I’ve rounded up some more fixes and I’m pushing up to 0.9.041 now to clear this up.
UPDATE: Shoving some public content out of the door, as well as a quick fix for an annoying little crash, and finally shoving MacOS builds out too!
The MacOS build is currently unsigned, so there’s some hoops to jump through kinda to be able to run it, but nothing egregious. Essentially, run it through Finder by right-click -> Open rather than trying to open it through the Dock and you’ll get a slightly more detailed warning prompt about the app being unverified, which will have a button allowing you to run it. The old way of just adding an exception through Security & Privacy seems to have gone bye-bye in the last couple of weeks, but hopefully it shouldn’t be an issue in the not too distant future!
Jacques has been hard at work on the new sidebar layout we talked about a couple weeks ago, and it’s far more capable of cramming data in there than it was before. I think this is a big step in the right direction for everything that the bar needs to be able to handle! There’s still some thoughts I have about it, but it feeds directly into a couple of things I wanted to keep in mind for layouts on different devices, and giving us more power to offer different ways to handle movement input based on preferences. To wit:
Navigation controls can now be overlaid on the minimap to save a little more space, whilst keeping the map close to the edge of the screen. There will probably bit a lot more tweaking around this, but the intent is to allow a few different input modes to be available in the same area of the screen, so you can pick how you want to interact with it on touch devices. When I get some time together this week, I’ll finish off implementing the room-navigation option and get that implemented, which will allow for tapping on rooms on the map directly to move to them. The old navigation controls still exist; keybinds still work as expected, and if you opt into the larger map view, some of the small minimap space is replaced with the standard movement buttons from before this layout change.
I think if anything, the new display of keybinds over-top of the minimap presently looks a little too complex and overloaded, but now we’ve got it in we’re in a much better position to incrementally tweak and improve rather than holding off for a fabled overhaul. I hope this goes a long way to answering a lot of the improvement requests we’ve had for the state of the sidebar!
With Jacques spending time on doing the bar overhaul, I’ve been free to keep plugging away at a lot of annoying bugs. I’ve got a few things to look into that should be able to eliminate a couple of classes of bugs entirely going forward for the upcoming week, but I suspect I will mostly be descending into the bug mines again and continuing the extermination efforts.
Back 2 Da Mines….
TiTS 0.9.041 Changelog:
- Play-in-Browser builds should properly be available and updated to 0.9.041.
- Forcibly flipped the default state of the “Combine Damage” display option to false. This setting was in our base options object configuration and set to enabled since we launched the JS port, but never wired it up. Disabled is it’s default intended state.
- Fixed the mannequin display sometimes being able to generate a second set of breasts under the topmost set when it’s not appropriate.
- Forcibly scroll the text output back to the top whenever certain important calls are made to display text in the game.
- Fixed crashes/errors with Big-Ts dinner scoring and some Wargii hold mechanics.
TiTS 0.9.040 Changelog:
- PUBLIC: The Zaika Gang encounter is now live in the Gyre for public builds! This encounter, as penned by Adjatha, includes approximately a dozen new sex scenes and a few fun micro-events when you greet the misguided alien gals! (Adjatha & Fen)
- Added unsigned, universal MacOS builds. (Gedan)
- Fixed item buttons crashing if they weren’t being set with overridden titles and descriptions for the tooltip. (Jacques)
TiTS 0.9.039 Changelog:
- BACKER: There’s a new extrameet scene variant for some Kaede and Anno funtimes. (Savin & Gedan)
- BACKER: Bizzy has a couple of extra scenes, one some solo action and a few involving Reaha. (Nonesuch & Leek)
- Added a new layout for the sidebar. It is now capable of displaying much more data than before, much closer to the information available in the two-bar AS3 layout. (Jacques)
- Added some utility functions to render progress bars embedded in text. (Jacques)
- Added animation toggle options for button, icon and inline image animations. (Jacques)
- Added a keybind display for the side-swapping key in the Trade UI layout. (Jacques)
- Added First-14 data to the quest log. (Jacques)
- Added “All” tab to the list of filters for the Trade UI to display all items in storage. This currently does not allow you to insert items, but you should be able to remove them. (Jacques)
- Updated the layout of some of the Cheat options. (Jacques)
