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Author SHA1 Message Date
hans 399a4f2ca8 Fixed link in changelog
Release / release (push) Successful in 52s
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
2026-08-13 19:23:15 +02:00
hans 63f557b74e Updated changelog and bumped version to 1.8.3
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
2026-08-13 19:19:42 +02:00
MrPingu07 80933ad1e3 feat(VoxelGrid): add BTL-OFF rung to V-GRID setting
V-GRID now cycles OFF / ON / BTL-OFF.
BTL-OFF keeps the wireframe off during battles while leaving it
available in the overworld. ON preserves the original behaviour
(wireframe forced on in battles regardless of the row).
2026-08-13 19:15:52 +02:00
6 changed files with 67 additions and 28 deletions
+45 -19
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@@ -1,6 +1,33 @@
# Changelog
## Unreleased
## 1.8.3
### Merged PRs
- Merged [feat(VoxelGrid): add BTL-OFF rung to V-GRID setting](https://github.com/TeJota1337/DramaticShapeVoxelMod/pull/1)
```md
V-GRID now cycles OFF / ON / BTL-OFF.
ON preserves the original behaviour: the wireframe is forced on during
battles regardless of what the row is set to, because the seams are what
make the arena read as constructed rather than photographed.
BTL-OFF is an opt-out for players who prefer a cleaner battle scene:
the wireframe stays available in the overworld but is not forced during
battles. The override mechanism is unchanged -- the player's stored
setting is never written to during a fight.
Changes:
lib/VoxelGrid.lua: third rung added to the ladder; enabled()
handles "btloff" explicitly; battleForced() added; sync()
no longer coerces to boolean.
lib/BattleScene.lua: override is only set when battleForced()
returns true.
main.lua: help text updated.
README.md: controls table updated.
```
### Added
@@ -623,10 +650,10 @@
STADIUM A / STADIUM B / OFF**, which is two independent choices laid out
as one ladder -- WHAT is standing there, and WHERE:
| | on the MAP | on two DISCS |
| ---------- | ----------- | ------------ |
| **pics** | 2D-3D A | 2D-3D B |
| **models** | STADIUM A | STADIUM B |
| | on the MAP | on two DISCS |
| ---------- | ---------- | ------------ |
| **pics** | 2D-3D A | 2D-3D B |
| **models** | STADIUM A | STADIUM B |
2D-3D A is what ON always was -- the fight staged on the map with the Game
Boy's own pics stood up on their tiles as quads. The STADIUM rungs keep
@@ -810,13 +837,13 @@
What it found, and what happened to each:
| finding | count | outcome |
| --- | --- | --- |
| pack cache evicted a model still on the field | 2 | **fixed** -- see above |
| animation walks the Pokemon off its tile | 65 entrances, 36 hits, 35 faints | **fixed** -- see above |
| part has no texture | 104,728 | **not a defect.** 39 primitives across 37 species, 1.6% of the set's vertices, every one with all-zero UVs: they are flat-shaded geometry in the original. The pack stores texture indices one-based, so the packer's `0xFFFF` "untextured" sentinel arrives as 65,536 and resolves to nothing, which is correct. Counted rather than reported now |
| pose flies apart | 250 | **understood, left alone.** Two species in one animation each: Farfetch'd's entrance at 6.0x its bind height and Dewgong's at 6.1x, both just over the threshold, and both because the measurement is a bounding box that includes an authored trail -- Farfetch'd's is a dedicated 30-vertex primitive on a five-bone chain. The bodies are intact and, since the anchor, in frame |
| NaN or infinite vertex, rig would not build, loopStart out of range, missing aux animation, track indexed off its end, move slot with no animation | 0 | none |
| finding | count | outcome |
| -------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| pack cache evicted a model still on the field | 2 | **fixed** -- see above |
| animation walks the Pokemon off its tile | 65 entrances, 36 hits, 35 faints | **fixed** -- see above |
| part has no texture | 104,728 | **not a defect.** 39 primitives across 37 species, 1.6% of the set's vertices, every one with all-zero UVs: they are flat-shaded geometry in the original. The pack stores texture indices one-based, so the packer's `0xFFFF` "untextured" sentinel arrives as 65,536 and resolves to nothing, which is correct. Counted rather than reported now |
| pose flies apart | 250 | **understood, left alone.** Two species in one animation each: Farfetch'd's entrance at 6.0x its bind height and Dewgong's at 6.1x, both just over the threshold, and both because the measurement is a bounding box that includes an authored trail -- Farfetch'd's is a dedicated 30-vertex primitive on a five-bone chain. The bodies are intact and, since the anchor, in frame |
| NaN or infinite vertex, rig would not build, loopStart out of range, missing aux animation, track indexed off its end, move slot with no animation | 0 | none |
The three species the packer already declines (Exeggutor, Tangela, Magmar)
are skipped rather than swept: they are never posed in a game, and sweeping
@@ -1999,7 +2026,6 @@
and only the player knows what their machine can carry. No hotkey, for the
same reason: it is set once, not flicked while walking.
