backend-infra-engineer: finalize v0.5.0 branding
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@@ -20,7 +20,7 @@ elseif(DEFINED YAZE_VERSION_OVERRIDE)
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set(YAZE_VERSION ${YAZE_VERSION_OVERRIDE})
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else()
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set(YAZE_VERSION "0.5.0")
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set(YAZE_VERSION_SUFFIX "-alpha")
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set(YAZE_VERSION_SUFFIX "")
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endif()
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if(APPLE)
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@@ -18,7 +18,7 @@ A cross-platform Zelda 3 ROM editor with a modern C++ GUI, Asar 65816 assembler
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- **Modular AI stack**: Toggle agent UI (`YAZE_BUILD_AGENT_UI`), remote automation/gRPC (`YAZE_ENABLE_REMOTE_AUTOMATION`), and AI runtimes (`YAZE_ENABLE_AI_RUNTIME`) per preset.
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## Project Status
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`0.5.0-alpha` builds are in active development, focusing on the new Music Editor, Web Assembly port, and SDL3 migration. See [`docs/public/release-notes.md`](docs/public/release-notes.md) for details.
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v0.5.0 is the current release. New to YAZE? Start with a clean, legally obtained ALttP (USA) ROM and the Quick Start steps below. See [`docs/public/release-notes.md`](docs/public/release-notes.md) for details.
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## Quick Start
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@@ -1,5 +1,24 @@
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# Changelog
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## 0.5.0 (December 2025)
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### Graphics & Palette Reliability
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- Fixed palette conversion and Tile16 tint regressions.
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- Corrected palette slicing for graphics sheets and indexed → SNES planar conversion.
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- Stabilized overworld palette/tilemap saves and render service GameData loading.
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### Editor UX & Tools
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- Refined dashboard/editor selection layouts and card text rendering.
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- Moved layout designer into a lab target for safer experimentation.
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- Hardened CLI/API room loading and Asar patch handling.
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### Platform, Build, and Tests
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- Added iOS platform scaffolding (experimental) plus build helper scripts.
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- Simplified nightly workflow, refreshed toolchain/dependency wiring, and standardized build dirs.
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- Added role-based ROM selection/availability gating and stabilized rendering/benchmark tests.
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---
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## 0.4.1 (December 2025)
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### Overworld Editor Fixes
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@@ -1,27 +1,32 @@
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# Release Notes
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## v0.5.0-alpha (In Development)
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## v0.5.0 (Released December 2025)
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**Type:** Major Feature & Architecture Update
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**Date:** TBD
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**Type:** Platform Expansion & Stability
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**Date:** 2025-12-28
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### 🎵 New Music Editor
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The highly anticipated SPC Music Editor is now available!
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- **Tracker View:** Edit music patterns with a familiar tracker interface.
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- **Piano Roll:** Visualize and edit notes with velocity and duration control.
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- **Preview:** Real-time N-SPC audio preview with authentic ADSR envelopes.
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- **Instruments:** Manage instruments and samples directly.
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### 🧩 Graphics & Palette Accuracy
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- Fixed palette conversion and Tile16 tint regressions.
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- Corrected palette slicing for graphics sheets and indexed → SNES planar conversion.
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- Stabilized overworld palette/tilemap saves and render service GameData loads.
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### 🕸️ Web App Improvements (WASM)
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- **Experimental Web Port:** Run YAZE directly in your browser.
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- **UI Refresh:** New panelized layout with VSCode-style terminal and problems view.
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- **Usability:** Improved error handling for missing features (Emulator).
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- **Security:** Hardened `SharedArrayBuffer` support with `coi-serviceworker`.
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### 🧭 Editor UX & Reliability
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- Refined dashboard/editor selection layouts and card rendering.
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- Moved the layout designer into a lab target for safer experimentation.
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- Hardened room loading APIs and added room count reporting for C API consumers.
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### 🏗️ Architecture & CI
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- **Windows CI:** Fixed environment setup for `clang-cl` builds (MSVC dev cmd).
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- **Code Quality:** Consolidated CI workflows.
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- **SDL3 Prep:** Groundwork for the upcoming migration to SDL3.
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### 🤖 Automation & AI
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- Refactored gRPC agent services and editor wiring.
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- Hardened CLI patch handling and tool output formatting.
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### 📦 Platform & Build
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- Added iOS platform scaffolding (experimental).
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- Added build helper scripts and simplified nightly workflow.
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- Refreshed toolchain/dependency wiring and standardized build directory policy.
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### 🧪 Testing
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- Added role-based ROM selection and ROM-availability gating.
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- Stabilized rendering/benchmark tests and aligned integration expectations.
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---
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@@ -657,6 +657,12 @@ void WelcomeScreen::DrawHeader() {
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void WelcomeScreen::DrawQuickActions() {
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ImGui::TextColored(kSpiritOrange, ICON_MD_BOLT " Quick Actions");
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const ImVec4 text_secondary = gui::GetTextSecondaryVec4();
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ImGui::PushStyleColor(ImGuiCol_Text, text_secondary);
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ImGui::TextWrapped(
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"New here? Start with Open ROM or New Project. Use a clean, legally "
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"obtained ALttP (USA) ROM to get going.");
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ImGui::PopStyleColor();
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ImGui::Spacing();
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float button_width = ImGui::GetContentRegionAvail().x;
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@@ -699,7 +705,8 @@ void WelcomeScreen::DrawQuickActions() {
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// Handled by callback
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip(ICON_MD_INFO " Open an existing ALTTP ROM file");
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ImGui::SetTooltip(
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ICON_MD_INFO " Open a clean, legally obtained ALttP (USA) ROM file");
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}
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ImGui::Spacing();
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@@ -710,7 +717,7 @@ void WelcomeScreen::DrawQuickActions() {
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// Handled by callback
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip(ICON_MD_INFO " Create a new ROM hacking project");
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ImGui::SetTooltip(ICON_MD_INFO " Create a new project from a ROM and template");
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}
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ImGui::Spacing();
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@@ -721,7 +728,8 @@ void WelcomeScreen::DrawQuickActions() {
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// Handled by callback
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip(ICON_MD_INFO " Open AI Agent for natural language ROM editing");
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ImGui::SetTooltip(
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ICON_MD_INFO " Ask the AI agent to guide edits in natural language");
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}
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}
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@@ -742,7 +750,8 @@ void WelcomeScreen::DrawRecentProjects() {
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ImGui::SetCursorPosX(cursor.x);
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ImGui::TextWrapped(
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"No recent projects yet.\nOpen a ROM to begin your adventure!");
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"No recent projects yet.\nOpen a ROM or start a new project to begin "
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"your adventure!");
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ImGui::PopStyleColor();
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return;
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}
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@@ -1083,6 +1092,7 @@ void WelcomeScreen::DrawTipsSection() {
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// Static tip (or could rotate based on session start time rather than
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// animation)
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const char* tips[] = {
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"New here? Open a ROM first, then save a copy before editing",
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"Press Ctrl+Shift+P to open the command palette",
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"Use z3ed agent for AI-powered ROM editing (Ctrl+Shift+A)",
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"Enable ZSCustomOverworld in Debug menu for expanded features",
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