From bd80b8b45e30bd35a3dff7185c8f5390e1e9b63e Mon Sep 17 00:00:00 2001 From: a pirate Date: Mon, 25 Dec 2023 16:47:37 -0800 Subject: [PATCH] Add Changelog --- CHANGELOG.txt | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) create mode 100644 CHANGELOG.txt diff --git a/CHANGELOG.txt b/CHANGELOG.txt new file mode 100644 index 000000000..3994819b5 --- /dev/null +++ b/CHANGELOG.txt @@ -0,0 +1,28 @@ +* 1.1.0 + +- Accelerate n^2 entity collision + +Entity collision detection has, before now, just done the naieve n-squared thing +of checking every entity against every other entity. This worked fine for +small demos, but as I push further into the relm of 'real games' I needed to +do entity collision on every step of the movement update (after moving every voxel), +which was not going to go well. Thus, it was time to fix the problem. + +The solution I went with, which I've been considering for a while, is to store +a list of entities in each chunk. When the entity moves, it first is removed +from all chunks it currently overlaps, moved, and then added to chunks it +finally overlaps. This means we can now collide against entities occuring in +the local chunks we're overlapping, which is more acceptable than all entities +all the time. + +- Fix two bugs related to high-speed entities colliding against the world + +- Fix some bugs in block_array and add test cases + +- Fix Camera ghost updating when UI has focus + +- Fix UI not capturing input when painting + +- Fix bug in .vox palette loading (indexes are 1-based!!) + +- Added some screenshots