detection for fun using condition.code attribute
  • Added state pruning for city reverter to save memory and make it faster
  • Allow undo tool to undo the current level in road tool
  • Fixed placing water did not remove fences
  • Fixed coast lines after using undo function
  • Fixed reverting tool did not cancel two mode tools
  • Fixed crash when placing water
  • Fixed coast alignment after undoing
  • Optimized lua closures to reuse allocated stacks if possible
  • Increased size of engine draw buffer to allow city draw caching
  • Reduced allocations a bit by caching Lua strings

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Re: TheoTown update full changelog

#102

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Version 1.9.36
  • Added ability for generic tools to use undo history
  • Added Lua text field hint support
  • Fixed city reverter could record building state multiple times

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Re: TheoTown update full changelog

#103

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Version 1.9.37
  • Added building attribute "volatile" which would disable undo functionality for the said building
  • Added hotkey for undo action
  • Added support for key modifiers in key actions
  • Fixed ground texture issue on slopes
  • Optimized city revert state generation
  • Optimized undo functionality even more
  • Use libgdx ObjectIntMap rather than HashMap for finding indexed strings in json writer

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Re: TheoTown update full changelog

#104

Post by Löbby »

Version 1.9.38
  • Added and reworked achievements for Steam and Android versions of the game
  • Added loading indicator for not yet loaded plugin images in Plugin Store
  • Added plugin store list fetching on demand for infinite scrolling
  • Added on built fun support for road decorations
  • Fixed ground of buildings was not drawn in build tools if the pivot tile was not visible
  • Reversed order of ratings in ratings city info so that good ones are at the top
  • Optimized undo function by reusing various objects
  • Optimized city drawing by a tiny margin

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Re: TheoTown update full changelog

#105

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Version 1.9.39
  • Fixed crash caused by tollbooths
  • Fixed firework animation drawing on elevated terrains
  • Changed fallback for Chinese language without China as country to traditional Chinese language

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Re: TheoTown update full changelog

#106

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Version 1.9.40
  • Fixed conflict of isUnlocked function in draft class with attribute of same name
  • Implemented more achievements

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Re: TheoTown update full changelog

#107

Post by Löbby »

Version 1.9.41
  • Added plugin addict achievement
  • Added support for grouped tool actions
  • Added grouped tool actions for various tools
  • Fixed redo function
  • Fixed dialogs did not obey safe area correctly
  • Fixed notch related layout issues
  • Fixed placed price placement on hills did not follow scaling
  • Fixed exploits created by undo functionality
  • Updated mayor villa textures
  • Remove discard tag from fragment shader because of unclear performance characteristics and compatibility

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Re: TheoTown update full changelog

#108

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Version 1.9.42
  • Added support for Android 11 storage system changes
  • Added support for custom fullscreen resolutions defined by Settings
  • Added "budget item" attribute for buildings to allow them to be charged as a separate category
  • Added support for multi line amount of options in value setting items
  • Added GUI.createRenameDialog
  • Added kensvin to credits for Indonesian translation
  • Fixed drawing location of dust in disposal dialogs when UI scaling is active
  • Fixed a typo in German Language
  • Updated translations

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Re: TheoTown update full changelog

#109

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Version 1.9.43
  • Added saveText lua function for plugins
  • Added json setting for screenshot save directory
  • Added setting for undo functionality that will prevent the city from pausing
  • Added more helpful error messages on login page
  • Added seed attribute for animation spots for synchronized light switching
  • Added willis and hearst tower light defs by ian
  • Allowed plugins to store files in same folder as plugin file
  • Fixed start logo scaling on small screens
  • Fixed precision for selecting existing labels for editing
  • Fixed crash caused by invalid helicopters or rockets animations
  • Attempt to fix a rare crash when rendering minimap with power tool active
  • Simplified lua require function search paths
  • Adjusted start logo size

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Re: TheoTown update full changelog

#110

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Version 1.9.44
  • Added native Android "rate this app" dialog
  • Updated night definitions by Pluc

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Re: TheoTown update full changelog

#111

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Version 1.9.45
  • Added car events for cars spawned via City.spawnCar (the event function will be called only for the source building)
  • Fixed underground wire caused rubbish when nuked without getting destroyed
  • Fixed power and water coverage was not updated in wire/pipe tools
  • Updated night light defs by Pluc
  • Use long instead of int for power and water building attributes

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Re: TheoTown update full changelog

#112

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Version 1.9.46
  • Fixed event driven water/power calculation could cause crash caused by race condition
  • Fixed potential NPEs in power/water workers

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Re: TheoTown update full changelog

#113

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Version 1.9.47
  • Attempt to fix lagging issue related to power and water calculcations
  • Updated Spanish translations
  • Updated residential building textures

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Re: TheoTown update full changelog

#114

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Version 1.9.48
  • Fixed lagging issue related to power and water calculcations

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Re: TheoTown update full changelog

#115

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Version 1.9.49
Third time's a charm, right?
  • Fixed synchronization issue in cyclic workers that could cause crash

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Re: TheoTown update full changelog

#116

Post by Löbby »

Version 1.9.50
  • Fixed plugin parent file was kind of broken for mpfs which caused saveText to fail
  • Fixed water ground borders were not always calculated correctly on undo
  • Fixed terrain tool had not always undo buttons available
  • Fixed crash in building tool

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Re: TheoTown update full changelog

#117

Post by Löbby »

Version 1.9.51
  • Fixed on fun event triggers were kind of broken (that made DSA rocket not receive supplies)

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