Fixed Issue#40. Mmory leak found and corrected, forgot to delete corresponding sprite attached to a decal when cleaning up text caches. Release Build 8610.

mac-build
sigonasr2 8 months ago
parent e2abfd5c34
commit b089ea9ed5
  1. 19
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 6
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 1
      Adventures in Lestoria/olcPixelGameEngine.h
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2467,7 +2467,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
return true;
});
#pragma endregion
if(changeMusic==PLAY_LEVEL_MUSIC){
#pragma region Audio Preparation (Loading Phase 10)
LoadingScreen::AddPhase([&](){
@ -2483,7 +2483,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
//Until the audio has stopped (by waiting for a set amount of time), we will respect the audio engine's wishes and not proceed.
LoadingScreen::DeferLoad([&](){return audioEngine.playBGMWaitTime==0.f;}); //This is the wait time for the audio engine to finish.
#pragma region Audio Channel Loading (Count based on Audio::GetPrepareBGMLoopIterations)
for(int i=0;i<Audio::GetPrepareBGMLoopIterations(MAP_DATA[GetCurrentLevel()].bgmSongName);i++){
LoadingScreen::AddPhase([&](){
@ -2502,15 +2501,15 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
Audio::UpdateBGMVolume();
return true;
});
LoadingScreen::AddPhase([&](){
STEAMUSERSTATS(
SteamUserStats()->StoreStats();
)
ClearGarbage();
return true;
});
}
LoadingScreen::AddPhase([&](){
STEAMUSERSTATS(
SteamUserStats()->StoreStats();
)
ClearGarbage();
return true;
});
}
bool AiL::IsUpperForegroundTile(int tileID){

@ -12,6 +12,12 @@ Upon completion of a stage in time trial mode if the player beat their previous
Settings menu doesn't scroll back up properly while the scrollbar does?
Merchant descriptions have no newlines.
Amount to sell shows total of that accessory you have instead of 1/1.
Bosses can get stuck outside the arena?
Traveling merchants of different colors/looks.
Steel Weapons appear in the demo for Chapter 2.
Update display counters on the overworld map.
Pressing movement keys that negate each other shouldn't cause a walking animation to occur.
============================================
Consider a "killed by player" / "marked by player" flag for monsters to determine if a player gets credit for a monster kill (for achievements)

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 0
#define VERSION_PATCH 0
#define VERSION_BUILD 8598
#define VERSION_BUILD 8610
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -4951,6 +4951,7 @@ namespace olc
if(requestClear||garbageCollector.size()>5000){
std::for_each(garbageCollector.begin(),garbageCollector.end(),[&](auto&key){
delete key.second.decal->sprite;
delete key.second.decal;
});
garbageCollector.clear();

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