34 Commits

Author SHA1 Message Date
DramaticShape a8c2d8ce5b menu fix, sky rendering, pokedex size 2026-08-02 13:10:20 -04:00
DramaticShape 1fa29a831f update sky rendering, select button changes views 2026-08-02 12:16:03 -04:00
DramaticShape 44f729e8c2 battle effect fixes 2026-08-02 11:26:54 -04:00
DramaticShape f1063abd0f add vr 2026-08-02 02:42:31 -04:00
DramaticShape 9ef8644bff add first person mode 2026-08-02 01:16:42 -04:00
DramaticShape 1a283d6771 bump version 2026-08-02 00:14:13 -04:00
DramaticShape 47363b8d23 iterate version 2026-08-01 16:41:03 -04:00
DramaticShape 6887f5d951 updates to oak's lab 2026-08-01 16:03:32 -04:00
DramaticShape 9a9441899a first pass at water 2026-07-31 22:54:16 -04:00
DramaticShape 8728783b22 account for dpi issues on updated 3d battles 2026-07-31 14:18:02 -04:00
DramaticShape 4da8e5dc3e add day/night filter to 2d 2026-07-30 22:36:59 -04:00
DramaticShape 26d1d96d52 hide tilt/gbcfx 2026-07-30 21:57:29 -04:00
DramaticShape d9a000d7ad add back sprite option for 3d battles 2026-07-30 21:52:54 -04:00
DramaticShape f12b564dcd moved route 1 battle location again, added transparency to bottom battle menu 2026-07-30 21:34:25 -04:00
DramaticShape 500556c3fc iterate version to 1.2.1 2026-07-30 00:11:02 -04:00
DramaticShape 14f844ad8e fix issue with fight transition in oak's lab 2026-07-29 23:13:36 -04:00
DramaticShape 284172db7b add clock sync option 2026-07-29 22:50:54 -04:00
DramaticShape 5ff56eab46 bump version 2026-07-29 22:29:23 -04:00
DramaticShape f841378330 add day night cycle 2026-07-29 21:42:34 -04:00
DramaticShape c3ba10e17a added battle transition into overworld 2026-07-29 19:09:48 -04:00
DramaticShape 9a34ba9c77 force 3d battle ui, initial victory road updates 2026-07-29 18:45:00 -04:00
DramaticShape d8d1d7e336 fix white screen flash on shake on versions > 1.3.0 2026-07-28 16:10:58 -04:00
DramaticShape 5781c28b60 added FULL menu option for voxel mod 2026-07-28 13:37:19 -04:00
DramaticShape 6280cdffe7 Added overworld battles 2026-07-28 13:01:38 -04:00
DramaticShape 8b73cbd54d keep the block-edit hook in the mod, not in the engine
Cut, the tree regrowth on re-entry and the card-key door stamps all write
the block layer directly without emitting world.block_replaced, so
meshes derived from that layer went stale unannounced. An earlier cut of
this work made the engine announce each one -- the wrong place: it edits
the game for one mod's benefit, and every future path that writes a
block has to remember to do the same.

They all funnel through one choke point, so wrap Map:setBlock from the
mod instead. Map is a plain metatable shared by every instance, so this
covers paths written after this mod too. The write is read back rather
than trusted: setBlock ignores an out-of-bounds write, and a stamp that
rewrites a block with the value it already held is not an edit and must
not throw the mesh away.

src/world/OverworldController.lua is reverted to stock.
2026-07-27 10:44:00 -04:00
DramaticShape 89b6c8513f 1.0.6: conditional pins, Pokemon Tower, plateau statues, cave elevation
Adds `when_above` conditional pins, resolved per position in
TileShape.at: one graphic can mean two things (the gates' $32 is both
wall base course and counter front), and a flat pin has to pick one.
Gates get half-height counters and level walls.

Pokemon Tower gains a buildings entry -- it is the drawing the map edge
cuts off, sealed on the north -- and the Indigo Plateau statues are
built like the gym statues.

Fixes: grass stands one full-height clump per tile instead of two
half-cut stubs at different depths; ledge pillars drop to ledge height;
a prop only rides furniture when its own cell is blocked (chairs were
being lifted onto tables); and the caves had water and rock pinned
backwards, which stood the Seafoam sea up as rock and cut trenches
through Mt Moon. No cave tile is below the datum now.
2026-07-27 03:54:33 -04:00
DramaticShape 0ba9109e40 1.0.5: furnish every remaining interior
Extends the shape profile from ten tilesets to twenty-three -- 1,190
pinned tiles over ~130 maps -- surveyed against the standard the
finished interiors set: one 16px wall band carrying its built-ins,
half-cell counters, bookcase-collapsed shelving, thin-pool plant
standees, objects riding the furniture they are drawn above.

The recurring failures were rooms sunk into ponds by the three
stale-cache water ids (collision is per cell, so one trapped tile sank
its neighbours too), counters and cave edges towering to 32-48px,
racks fusing into deep monoliths, and anything in a walkable cell --
stools, tables, staircases, gravestone arches -- vanishing into the
floor.

Also fixes the door fold overwriting profile pins: it replaced the
resolved shape unconditionally, so stair pins on tiles their tileset
lists in doorTiles (Celadon Mansion, Pokemon Mansion 3F) silently did
nothing.
2026-07-27 02:24:05 -04:00
DramaticShape dcf078c2e0 1.0.4: flower/bush/statue/trash-can billboards, in-place mesh refresh
Flowers stand as 1px animated cutouts on their own pulled mesh (own-cell
flowers hide behind the walker, the cell south still overdraws feet).
Cuttable bushes, gym statues (single-block plinth) and Lt. Surge's trash
cans stand as 5-voxel prop cutouts; prop_ground names the tile painted
beneath. Block edits refresh meshes in place instead of blinking to 2D.
2026-07-27 00:11:06 -04:00
DramaticShape 251bf85ba2 added player silhouette when passing in front of buildings 2026-07-26 22:57:10 -04:00
DramaticShape cec3d5e1ef fixed scaling issue on android 2026-07-26 21:30:28 -04:00
DramaticShape cc134a2a84 version to 1.0.1 with water fixes 2026-07-26 19:24:04 -04:00
DramaticShape 7046ead648 fix versioning, add sky blue on 75 degree tilt 2026-07-26 17:47:26 -04:00
DramaticShape ccc0105f3f fixed pallette transitioning errors 2026-07-26 17:22:56 -04:00
DramaticShape 702d8049f0 initial commit 2026-07-26 16:43:53 -04:00