1. Update v1.14.2:
  2. 👻⛰️ Fix phantom terrain for real this time
  3. 🔥 Add warning for broken NVIDIA driver 580.88 on RTX 50-series cards
  4. 🔥 Add additional resolution advice to the crash reporter for a few external factors that mess with the game
  5.  
  6. Update v1.14.1a:
  7. 🚒 Detect the presence of stale game files upon a crash - Steam failed to delete them for some folks, the game tries to load them, and then crashes
  8. 🐛 Hopefully fix inability to delete glades - if a glade with the same folder name existed inside the deleted-saves folder, the deletion would fail. Now it will rename the save folder, and proceed to moving it into deleted-saves
  9. 🐛 Fix floor pattern not being inherited when creating a snapped shape
  10. ✍️ Display a small link when a stair node is attached to a wall (before it was displaying a small circle around the node and that was not very clear ^^")
  11. 👩‍🏫 Add a tutorial hint on how to detach stairs from a wall
  12. 🧹 Sanitize a crash when using coloring menu on a wall that was just undone
  13. 🧹 Sanitize a crash related to zero length curves when drawing walls and fences
  14. ✍️ and while I was at it, I figured I'd finally improve the wall snapping UI. When snapping to a wall while drawing a wall or a fence, the game will display a solid line with a dot that follows the shape of the wall you're snapping to, instead of two straight dashed lines.
  15.  
  16. Update v1.14.0:
  17. Major:
  18. ✨ Stairs tool
  19. ✨ 3 variants of cobblestone
  20. ✨ 5 new floor variants
  21. 🎢 Roller coaster mode
  22. ⛑️ Background autosave and backups
  23.  
  24.  
  25. Gameplay & UX:
  26. ✨ Add ability to cycle through the available clutter in the clutter focus mode
  27. 👩‍🏫 Update starting builds with new features + add 3 new ones
  28. 🎨 Add customization of plaster peel amount
  29. ⛑️ Add UI for loading game backups
  30. ✍ Holding "disable snapping" key (default: LCtrl) now prevents windows from turning into doors
  31. ✍ Rectangle editing now behaves itself when in low camera angles
  32. ✍ Rectangle rotation is now snappier & no longer does a small jump at the start of an edit
  33. ✋ Prevent “sheep pet hand” from taking over the screen
  34. 💡 Don't offer window light customization for trapdoors (since they don’t emit light)
  35. 🌥️ Adapt object highlight color to surrounding lighting (to avoid excessive contrast at night when hovering over building elements)
  36. 🐛 Fix stuttering when building on water (fix intermittent misses in cursor-terrain intersection)
  37. 🐛 Fix first-person ghost mode (noclip) toggle not working on gamepads/controllers
  38. 🖱️ Fix Steam Deck being hesitant to switch to mouse & keyboard mode
  39. 📈 Bump max wall limit to 20,480
  40.  
  41.  
  42. Visual:
  43. 📷 Apply photo mode filters in build mode too
  44. 🎨 Add subtle edge damage and remove green noise overlay from roof tiles
  45. 🎨 Rework circular half-timbering
  46. 🎨 Fix snow on platform borders and auto-generated stairs
  47. 🎨 Add random slits to lilypads
  48. 🎨 Update stone floor texture
  49. 🎨 Add parallax mapping to floors (ray march all the things!)
  50. 🐛 Remove diagonal supports from wooden pillars on towers if there is not enough space
  51. 🐛 Prevent platforms from going below minimum height limit in very old save files
  52. 🐛 Fix cottage window outlines being glitchy / black / colorful
  53.  
  54.  
  55. SFX & Music:
  56. 🎼 Add five new music tracks
  57. 🔊 Tweak undo sounds
  58. 🔊 Add an additional audio detail when moving a building overlapping other buildings
  59. 🔊 Fix volume difference between placing decorators and moving them
  60. 👂 Make path draw sounds quicker to stop
  61. 👂 Slightly reduce latency of all audio events
  62. 🐛 Fix window audio not playing when moving camera instead of cursor
  63.  
  64.  