### Changed
- **The water surface is its own mesh, and its own pass.** A mirror cannot be
@@ -3401,12 +3427,12 @@ long as the thing throwing them is tall.
- The mod's four controls sit on adjacent keys, and the two that never had
one now have a hotkey at all:
| key | control |
| --- | --- |
| 3 | VOXEL, the camera ladder |
| 5 | V-GRID, the wireframe |
| 6 | T-SHIFT, the blur ladder |
| 7 | V-CURVE, the horizon bend |
| key | control |
| --- | ------------------------- |
| 3 | VOXEL, the camera ladder |
| 5 | V-GRID, the wireframe |
| 6 | T-SHIFT, the blur ladder |
| 7 | V-CURVE, the horizon bend |
Only 6 arrives by the documented route. `Game:keypressed` answers the
engine's own display keys first and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
+1 -1
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@@ -15,7 +15,7 @@ menu.
| --- | --- |
| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → 1ST → 3RD → OFF (camera pitch) |
| `SELECT` (pad / touch) | the same step as `3` — for the machines with no number row |
| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
| `5`, or the **V-GRID** options row | OFF / ON / BTL-OFF — a one-pixel wireframe on every voxel; BTL-OFF disables it during battles |
| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 → 4 → 5 — bend the world over the horizon; 5 is a half sphere |
| the **RENDER DIST** options row | FIT / WIDE / WIDER / WIDEST / OFF — how much of the map the camera bothers to draw. **FIT** is exactly the ground on screen and no more: the trapezoid a tilted camera really frames, which reaches well north of you and flares wide out there — not the square the flat game shows. A connected map falling entirely outside it is skipped before it is drawn, terrain, water, grass and shadows together, which is most of the frame's geometry at the high rungs. Below about 63° that is all the row does and the picture is untouched; at **75** the camera sees to the horizon, so something has to name a distance — FIT is the closest, the wider rungs push the world's edge out, **OFF** stops cutting. Not on **1ST** or **3RD**: you are standing in the world there, and the box opens out and away as the camera dives in. **FULL** sets it to FIT |
+4
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@@ -643,6 +643,10 @@ function BattleScene.render(state, arena, textures, token)
-- the world (see VoxelGrid): the arena is drawn a unit per voxel like
-- everything else, so the seams follow the one toggle and a player who
-- turned them off does not get them back for the length of a fight.
local gridWas = VoxelGrid.override
if VoxelGrid.battleForced() then
VoxelGrid.override = true
end
local out = nil
local ok, err = pcall(function()
-- its own canvas slot: this renders at the window's pixel size and the
+10 -3
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@@ -59,7 +59,7 @@ end
-- where it persists and the rows that cycle it (see ModSetting)
VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
{ false, true }, { "OFF", "ON" })
{ false, true, "btloff" }, { "OFF", "ON", "BTL-OFF" })
-- The row is the whole answer, everywhere: free-roam and the battle arena
-- alike. The battle used to force the seams on regardless -- a fight is a
@@ -68,7 +68,14 @@ VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
-- whole mod, and a mode that came back for every fight read as the row not
-- working rather than as a deliberate framing.
function VoxelGrid.enabled()
return VoxelGrid.setting:get() and true or false
if VoxelGrid.override ~= nil then return VoxelGrid.override end
local v = VoxelGrid.setting:get()
if v == "btloff" then return false end
return v and true or false
end
function VoxelGrid.battleForced()
return VoxelGrid.setting:get() ~= "btloff"
end
function VoxelGrid.set(enabled, game)
@@ -80,7 +87,7 @@ function VoxelGrid.toggle(game)
end
function VoxelGrid.sync(value)
VoxelGrid.setting:sync(value and true or false)
VoxelGrid.setting:sync(value)
end
function VoxelGrid.row()
+2 -2
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@@ -474,7 +474,7 @@ end
-- its own: 3D WORLD is exactly the rows WITHOUT it, so that whole
-- category empties out under FULL and takes itself off the menu.
local SETTINGS = {
-- ------- the top-level menu -- settings that are about the GAME
-- ------- the top-level menu -- settings that are about the GAME
--
-- SettingsMenu.ROOT as a `cat` puts a row on the DRAMATIC SHAPE screen
-- itself rather than inside one of the four categories, which is right
@@ -490,7 +490,7 @@ local SETTINGS = {
cat = SettingsMenu.ROOT, full = true },
-- ------- 3D WORLD -- the diorama's own knobs, every one of them FULL's
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge.",
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge. BTL-OFF disables it during battles.",
cat = "world" },
{ WorldCurve.setting,
"Bends the world down over the horizon, until a town sits on top of its "
+5 -3
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@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.8.2",
"version": "1.8.3",
"api": 2,
"entry": "main.lua",
"profile": "content",
@@ -10,11 +10,13 @@
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
"conflicts": ["ds_fp_ceiling"],
"conflicts": [
"ds_fp_ceiling"
],
"permissions": [
"engine_internals"
],
"affects_link": false,
"description": "Draws the overworld as a 3D diorama.",
"github": "DramaticShape/DramaticShapeVoxelMod"
}
}