Removing the thick dark band inside the mini menu, so the menu entries run right up to the thin gold border with nothing in between
Removing the connected to the server message, so the game never shows it at all
Extending the t image on the teracopia panel, the image that opens the settings, downward so its bottom edge hits the bottom of the panel and the bottom of the health bar exactly
Closing the mini menu when one of its items is selected, with the closing timed to land after the selection registers so the click is never voided
Streamlining every menu in the game
Correcting the top teracopia panel outline to match the drawn version, with no golden border across the top at all, the border running down the sides and under the bottom only, no bordered wings beside the main menu tab, and the bottom lobe hugging a smaller main menu button
Giving the top teracopia panel a golden border that traces the whole panel including the tab curve at its bottom
Curving the bottom of the top teracopia panel down around the main menu button spot, with the button filling that spot and carrying no circle border
Adding a debug menu toggle for entity shading
Making the settings button a rectangle that functions as the tab for the top teracopia panel, instead of a circle
Adding a debug menu toggle for elevation shading and a debug menu toggle for sun angle shading
Making the settings button itself the tab for the top teracopia panel, taking the shape of the tab and bubbling out to include the existing t image
Making the hud buttons slightly smaller, except the main menu button
Giving the mini menu thin golden borders with the same ninety percent fill opacity as the other panels
Adding a restart button to the main menu that restarts the game and wipes all saved game data
Showing a confirmation message before the restart goes ahead, stating that the player will lose all their data if they do it
Adding snap points to the top teracopia panel so the player can stop it per bar shown as it slides
Showing the tile name in the tool tip when hovering over a tile, with the height difference shown as well when the tile is a cliff tile
Removing the tapped entity name plate staying up on touch as well, so it goes away instead of lasting until another tap replaces it
Fixing the entity tool tip staying on screen after hovering over the entity stops, when it is supposed to go away
Flashing the perimeter of the clicked tile when the mini menu opens on it, with the same flashing effect a destination tile gets
Making tooltip text bold with no box and no border around it
Coloring tooltip text as the inverse of the color under it, so it always shows at maximum contrast against its background
Making every shown pixel of the tool tip reactive, each pixel colored against the exact spot under it rather than one sampled color for the whole tool tip
Making log out disappear the player with a poof cloud animation
Fading to total black over five seconds with input locked after the poof, then lifting the black slowly over five seconds once the title menu loads, with input unblocked at the end
Making the hud buttons larger
Removing the background box behind the movement buttons
Extending the top teracopia panel straight up to the top of the screen with no border at the top
Making the main menu button in the pull tab twice as large
Removing the slide panels for now while keeping their mechanics on record to restore later
Putting game features and debug menu buttons on the main menu, opening their own menus from there, with no slide panels for them
Opening skills and inventory as their own menus from their hud buttons, with no slide panels for skills or inventory
Placing the bottom hud buttons with the map button at ten percent, skills at thirty percent, inventory at seventy percent and feedback at ninety percent
Putting the main menu button in the pull tab of the top teracopia panel
Keeping drags and clicks on the pull tab from triggering the mini menu, so only a stationary long press on it opens the mini menu
Organizing the mini menu entries with the entity options always at the top, then the travel option under them
Renaming set destination in the mini menu to name the selected travel mode, reading walk here in walk mode and sneak here in sneak mode
Fixing the mini menu opening position so its top left corner matches the spot that was right clicked or long pressed
Opening the mini menu only on a long press or a right click, so a plain click on a hud button never opens it
Giving every panel a solid navy blue background that is only ten percent transparent
Adding a thin tab across the bottom of the teracopia panel at the top of the screen that lets the panel be slid up and hidden
Snapping the top teracopia panel gently to fully open or fully closed when it is released decently close to either position
Renaming the settings menu to main menu
Making the main menu hold only buttons, including a log out button
Changing which side a menu is on by right clicking the menu tab
Removing the peeking state so a slide panel is only closed or open
Keeping one slide panel on the left of the screen and one on the right
Swapping the spots of the map button and the feedback button in the bottom hud row so the map button sits at seventy percent and the feedback button at ninety percent
Adding the options for an entity to the mini menu when that entity is right clicked or long pressed
Using one type of mini menu with its contents determined by what is long pressed or right clicked
Keeping slide panel snap points at closed and peeking and open with no resting position between them
Keeping slide panel tabs stacked together on each side of the screen
Letting slide panel tabs be rearranged vertically with the rest of the stack following close behind when one is moved far up or down
Expanding every slide panel tab together when any slide panel expands
Making the tab of the slide panel being viewed glow like an active hud button
Switching a slide panel to the other side of the screen only once the finger dragging it is at least seventy percent of the way across the screen toward that side
Giving every slide panel three states, closed and peeking and open, with a swipe or touch on a closed panel bringing it to peeking
Making the debug menu slide panel behave the same as the other slide panels
Making the feedback button fully functional inside the client, so a player writes a message in the game and hits send and the message is stored on the server
Letting slide panels be dragged from the panel itself and not only from the tab
Now makes the three lines in the slide panel tab icon uniform in length and thickness and spacing
Now starts every slide panel tab at the center right side of the screen, stacked so no tab sits on top of another