  65. Image Quality:
  66. 🕶️ Speed up brightness adaptation, and fix flicker therein
  67. 🌅 Add subtle glare (“bloom”) around bright objects
  68. 🌞 Fix gradient inversion / dark outline around the sun
  69. 🔬 Improve quality of indirect lighting’s rough specular reflections
  70. 🔬 Improve image upsampling quality with "resolution scale" < 1.0 (use edge-adaptive spatial upsampling)
  71. 🐛 Make "white wall" albedo actually white in global illumination (it was greenish)
  72. 🐛 Fix tree branches abruptly disappearing close to the camera
  73. 🐛 Fix depth of field artifacts in close-up tree branches
  74. 🐛 Fix color banding on sky by dithering it
  75. 🐛 Fix additional color banding on sky and other smooth gradients coming from image rescaling
  76. 🐛 Fix black halos around bright objects (clamp negative ringing in image resampling)
  77. 🐛 Fix colors of trees & terrain in global illumination
  78. 🐛 Fix indirect light leaking through terrain
  79. 🔬 Improve accuracy of shadows in global illumination
  80.  
  81.  
  82. Performance:
  83. 🦥 Make the processing of decorators (windows etc.) lazy, so we don’t burn CPU cycles for nothing
  84. 🏇 Parallelize the processing of in-world 3D UI
  85. 🏇 Tweak level of detail selection for plank meshes (make planks faster and prettier)
  86. 🏇 Discard tiny distant objects from being shadow casters
  87. 🏇 Parallelize Vulkan command buffer recording
  88. 🐛 Fix duck trajectory planner wasting CPU cycles if ducks can’t find landing spots
  89. 🔬 Limit max anisotropy of textures from 16 to 4
  90. 🤏 Enable BC7 texture compression for more assets
  91. 🤏 Switch some assets to BC4 texture compression
  92. 🧊 Limit menu frame rate to <= 60 (to save power)
  93.  
  94.  
  95. Platform support:
  96. ✨ Add Qualcomm Snapdragon X as a recognized platform (add driver version check & download links)
  97. 🐧 Fix color channel swap on Linux + Wayland
  98. 🐧 Maybe fix Linux crash reporter copy-to-clipboard
  99. 🍏 Add experimental compatibility with patched CrossOver 25 on MacOS
  100. 🍏 Add CrossOver/WINE - specific workarounds for the driver info screen being black
  101. 🍏 Fix out-of-bounds GPU buffer writes on Mac
  102. 🍏 Add compatibility with MoltenVK 1.3+
  103.  
  104.  
  105. Misc:
  106. 🚒 Handle more silly graphics drivers (swapchain image acquisition freezing the game)
  107. 🧊 Add diagnostic tool for detecting game freezes/hangs (“--detect-hang” launch parameter)
  108. 🧯 Gracefully handle disk write errors in the save system, and surface them via UI
  109. 🤏 Slim down save file size a bit
  110. 🌡️ Default FPS limit to 60 for new game installations
  111. 🐛 Fix numerical overflow crashing long sessions (recycle render instance identifiers)
  112. 🐛 Fix a crash related to near-zero-sized gates
  113. 🐛 Fix half texel offset in CPU-side texture sampling (fix applies only in new glades)
  114. 🐛 Fix ghost lantern & crash when switching from lantern mode to wall eraser
  115. 🐛 Fix an assortment of numerical errors in curve processing
  116. 🖖 Fix a few graphics validation errors revealed by Vulkan Configurator’s extra tests
  117. 🖖 Move from compute- to raster-based presentation for improved compatibility
  118.  
  119. Update v1.13.1a:
  120. 🐛 Fix startup crash if audio fails to initialize (say, you have no sound card, or it has a borked driver)
  121.  
  122. Update v1.13.1:
  123. 🐛 Fix crash when loading Halloween music.
  124.  
  125. Update v1.13.0:
  126. Other
  127. * 🚭 Toggleable chimney smoke
  128. * âš™ Settings: add an option to hide the glade border (it will still appear when you're trying to build outside of it)
  129. * ✏️ Glade border is now a dashed line instead of a solid one
  130. * 🎶 Music system has been completely reworked, which should fix stuttering on game startup, rare hiccups and properly randomize the tracks when starting a new glade.
  131. * 🐛 Fix trees placed on water sinking underwater when grabbed
  132. * 🐛 Fix path-x-water erase SFX being too loud when undoing
  133. * 🐛 Remove obvious repetition and sharp cutoff from water erase SFX
  134. * 📎 Save backups: renamed history.json.datetime.bak into history-backup-datetime.json, to make renaming easier, since the file extension is not shown by default in Windows
  135. * 📎 Save backups: add a 30 sec cooldown before a new backup is made
  136. * 🐛 Reduce temporal smearing and edge artifacts on water.
  137. * 🐛 Fix clutter refusing to sit on elevated terrain if there's a wall behind it.
