- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
* Change inplay balance.
- Spells now stack three by three.
- Spells try to space a little more.
- Creatures and land stack to the left until they hit the big card,
at which point they start displaying more compactly. At some point,
they start using all the screen even if it's under the hand.
- some performance improvements
- "daily build". The daily build was compiled in "profile" mode. If you have problems running the exe, or problems with Visual Studio please let me know
Wanted to add a bunch of cards that use "shuffle" as a keyword.. after the remedy from Herr Doktor in R1050 and the removal of oblation from ONS it gave me the idea that this could be implemented... I wanted to add some cards like darksteel collosus (M10) with something like auto=@movedto(this|graveyard) from(battlefield):moveto(mylibrary) && shuffle well the above does not work ...
Anyway... i'm not sure the shuffle keyword is working... I don't really have a way to test it. Also if some willing soul could have a quick look would be great..
some cards could be added like Boggart Forager (LRW), Oblation (ONS)...
-Issue 26: added an option for Mana Display. This needs a bit testing, but it should also lower the priority of "manapool slowness" as this mode probably fixes performance issue as well.
-I can't seem to be able to "save" some options (hand position, mana display) ion the windows version, does this change break something ?
-more JGE cleanup
-removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case)
-Still no luck with the purple screen bug :(
- fix issue 69 (Shadow.png load issue) - I put it back to a black 16x16 image. If you need more alpha, use the facilities provided by JGE rather than touching the file, thanks ;)
- fix issue 89 and issue 90 - In the future, we will probably want cardSelector to handle CardDisplay somehow (although carddisplay is used in the Shop as well...)
* Moved shop text ("press square for other cards") etc, to ShopItems, so they rendered properly (all in one place, after AA)
* The AA is really more a proof of concept than anything else. To do it properly I'd need a double-resolution copy of shop.jpg.
* The real multicolored card has a greenish tint, and is darker. What do you think of gold.jpg? Should we tint it more that way?
- opponentshroud small bug fix
- added "kicker=" line and "kicker" auto keyword. See Vines of Vastwood (ZEN) for an example. WARNING: kicker= line has to be AFTER "mana=" line
- daily build
-new trigger: @tapped(...
-Parser now supports X for P/T. WARNING: this does not work for activated abilities. And currently this works only for P/T but will be added progressively to other things
* Displays card set and rarity where artist info would go on a real card. This makes the shop a little more user friendly, and also helps prevent "Card X, possibly from MRQ" confusion.
* Land.jpg contrast in lower left corner modified to work better with white text in that space. I might also modify the green card a bit if others feel it's necessary.
- fixed a bug with Flagstones of Trokair. There was no easy fix (cloned objects deleting stuff from their parents...) and I ended up using a "garbage collect at end of turn" technique the way I did with the ActionStack. As a result, the memory print of a turn will become bigger, and even more bugs might occur at the end of a turn... I'm ready to discuss this, although I think it's the best solution (in terms of result/amount of work) given the way abilities work right now
- Test suite now gives the number of failed/success at the end of the tests