Dev Log
Drawing the League borders
Regions have real borders now, painted by hand against the official anchor tiles instead of the rough polygons we started with. Archways are the official crossings and Yama waystones handle travel between regions.
The nasty one this week was the 256 zone bug. Map areas store how many zones they contain and that count was being written as a single byte, so any square with 256 zones wrapped to zero and corrupted the cache from there on. No error, no crash, no symptom, just a map that's quietly wrong somewhere you haven't walked yet.
Added
- Owner-painted region borders, replacing the draft polygons #86 #85
- Border archways as the official crossing gateways #88 #90
- Yama waystones for in-world travel between regions #87
- Progression gates: area unlocks, relic point gating and the pact point economy all reading the same state #79 #82
- Barbarian Village west wall #94
Changed
- Login and boot performance work adopted from upstream, plus hardening around shutdown #97
Fixed
- Map-area zone counts were written as a byte, so any square with 256 zones wrapped to zero and corrupted the cache #83
- Teleports validated after playing the animation and consuming your runes or item, then told you no. They validate first now #98
- Endless Harvest fishing and mining couldn't be escaped by walking away #78
- Shops counted the item you bought instead of the coins you paid with #77
Behind the scenes
::locdumppulls in-game object placements straight out as data #92::lbspawns blockade pieces without digging through a menu #93- Region border scan tooling #91
16 pull requests merged this week: #98 #97 #94 #93 #92 #91 #90 #88 #87 #86 #85 #83 #82 #79 #78 #77