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v0.0.644
Section titled “v0.0.644”- Added contextual ambient soundscapes across outdoor and interior play spaces.
- Daytime now loops
birds-chirping.mp3outdoors. - Nighttime now loops
night-cricket.mp3outdoors, with sporadiceagle-owl.mp3calls. ambient-pub.mp3now loops while inside the pub interior and stops after leaving.- Added proximity-based campfire ambience from Fire-tagged map tiles.
campfire-burning.mp3now fades in as the player approaches fire sources and fades out with distance.- Improved runtime ambient audio control stability.
- Ambient loops now stop cleanly on run reset, menu transitions, and shutdown.
- SFX channel controls now support per-channel looping and volume updates for continuous ambient playback.
v0.0.643
Section titled “v0.0.643”- Fixed Dragon launch and fly strips freezing on frame 0.
- Dragon sprite-state updates no longer overwrite per-state strip segment progress each tick.
- Launch one-shot and fly directional loops now advance in sequence for all facing directions.
- Stabilized Dragon segmented animation state handling.
- Dragon-only animation fields now persist between ticks unless direction/state actually changes.
v0.0.642
Section titled “v0.0.642”- Fixed Dragon visibility flicker and animation frame popping.
- Dragon boss directional sheets now sample as one-row horizontal strips (right/up/left/down frame segments), matching the actual sprite layout.
- Launch, walk, melee, hover, fly, and fire-breath animations now stay on valid frame bounds instead of intermittently sampling off-strip frames.
- Updated Dragon animation documentation to match shipped sprite assets.
- Dragon asset/spec notes now describe horizontal strip layout and left-to-right directional ordering.
v0.0.641
Section titled “v0.0.641”- Fixed Dragon vertical-strip animation playback.
- Added column-major sprite animation rendering so Dragon sheets animate down the strip as authored.
- Dragon launch and fly strips now advance in full sequence instead of stalling/static frame sampling.
- Tightened Dragon close-range attack gating.
- Dragon melee and flame-breath action selection now uses hitbox edge distance (not center distance), preventing far-range attack starts.
- Retuned Dragon engagement ranges for closer combat (
meleeRangeandfirebreathRange).
v0.0.640
Section titled “v0.0.640”- Tightened Dragon melee engagement to close range.
- Reduced Dragon melee trigger radius so it only attempts melee when very near the player.
- Refined Dragon launch and attack timing for full-sequence playback.
- Launch state timer now includes a small playback buffer to better guarantee full directional launch strip completion.
- Melee and flame-breath one-shots now include small timer buffers for cleaner full-strip playback at variable frame rates.
- Adjusted Dragon melee cadence to feel more natural with animation speed.
- Lowered melee cooldown tuning range and enforced a minimum recovery tied to melee animation duration.
- Melee attack speed now better matches the visual strike timing instead of feeling abrupt or desynced.
v0.0.639
Section titled “v0.0.639”- Improved Dragon chase pathing and unstick behavior.
- Dragon ground chase now uses nav-grid-aware steering and sidestep fallback when direct pursuit is blocked.
- Added local open-cell fallback steering so Dragon can recover from blocked approaches instead of freezing in place.
- Added Dragon attack-state deadlock guard.
- Dragon melee/launch/fire one-shot exit now also honors state timer expiry as a safety fallback.
- Prevents Dragon from remaining stuck in a non-moving action state if animation flags desync.
- Preserved attack commitment behavior.
- Dragon still stops to execute full melee animation by facing direction, then resumes chase/other behavior.
v0.0.638
Section titled “v0.0.638”- Fixed Dragon action playback re-entry so attack/launch one-shots replay each use.
- Dragon now explicitly resets one-shot animation playback state on melee, flame-breath, and launch entry.
- Repeated melee attacks now restart the melee strip each swing instead of reusing a stale finished frame.
- Reduced Dragon walk-strip resets while moving.
- Dragon look-direction updates are no longer forced every chase/fly tick by AI steering.
- Sprite-state directional smoothing now has stable source direction, improving walk animation loop continuity.
v0.0.637
Section titled “v0.0.637”- Fixed Dragon walk animation playback stability.
- Dragon walk direction selection now uses diagonal deadband smoothing to avoid rapid row flips.
- Walk strips now loop in-sequence more consistently while Dragon is moving.
- Tightened Dragon close-range attack behavior.
- Reduced Dragon melee range to require near-contact before melee starts.
- Reduced Dragon flame-breath engagement range so breath is used close to the player instead of long range.
- Enforced full Dragon one-shot action playback for launch/melee/fire breath.
- Dragon launch now waits for one-shot animation completion before transitioning to hover.
- Dragon melee and flame-breath states now also wait for one-shot completion before returning to walk/chase.