- Updated the Artist Priority interface with some new sort icons. (Jacques)
- Updated keybinding displays to support opacity settings. (Jacques)
- Updated Chamelon Armor and the Slavesuit to use the new interact button in the inventory rather than being controlled through extra buttons in the codex. (Gedan)
- Update core gamestate serialization to apply some cleanup of unnessecary flag data when saving/loading, potentially reducing save size but also giving us an opportunity to strip out some incorrect flag values that shouldn’t normally exist. (Gedan)
- Updated the entropy gremlin to be a bit more dynamic when used during a puzzle. (Jacques)
- Fixed target selection short-circuit when using items that require targets so it no longer crashes (Gedan)
- Fixed incorrect perk test for myr venom for victory scenes with the Kui-Boss in Malai Quest and one of the WallSluts (Gedan)
- Fixed the storage inventory UI duplicating held items for the Toy and Valuable categories, rather than showing those categories actually in storage and thus losing items and/or crashing (Gedan)
- Fixed numerical rounding for certain values in the appearance screen, better matching how this was implemented under AS3. (Gedan)
- Fixed race() text generation to cache results to save repeatedly having to calculate the scoring values when there has been no opportunity for the values to have changed. (Gedan)
- Fixed Omnisuit and the Strange Collar not being properly usable. (Gedan)
- Fixed the map layout around The Stellar Tether, removing some old and broken layout based on AS3 map mechanics that no longer work with the structure of the JS map data. (DrunkZombie)
- Fixed a BUNCH of typos across multitudes of scenes and content. I can’t really exhaustively list these because it touches 100+ files. (Gedan, DrunkZombie & Jacques)
- Fixed cockvines potentially erroneously attempting to describe the PC cum even if they don’t have genitals. (Gedan)
- Fixed a few room description errors around Zheng Shi. (lowercase_donkey)
- Fixed the ‘Bitterly Cold’ status effect persisting if you are no longer on Uveto. (DrunkZombie)
- Fixed attribute reductions not always being able to apply properly under certain circumstances. (DrunkZombie)
- Fixed stat change color coding across the game, attempting to more universally apply a consistent set of colors. (Jacques)
- Fixed the Combined Damage Display option. Note that this setting is enabled by default, you’ll have to turn it off if you want to go back to the old Shield/Health/Lust damage output. (Jacques)
- Fixed some layout issues around racial score breakdowns. (Jacques)
- Fixed the level up screens stat handling to replicate the proper limits, no longer taking into account temporary increases to maximum stat values to effectively increase the ceiling that stat points could be invested into. (Gedan)
- Fixed Syri using a slightly different bust display system than almost all other characters, fixing a few “Syri is displaying the wrong bust” issues. (Gedan)
- Fixed a handful of nested UI element switches being able to blow away button state when you attempt to return back to the main text display. (Gedan)
- Fixed erroneous calls to “ps.isMisch()” that has been deprecated in favour of isMischievous, fixing a couple of crashes. (Gedan)
- Fixed an issue with compressToList() that could leave trailing commas. (Jacques)
- Fixed an incorrect output() call in Condensols usage function when using it in combat. (Gedan)
- Fixed an oversight in how and when the inventory can be opened whilst in combat. It is now only possible to use items in combat up to the point you hit the Victory or Defeat button, but there is still a small window of opportunity present to consume items like Condensol without consuming a turn. (Gedan)
- Fixed some oversights with the new in-combat target selection process to better handle items that have targetsSelf set. (Gedan)
- Fixed redundant elements appearing in the Inspect menu and Item Cards. (Jacques)
- Fixed Ovir Ace and Ovir Positive crashes. (Gedan)
- Fixed lingering instances of hasRandomProperties being set on items, a potential avenue to not properly serializing certain modifiable items but specifically for Goo Armor for the PC. (Gedan)
- Fixed a potential crash with the HeavyLaser complaining about not having a canMergeWith implementation. (Gedan)
- Fixed a Syri gaming event scene from not properly triggering inSceneBlockSaving, making it easy for the player to move again and lose access to the ability to recruit Syri from the event by ending it early. (Gedan)
- Fixed a missing test to ensure that the player has previously been defeated by Sophora before she can start stalking the player on Tavros. (Gedan)
- Fixed a re-implemented branch in a Shade event trigger that was previously disabled in AS3 but left commented out, breaking the scene flow, fixing her Bounty Work event. (Gedan)
- Fixed a crash when finding the Puppy-Kitten dildo. (Jacques)