Update: press Update, then Finish update once when it asks (the game program is linked again with the new runtime, no game code compiles again). Shaders and saves are kept; no shader is translated again.
Highlights
- Fixed the game freezing on a black screen before its window opened on some Windows PCs since 0.13.0
- Added a Save Editor page to the launcher: PokoHex built in, working on the save the game plays
- Fixed camera aim placing a held block into a wall instead of in front of it (#663)
- Fixed the frame rate limit stopping after the first loading screen (#660)
Graphics
- Fixed the frame rate limit stopping after the first loading screen when Fast loading screens was on (#660)
- Removed the Fast loading screens option: loading screens now always keep your frame rate limit (#660)
Gameplay
- Fixed camera aim: a held block or item aimed at a wall is placed in front of it again, not into the wall or through a gap into the wall behind it, and aiming more than two rows up no longer drops the placement to your feet (#663)
- Fixed the game freezing on a black screen before its window opened on some Windows PCs since 0.13.0
- Before: at start the game asked every USB device for its details, for the Switch 2 Pro Controller over USB; on a PC where one device never answers, the game waited forever (pkp.log ends with "FREEZE: no frame tick", frame count 0)
- Now: the game asks USB devices that way only when a Nintendo controller or adapter is plugged in over USB when it starts
- Still not: a Nintendo controller plugged in over USB after the game started is seen only after a restart; with one plugged in on such a PC the freeze can still happen
Controls
- Fixed the Mouse Mode Key row in the game's Settings never leaving "Press the new key" when its capture was started with the arrow keys
Launcher
- Added an opt-in Share that I am online switch (off by default): while the game runs, the launcher can tell the Recompia online server your online name (or anonymous), version, Windows or Linux and how many Pokemon have a home in your save, never the save itself. It is on Home, in Settings > Game, and the first Play asks once (#519)
- Added a Save Editor page: PokoHex built into the launcher, working on the save the game plays
- Before: editing a save meant copying it out of the save folder, editing it in PokoHex's web page or Windows program, and copying the result back by hand
- Now: Load Game save opens the active profile's save in the editor, Write to Game puts the edited save back. A Before a save edit copy is made first (Settings > Saves > Backups can restore it). Both need the game closed. It works offline, on Windows and Linux (Steam Deck). The first time the page opens it makes the item, villager, skill and reaction names and pictures from your own game files (a few seconds, once); the launcher carries none of them
- The controller works in the editor as on the other pages: move onto it from the sidebar, the d-pad or left stick moves between its buttons, tabs and lists, A presses, the right stick scrolls, and B steps back out to the sidebar
- Still not: typing a name or a number needs a keyboard (on the Steam Deck, Steam + X opens one)
Linux & Steam Deck
- Added, experimental: the game, the launcher and the release package build and run natively on AArch64 (Arm64) Linux (#606)
- Fixed the game clock always running on UTC in the native Linux build: the game now follows your PC's time zone, as it does on Windows (#654)
- Fixed HDR on Auto never turning on in the native Linux build (#644)
- Before: on Linux, Auto always stayed in SDR, even on a display with HDR on. Only On gave HDR, with a fixed 203 nits for white and 1000 nits for highlights whatever the monitor could do
- Now: Auto uses HDR when a Wayland desktop has it on for the monitor, and in Steam's game mode (gamescope) when HDR output is on there. On a Wayland desktop white is as bright as the desktop's SDR content and highlights go up to the monitor's peak
- Still not: a game window opened through X11 on a desktop (the default when Steam starts the game there) gets no HDR, and a window moved to another monitor keeps the answer from its start
Mods
- Fixed a save's SaveWritten event running a mod's handlers on two threads at once: it is now posted on the game's thread at the next frame (#662)