  138. * âš™ Add graphics quality presets
  139. * 📺️ Add brightness and gamma settings
  140. * 🔊 Iterate on path-x-water SFX
  141. * 🗃 Bump solid vertex color object limit to 32k (things like cloth hangers, some clutter objects)
  142. * 🐛 Fix a bug where dawn jingle volume didn't correspond to music volume (and it would play even when the music was muted)
  143. * 🐛 Fix a gap between terrain and water on the glade border
  144. * 🈂 Add misc missing localizations (the display settings descriptions are coming soon!)
  145. * 🈂 Add localization of Steam Actions (the controller layout menu)
  146.  
  147. Update v1.12.1:
  148. 🐛 Fixed the right trigger not working in external controllers hooked up to a Steam Deck.
  149. 🐛 Fixed mouse button remapping affecting controller bindings.
  150.  
  151. Update v1.12.0:
  152. All the menus and UIs can now be navigated using controllers: DPad/Left Joystick, A/B, L1/R1.
  153. The same is also true for the keyboard: Arrow keys, Enter/Esc, PgDown/PgUp.
  154. There's now two action sets in Steam Input: one for gameplay, and one for the menu.
  155. Action sets expose a whole bunch of extra controls useful for custom layouts.
  156. Tutorials/input hints in the game show controller glyphs.
  157. The game will dynamically detect any connected controllers, and seamlessly read input from all of them and/or keyboard + mouse.
  158. On Steam Deck, the folder icon in photo mode now shows an info screen for where to find screenshots in SteamOS's menus.
  159. There's now a "Controller Bindings" button in the Controls menu (only shows if you have a controller connected).
  160. Ditto for key bindings; they have been moved to their own sub-screen.
  161. You can now draw walls & fences by clicking and moving the camera instead of the cursor.
  162.  
  163. Update v1.11.2:
  164. New camera options
  165. Rotation
  166. Rotation around the cursor (PC Default)
  167. Currently, when holding RMB, the camera rotates around the point under the cursor. Conceptually, you can think of the cursor "grabbing" the point. For example, in the gif below, because the cursor is over the pumpkins, the camera rotates around them.
  168. Rotation around the center (New option, Steam Deck default)
  169. The new option allows to rotate around the center of the screen instead. Thus, in the example below, even though our cursor is over the pumpkins, the camera will rotate around the house.
  170. This mode should improve the Steam Deck experience, and if you’re on PC, and you’ve been struggling with the camera suddenly yeeting itself as you try to rotate, we recommend checking it out too! You can switch the mode in Settings ➡ Controls ➡ Camera (2/7) ➡ Camera Rotation Pivot ➡ Center Region.
  171. There's two variants of this: "Center point" and "Center region". The former rotates around the point that is directly in the center of the screen. While precise and easy to understand, it is often surprising, especially with tall builds -- you might want to rotate around a tower, but the screen center is just to the side of it, causing the rotation to be anchored on the background. The "Center region" variant aims to address that by considering points in a square around the screen center, and finding the most promising rotation pivot within it.
  172. Tiny Glade on Steam Deck will now use the "Center region" variant by default. If you'd like to switch back to the old default, select "Cursor point" in the settings menu.
  173.  
  174. Zoom
  175. Zoom towards the cursor (PC Default)
  176. Same applies to the zoom. By default, the camera will zoom in/out the point under the cursor.
  177. Zoom towards the center (New option, Steam Deck default)
  178. The new option allows to remap the camera to zoom in/out the center of the screen instead.
  179. You can switch the mode in Settings âž¡ Controls âž¡ Camera (2/7) âž¡ Camera Zoom Pivot âž¡ Center Region.
  180. Tiny Glade on Steam Deck will now use the "Center region" variant by default. If you'd like to switch back to the old default, select "Cursor point" in the settings menu.
  181.  
  182. Misc
  183. Aaaand we also did a few miscellaneous fixes, here is the full list:
  184. ✍ Toolbar will no longer exceed the bounds of the game window
  185. ✍ Toolbar's subcategories are now correctly sorted when cycling through them by repeatedly clicking the main category buttons
  186. ⚙️ Default resolution scale to 0.7 on the Steam Deck (the game might look blurrier on Steam Deck, but will run considerably faster)
  187. 🔊 Iteration and small fixes for clutter SFX
  188. 🐛 Fix a potential synchronization bug in presenting rendered images to the screen (another wild guess that might help with NVIDIA crashes)
  189. 🐛 Fix resolution scale shrinking and staying low upon alt-tabbing in memory-constrained conditions (the game will attempt to restore the desired resolution scale once VRAM is available again, and will no longer save the automatically-reduced scale to settings)
  190. 🔬 Add more graphics troubleshooting options to "Vulkan extension settings"
  191.  
