Author SHA1 Message Date
Quintine 6b4e7091a9 release: bump to 0.8.0 (HD Remaster) with docs, cache bust, and smoke coverage
Cache-bust v=54 -> v=55 across index.html and sfxbank.js, bump the game
version to 0.8.0, document the HD Remaster setting in gameplay.md and the
changelog, and extend the smoke suite with 4x sheet-geometry bounds checks,
HD loader fallback URL assertions, and toggle persistence/reload checks.
2026-08-12 10:11:23 +10:00
Quintine 928232ce9d chore: add HD Remaster asset tier (4x WebP from raw sources)
218 stills + 24 sheets generated by tools/hd_assets.py at quality 90,
~220MB total. Loaded only when HD Remaster is enabled; standard PNGs
remain the default and the per-sprite fallback.
2026-08-12 10:04:52 +10:00
Quintine efa4a7fb0a feat: parameterize sheet renderers for scale, add HD tier generator
draw_sprites.py renderers take scale/smooth/src_dir/out_dir keywords with
SD-identical defaults (verified pixel-for-pixel against the committed
sheets); smooth swaps NEAREST for LANCZOS/BICUBIC. tools/hd_assets.py
derives the 4x WebP tier from assets/raw sources: flood-key, crop,
margin/fit/center without palette quantization, then renders 4x sheets
through a temp PNG bridge.
2026-08-12 10:04:49 +10:00
Quintine c09a66ae9e feat: tiered sprite loader with per-sprite SD fallback
Sprites.load() serves assets/hd/<name>.webp in HD mode and falls back once
to the SD PNG per sprite; sheet frame sizes derive from sheet geometry
(width/8 for actor and legs sheets, height for the one-row death strip) so
both tiers address correctly.
2026-08-12 10:04:49 +10:00
Quintine ea354d0153 feat: HD Remaster toggle with 4x canvas render path
G.hdRemaster persisted in localStorage (meatslicer_hd_remaster), toggled
from the title screen via H key or the bottom-left tag; activation reloads
so the asset tier and canvas resolution swap at boot. draw() applies a
uniform hdScale() transform, the room-layer cache renders at render scale,
and image smoothing follows the tier.
2026-08-12 10:04:49 +10:00
Quintine 24c1958f2b chore: track unoptimized raw source art under assets/raw 2026-08-12 08:27:00 +10:00
Quintine 50826d568d docs: sync gameplay/items/perks/weapons with 0.7.0 QoL batch; release: bump to 0.7.2 2026-08-11 19:31:28 +10:00
Quintine fde2747561 docs: add 0.7.0/0.6.0 changelog entries, fix docs index, note Linux build in README 2026-08-11 19:20:32 +10:00
Quintine c0d909eebd release: bump game and memory versions to 0.7.0 2026-08-11 19:06:36 +10:00
Quintine 717a106119 feat: peek big-room camera toward walls, shorten perk-selection guard to 0.4s 2026-08-11 19:03:36 +10:00
Quintine b41dcd8ebb feat: QoL weapon/UI batch — door fix, Red Right Hand + flamethrower right-offset, fire slowdown, literal armor dodge, persistent pedestals, menu shot-lock 2026-08-11 18:25:34 +10:00
Quintine 1131ed1e0b Merge branch 'bigrooms' into main 2026-08-11 17:35:42 +10:00
Quintine d9a921a1ea Merge commit integrating big-rooms + linux-and-qol (keep both features) 2026-08-11 17:35:02 +10:00
Quintine 16efccd912 release: bump game and memory versions to 0.6.0 (big rooms) 2026-08-11 08:56:33 +10:00
Quintine 96815f6685 feat: big rooms with Isaac-style camera, extra-large and odd rooms 2026-08-11 08:56:33 +10:00
admin 7269ff53f0 Merge pull request #1 from Quintine/feature/memory-versioning
Feature/memory versioning
2026-08-10 21:42:56 +10:00
Quintine f77b4fd402 feat: crimson metronome lends ½ heart, repaid on a clean room clear 2026-08-09 14:22:26 +10:00
Quintine 39d89fbc53 build: add Linux AppImage target and dist:linux script 2026-08-09 13:56:43 +10:00
Quintine e801c02ef6 feat: 2.5s lockout before dropped weapons can be re-picked 2026-08-09 13:56:41 +10:00
Quintine 7aee2f5f64 fix: don't fire weapon when choosing upgrade from level-up menu 2026-08-09 13:56:38 +10:00
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tools/.env
tools/.venv/
assets/raw/
node_modules/
dist/
.playwright-mcp/
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@@ -40,7 +40,7 @@ npm test
npm run dist
```
`npm test` runs the smoke test. `npm run dist` packages the Windows Electron build as a zip in `dist/`.
`npm test` runs the smoke test. `npm run dist` packages the Windows Electron build as a zip in `dist/`; `npm run dist:linux` produces a Linux AppImage in `dist/`. Every release ships both platforms.
## Documentation
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