diff --git a/CHANGELOG.md b/CHANGELOG.md index 60931d1..83f2d36 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,43 @@ What changed in each SpeedBreaker release, newest first. Each release's notes on its entry here, and the game shows the entry once, the first time a new version starts (offline: it's built into the game). +## v0.1.3 + +### What's new + +- Smoother driving: no more small hitch every few seconds (the car jumped ahead, then stood + still for a frame or two), which frame-time graphs didn't show (GitHub issue #9). Thanks to + m9cy884mv6-a11y for the careful report. +- Sun shadows of cars, walls and tunnel roofs: cars cast their hard shadow in sunlight again, and + walls, barriers and tunnel roofs shade the road and the cars, as on the Xbox 360. Inside tunnels + the car no longer flickers between sunlight and tree shadows (GitHub issue #3). Thanks to the + players who reported the flicker on GitHub and the missing car shadows on Reddit. +- Nitrous light trails are as long as on the Xbox 360 again: at 60 fps they were half as long, and + looked brighter (GitHub issue #10). Thanks to jaswinprakash for the report, and to victorgbd, + whose Android port of another Most Wanted recompilation found the cause. +- Pause menu > Performance Tuning: each slider has its own name again (Steering, Handling, Brakes, + Ride Height, Aerodynamics, Nitrous, Turbo or Supercharger) instead of "Steering" on every row + (GitHub issue #8). + +### More about it + +- The hitch: the game's main loop runs a couple of frames ahead of the screen. When one of its + frames took longer, SpeedBreaker gave it two or three steps of game time and the next ones + none, while the screen still showed one frame per refresh. A frame the screen shows for one + refresh now runs one step. The game's speed is unchanged. +- The shadows: the game draws cars, walls and tunnel roofs into its sun shadow map as plain solid + shapes, which on the Xbox 360 run no pixel shader. SpeedBreaker ran the trees' leaf-cutting + shader on them too, and it threw them all away. Checked against real Xbox 360 footage of the + same race. Sunlit roads are as bright as in v0.1.1 and v0.1.2. +- The light trails: the game draws them from where the car was over its last two frames, and the + Xbox 360 races at 30 fps, so at 60 fps they covered half the distance. They now span the same + time as on the 360. At Frame Rate 30 nothing changes. +- The tuning labels: the recompiled code looked up each row's name in a table that had lost all + but its first entry. +- Updating keeps your saves, settings and the installed game, and needs no disc image: on a Mac, + drag the new app into Applications and choose Replace, then Open Anyway once more; on SteamOS, + unpack the new download over the old folder. + ## v0.1.2 ### What's new diff --git a/CMakeLists.txt b/CMakeLists.txt index 20c52ee..ab1acb2 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -66,7 +66,7 @@ endif() # apps' versions, the SteamOS bundles' VERSION file and the release tag # (v). CHANGELOG.md has an entry for each version (the in-game # "What's new" note is built from it). -project(SpeedBreaker VERSION 0.1.2 LANGUAGES C CXX) +project(SpeedBreaker VERSION 0.1.3 LANGUAGES C CXX) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) diff --git a/README.md b/README.md index fd09057..38ab5c0 100644 --- a/README.md +++ b/README.md @@ -521,7 +521,7 @@ SpeedBreaker folder instead: `data/`, `data/game` and `cache/`. 2. A notice says where the zip file went: your **Desktop** (on SteamOS, pick it up in Desktop Mode, or in the Desktop app on a Steam Frame), the **SpeedBreaker** folder in the Files app on iPhone and iPad, or the data folder above when there is no Desktop. Its name says which - version you were running, for example `speedbreaker-bug-report-v0.1.2-_