Now bases the decision to move a slide panel to the other side of the screen on the finger position instead of the position of the tab
Now makes every slide panel tab the same size with the same text size and the text centered in the tab
Split volume into music, bird calls, footsteps and other effects sliders
Drawing a slide panel that is not closed over the tabs of all other slide panels it happens to cover
Moving the inventory button out of the misc settings and converting inventory into a slide panel
Anchoring the mini menu by its top left corner at the mouse pointer position, the same position used to line up the tooltip, when right clicking or long pressing to open it
Fixing the debug menu speed reading to include the elevation pace, so it shows the actual speed on slopes instead of the flat ground base speed
Coloring the fps hold indicator red in the debug menu
Keeping the debug menu title in place while the rest of the debug menu scrolls under it
Removing the mode active text from the debug menu
Replacing the arrow in slide panel tab names with a three line icon placed before the name on right side panels and after the name on left side panels
Letting slide panels be dragged all the way across the screen
Extending the slide panels down to just above the top of the hud buttons
Showing the detected screen refresh rate in the debug menu
Increasing how often the fps readout in the debug menu refreshes without costing performance
Capitalizing the words Live and In Progress in the game features slide panel key
Removing the planned section and the planned key entry from the game features slide panel
Shifting a slide menu tab out of the way vertically when a dragged tab runs into it and shifting it back to its original position once that position is free again
Keeping the menu in place while its tab moves vertically unless the tab would travel above or below the menu, where the menu moves with the tab
Letting a slide menu tab be dragged vertically to reposition it while the menu is open as well as while it is closed
Spacing the arrow of each feature drop down in the game features panel one character space from the feature title
Keeping a slide menu tab at the vertical position it is dragged to while the menu is closed when the menu opens and closes
Making each feature in the game features panel a drop down with an arrow at its right that toggles the reveal of its bullets, keeping the legend at the top of the panel and making the bullets of each feature scrollable when expanded
Renaming the debug slide panel and its tab to the debug menu
Hiding both slide menus while the title screen is showing and keeping them inactive until the game starts
Renaming the panel and its tab to game features
Gaining the closed tab repositioning and the tab based closing through the shared slide panel controller
Now bakes a fresh board snapshot into every publish
Now shows the key legend above the board
Now scrolls the features board inside the panel
Now keeps the panel at half the screen width and three quarters of the screen height at most
Added a left side pull tab labeled game features that mirrors the debug menu mechanics
Closing the panel when the tab sits close to the screen edge
Judging whether a gesture closes the panel by the position of the tab
Dragging the tab up and down the screen edge while the panel is closed to reposition the tab along the menu without opening the panel
Now drags the panel with a drag on the menu body itself just like holding the tab
Now closes the panel on a tab tap from any partial or full open position
Now opens the panel fully on a tab tap while it sits fully closed
Now snaps the panel closed when the tab is dragged into the strip just left of the right screen edge
Now sleeps only while the panel sits totally closed
The debug menu now stays at whatever partial pull position it is released at
Fixed the sign error in the release math that made closing unreachable
Dragged the debug menu tab rightward past the threshold and snapped the panel closed
Now cycles option lists and clamps numeric values with the steppers
Replaced every dropdown and text field with arrow steppers
Now sets world time and pixels per tile from the panel with live rebakes
Now reads out the mouse tile and the target tile
Now lists sounds currently playing
Now marks chunk loads and unloads on the graph
Now shows a real time fps graph that samples only while the panel is open
Grew the panel so the last row never clips
Centered every row
Wrapped long text instead of clipping
Fixed the panel box so live values never resize it
Now caps the panel at half the screen width and three quarters of the height
Now runs the panel only while open
Now slides panel and tab as one unit
Attached a labeled pull tab at the top right corner
Removed every button that opened debug
Added a feedback panel that reports honestly while no webhook is connected
Floated five separate orbs across the bottom with run, a placeholder, settings at center, feedback and the world map at the far right
Removed the settings orb fan out
Kept the chat system, its messages and its start messages in place
Hid the chat box with a display rule only
Added a typable input row at the bottom of the chat box with keypad dismissal on enter or outside tap
Combined the layout buttons into one reset ui button
Now toggles settings with escape
Completed the vine wrapped tee artwork on the settings button and centered the finished letterform
Moved the hud action buttons behind the settings menu
Now holds hud scale and master mute and music and effects volumes
Combined settings into display and audio and misc sections
Now opens settings from the center bottom orb
Settled every panel on flat solid navy
Removed the gold flake trim and the molten gold trim and the mosaic trim
Laid out the hud with fps at top left and metrics at top right and chat at bottom left and a circular menu at bottom center
Restyled menus and panels and nameplates in deep navy
Now reveals names on touch
Baked a permanent name label above every entity
Now labels the first hundred tiles world spawn in the status panel
Now leaves routes and route displays untouched when the menu opens
Now keeps the menu open after a click on desktop
Now dismisses the menu on touch drag or when the mouse leaves it
Now anchors the menu at the trigger point on every device
Now searches for the nearest walkable tile on blocked taps
Put set destination first
Now opens a mini menu on tap or right click for tiles and entities
Now animates the edit mode dashed borders clockwise
Now keeps the top panel pinned at top center
Now unlocks panel moving and resizing with the edit mode toggle
Now locks every panel in place while ui edit mode is off
Sized panels and nameplates for touch
Now stores a per panel scale for the session
Added draggable hud panels with pinch and wheel and button resizing