6.18 2.29.0Update

MOBIUS BAND*

Mobius band * is a novella visual novel game. In such an era, everyone is powerless to care for others. Under the skin of prosperous civilization, it is a veritable hell. In the war that has not yet subsided, how will they choose in the end——

[h1]Hibiscus[/h1] [h2]2.29.0[/h2] [h3]Updated FFMpeg to 7.0[/h3] The new version will might be a bit faster [h3]Memory leak when converting audio frames in FFMpeg[/h3] I can't believe that I didn't notice such an obvious leak before, I think it's because the video wasn't displayed for a long time, and the corresponding memory was freed after the object was destructed, which was confused with the normal memory usage. Thank you aida=san for your dedicated service as a test case! [img]{STEAM_CLAN_IMAGE}/42861569/f6b736cc33241e6fbb2cfcf0564efc82ff48a311.png[/img] [h3]Optimize FFMpeg decoding process, improve skip and multiply speed playback performance[/h3] During precise skipping, multiply speed playback, and audio/video synchronization, it is sometimes necessary to discard the intermediate frames. Previously, each decoded frame would be converted, but now it will only hold references and convert the last frame. Also, the previous version would try to fill the queue during playback, which was unnecessary and caused delays when skipping and starting playback, now both audio/video threads can fill the queue when needed instead of waiting for the main thread to fill it. When switching between video diffs, new video will jump to the timestamp of the previous video, and when loading a new video, it will also decode to the first frame then jump back to the beginning (to make sure there's something to display), the above optimizations can significantly improve the performance of this part also. [h3]Generic platform function calls[/h3] The Steam platform method was hardcoded, but now it's a bit more abstract [h3]Allow disable of platforms[/h3] To display Overlay properly, Steam's initialization needs to be done before D3D, so it can't be controlled directly via events, some extra work has been done to allow its initialization to be disabled [h3]Epic platform feature support[/h3] Ha, here you are, my little kitty. [h2]2.28.0[/h2] [h3]Skip calculations when text doesn't need to recalculate range[/h3] It's probably faster in certain situations, but it's unlikely to encounter that case in this game [h3]Add text remarks, with support for nesting and icon displays[/h3] It's up to the writers to change the script to add it, but if it's not there, it's not there. [img]{STEAM_CLAN_IMAGE}/42861569/860331c8db4c9136e60ccb0dc42b16d1364beaef.png[/img] [img]{STEAM_CLAN_IMAGE}/42861569/a895c90924e4dad8af472e95e9676de16e3e82af.png[/img] [h3]Allow control of horizontal alignment mode for different rows[/h3] Doesn't seem to help much except in VN mode [h3]Callbacks for custom labels in text[/h3] Called sequentially at the end of rendering, but not much use in front of the bridge function [h3]Support for annotations in text of the form `[Trigger = Comment, Content][/Trigger]`[/h3] It's up to the writers to change the script to add it, if it's not added, it's not there. The box has to be drawn by the art too... Wait, the writer and the current art are the same person? [img]{STEAM_CLAN_IMAGE}/42861569/ecf817153984b34c194a58cda13e2549d6bd5503.png[/img] [h3]Set format not to be ignored in history[/h3] In order to support comments and annotations in history as well, previously all formatting was all wiped out [h3]Adjusted the generation of encryption keys[/h3] If the length is not enough, the input key will be used to generate a key of sufficient length, instead of using the default key. Don't worry, the length of this game is sufficiently long! [h3]The copied process handle is not closed during preload[/h3] Anyway, it's not easy to let the leak make a noticeable difference as it only starts once during the title screen [h3]Refactored Steamworks[/h3] The original base class only gave one callback method, but soon I realized that there were several callbacks in some classes, so I changed the base class. However, it's not noticeable to the player [h3]Added DLC related functionality[/h3] But it seems a bit rushed [h3]Fixed an issue where you couldn't log in due to a command line parsing error when launching with Epic Launcher[/h3] It's mainly because the command line is a bit more personalized, and since I didn't buy a ticket to actually test it before because of poor, relying on the documentation alone really wasn't enough [img]{STEAM_CLAN_IMAGE}/42861569/315d61347a31612e1eb9dd8cd7a6cc730626f7c6.png[/img] [h1]Mobius[/h1] [h2]Text correction[/h2] [h3]About accidentally commenting out the body text[/h3] 这个算什么啊,这个半上不下的说法。//你是什么时候成的人类学家的? -> 这个算什么啊,这个半上不下的说法。你是什么时候成的人类学家的? [h3]Another typo[/h3]. 因明确的原因而做出可以自我人知道的与概念相对应的行为,那是被观测者 -> 因明确的原因而做出可以自我认知到的与概念相对应的行为,那是被观测者 戏谑 -> 戏虐 [h2]Other amendments[/h2] [h3]Appreciation referenced `爱奈` -> `爱倷`, which prevented the audio option from being unlocked[/h3] The character sheet given at the beginning was 爱奈/爱倷, and I chose one at random, but it turned out to be the wrong one I didn't know about 莫莉 when I did this part, but now I realize that 其他 actually refer to her! The UI text is also subtly misaligned. AE export, amazing! [img]{STEAM_CLAN_IMAGE}/42861569/d96c03d2e3e8a178624580e7a6bc4aae28e0f1ff.png[/img]