  192. Update v1.11.1c:
  193. Add "rendering workarounds" to "Vulkan extension settings"
  194. Link to troubleshooting advice on "DEVICE_LOST" (GPU hang)
  195. Improve reliability of graphics driver crash detection
  196. Detect crashes due to a broken Vulkan subsystem (vulkan-1.dll)
  197. Detect crashes (potentially) due to ASUS GPU Tweak III
  198. Add logging of internal renderer operations
  199.  
  200. Update v1.11.1:
  201. 🐛🌳 Fix trees hovering above ground when grabbed from elevated terrain
  202. 🈂 Add missing translations for the "Control Hints" sub-category in the settings menu
  203. 🎨 Change settings menu overlay from green to white when in Winter glade during the day
  204. 🔉 Fix volume of placing lanterns & flags into water
  205. 🔉 Add a unique sound for placing arrow slits
  206. 🔉 Tweak water draw and erase sounds in Winter glade
  207. 🔉 Greatly reduce column sounds intensity to avoid the cacophony when they spawn and despawn in a quick succession
  208. 🔉 Tweak raise building sounds and moving half-timbered buildings
  209. 🔉 Fix water ambience being too strong dependent on where the camera is
  210. 🔉 Add ray-traced occlusion for water ambience and duck landing & takeoff SFX
  211. 🔉 Fix first person footstep sounds playing the water/path/garden when walking on structures
  212.  
  213. Update v1.11.0:
  214. Major:
  215. ✨ Automatically spawned clutter can now be moved, rotated, deleted and cloned
  216. 💡 Light limit has been lifted from 32 to 32,768
  217. 🎶❄ Updated Winter music with more festive layers for the holiday season
  218.  
  219. Minor:
  220. 💡 Lantern light intensity can now be chosen among 3 values
  221. 💡 Lantern light colors now have equal luminous power (so blue and purple look similar in intensity to other colors)
  222. 🗃 New clutter objects: anvil, fabric rolls, stall with breads, stall with veggies, crate with fish, rack with brooms, bench without basket, door bell, dörrkrans, flower box + halloween themed clutter (barrel with candles, 2 variants of pumpkins, crate with pumpkins, boxes with pumpkins)
  223. 📅 7 festive daily themes coming on Dec 19 - Dec 26
  224. 🐦Birds can sit on bird nests, lanterns, flags, and some clutter objects
  225. 🐑 Sheep will now avoid clutter
  226. 🧱 Brick limit has been lifted from 1M to 2M
  227. 🐼 Roof tile limit has been lifted from 128k to 256k
  228. 💌 F6 feedback tool can now also be used to send performance benchmarks to us
  229. 👻 Lanterns and flags now ignore collision with fences when placed on terrain, so you can place them closer for neater arrangements
  230. 💫 Holding a disable snapping key (LCtrl by default) while manipulating rotatable objects (ground flags, ground lanterns and clutter) will switch to rotation
  231. 💌 In the main menu, there's a newsletter button now next to Discord
  232. 👩‍🏫 In the settings menu, Tutorials have been renamed to "Control Hints", and there's no longer "enable tutorial" button. Instead, there's "complete all" which will mark all hints as completed to hide them. This way, when a new feature arrives, you always get a hint about the new controls.
  233.  
  234. Fixes:
  235. 😱 Fixed incorrect handling of WinAPI display mode errors, which could result in a crash loop upon enabling Fullscreen.
  236. 💾 Use "File::sync_all" / "FlushFileBuffers" before closing files to reduce save corruption risk on Windows (thanks, Notepad++ forums folks!)
  237. 🐛 Fix rogue underground floors and columns which sometimes were interfering with placement of objects
  238. 🐛 Fix NaN-related crash when looking perfectly down and placing lanterns
  239. 🔉 Fix water ambience attenuation in first person mode
  240. 🔉 Fix water ambience audio source to prioritize playing the source closest to the player camera
  241. 🐛 New tutorial additions will no longer reset the whole tutorial state (oops!)
  242. 🧹 Left-clicking on lanterns and clutter is now ignored, since they don't have a random seed that can be changed as a result of the clicking
  243. 🚩 Ground flags will change their pattern if you click on rotation gizmo too (not just the bottom white dot)
  244. 👀 The crash reporter will now detect crashes caused by OBS, and provide workaround info
  245. 🌳 Big tree in Olden glade is now easier to grab, and when grabbing it, it will no longer jump
  246. [*] 🎨Fix settings menu overlay from purple to dark green when in Olden glade at night