|  | 
 (Always check TestFlight for the latest build.)
 
 
 
 Release notes for: 0.9.0(4486)
                        show/hide.
 "Final Candidate (FC1)"
 
                            * * * This is FINAL CANDIDATE * * *
                            If there are no issues, we will submit to Apple for review and release v1.0.
                             (Then continue to do frequent updates to improve things :)
							IF YOU KNOW OF A REASON WHY THIS IS A BAD IDEA, PLEASE LET US KNOW!!
                            
                              - Big-news items - 
								Not much changed this build.Robot avatar adjustments (centering, shadow).   - Code changes -
                             
                                fix battery crash on new farmreduce console-log chatterData Format 19 => 20, adjust mebot image anchorBump vsn to 0.9.0 for final candidate   - Content changes -
                             
                                bugzid: 803 update help images with latest artworkupdated mebots with corrected shadowsadd original mebot-1 imagedata format 19 => 20, adjust mebot image anchor   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.8.5(4464)
                        show/hide.
 "Beta-11"
 
                            The current state of the game is: if we had all of the final artwork, we would
							submit it to Apple for review and release v1.0.  (Then continue to do frequent
							updates to improve things :)
							IF YOU KNOW OF A REASON WHY THIS IS A BAD IDEA, PLEASE LET US KNOW!!
                            
                              - Big-news items - 
								Not much changed this build.There's a new robot avatar, and he's a bit off-center.  When the final art arrives, I'll send that out as a hot-fix.   - Code changes -
                             
                                update to new iconupdate to XCode 7remove stray framework path from unit tests (fixes build)bugzid: 1214 fix ping-pong bot moves in reverse for 1 step before turning around(WIP) fixes to coins-postingmain thread queueingfiddling around with trying to get ATV to build from same projectupdate RfcMobile for 8-direction imageadd mobile-testremove tvOS targets/schemes (need to try starting over)bump vsn to 0.8.5 for delivery of Beta-11disable bitcodeapp requires full screen   - Content changes -
                             
                                GMO-1 => GMO-3 updatebugzid: 1212 make startup sound not so loud.bugzid: 1213 improve battery-dead helpnew mebot imagesbugzid: 1211 cap tech at crafting limitsdouble-up to create missing rows for mebotmebot-#b images.  Also messing around with shadowsrobot-2 is 'Mk.II'add icons and mebot imagestv-support imagesadd tv icons   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.8.4(4411)
                        show/hide.
 "Beta-10"
 
                            The current state of the game is: if we had all of the final artwork, we would
							submit it to Apple for review and release v1.0.  (Then continue to do frequent
							updates to improve things :)
							IF YOU KNOW OF A REASON WHY THIS IS A BAD IDEA, PLEASE LET US KNOW!!
                            
                              - Big-news items - 
								There was a display issue with very large farms and growing items (trees) getting lost, now fixed.Some internals were re-worked in ways that should not matter.  If you see "strange" behaviour, please let us know!   - Code changes -
                             
                                fix timed-object appearance timing.also make sure object removeFromSuperview happens on main threadbugzid: 1193 off-screen gates don't auto-recover.The bigger-issue problem is that there's only so much you can do in one pass (in a loop) on main-thread, and work needs to be queued, so it can be chewed-through at a reasonable rate.bugzid: 1192 robot-drop item (as with full inventory) displays properly.Also fixes for alt-loginsome main-thread/dispatch tweaksremoveFromSuperview cleanup.In theory, this is a no-op.  However, if I made a mistake, it will likely result in a display issue where objects that should disappear remain on screen until the next update.bugzid: battery level indicator fixes.Also use of 'self' in init and dealloc cleanupAlso disappearing gate fixesSome accessor vs ivar cleanupadd planted, harvested, dug telemetry.fix stray semicolon in robotclear cellLocation when adding to inventorybugzid: 1190 rkda's mined-dirt/trees, timed-objects don't reload properly on overly-large farm.don't kill already-null circuit-timer at farm-setupbump vsn to 0.8.4 in preparation for Beta-10   - Content changes -
                             
                                Fixed %-chance bonus bug in crafting.   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.8.3(4325)
                        show/hide.
 "Beta-9"
 
                              - Big-news items -
                            
                            
								The farm-load routine was re-done.  See notes around "bugzid: 1182", below.The grabber can now take input from inventory.  See notes around "bugzid: 1184", below.A held chest will now "vacuum-up" items from the robot's position.  Enjoy! The current state of the game is: if we had all of the final artwork, we would
							submit it to Apple for review and release v1.0.  (Then continue to do frequent
							updates to improve things :)
							IF YOU KNOW OF A REASON WHY THIS IS A BAD IDEA, PLEASE LET US KNOW!!   - Code changes -
                             
								bugzid: 1153 savefarm now updates expired tokencruft removal.move userID back into UD (from keychain)reduce debug loggingbugzid: 1166 fresh-install => no farmbugzid: 1171 don't display banners during startup helpbugzid 1169 align new tools/inventory iconsbugzid: 1094 gates can 'steal' motivator pins, under certain circumstancesbugzid: 1170 on tools/inventory drawer, display item against blank button.bugzid: 1172 grey-out and don't allow select of items-to-sell if we don't have enough qtybugzid: 1173 new app icon(WIP) goals-based mission textbugzid: 1175 fix SoM lost traces on farm save/loadFixed market interface (buying was broken)bugzid: 1182 odd tree layering.Also add bugzid: 1182 (oddly planted trees)  supportReduce debug logging.bugzid: 1182 odd tree layering.This is actually a large-ish change, in that it changes the way items are
									added to RfcWalkableViewContainer, queueing-up each object indiviually, and
									allowing main_queue() to chew through the array at its own speed.In theory, this will help with farm loading and hypothesized problems where
									the main queue gets overloaded and can't handle everything thrown at
									it (as during a large startup), and so chokes and mis-displays things
									in odd, non-reproducible ways.bump vsn to 0.8.3 in preparation for delivery of Beta-9bump max inventory stack size 200 => 255fix robot- and chip-interior display (scrollview layering)cruft removalbugzid: 1155 refactor heldObjects field RfcObject => RfcMobilebugzid: 1131 remove SoM itemID hacksbugzid: 1063 play farm button slow to put up activity spinnerlogin screen tweaksbugzid: 796 ignore-notification prettinessbugzid: 861 held chest slurps from robot-positionbugzid: 1184 allow grabber-input to take item from inventory.This is actually a slightly bigger change, the grabber-input now accepts
									item signals, in general.
								If the source is inventory, the item is removed from inventory and held.If the source is a bumper, the item is picked-up.  Note that this can extend
									the reach of the grabber.Signals from the grabber-output are ignored.Signals from the antenna are ignored, though we will likely implement this, at some point.This change has fairly high confidence, but should be checked against item-duplication (or destruction) bugs.inventory stack max 255 => 256, to facilitate 'half'   - Content changes -
                             
								bugzid: 1147 craft-gates mission has blank hintstweak iron treecontent for robot battery upgradeupdated gate, growing gate and iron treesupdated NOT treeupdated buttons from Hienconvert eye image from psd to pngupdated buttonsnew small yellow flower artrobo-battery tweaksbump mined-dirt delay time from 6=>8 minupdated tool handle, pinecones   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.8.2(4059)
                        show/hide.
 "Beta-8"
 
                              - Big-news items -
                            
                            
								New circuit: Select-O-Matic.  Allows easier programmed selection of chosen items.A bunch of "under the hood" cleanup that should result in no outward changes, other than the app being more stable, overall.Several UI-niceness improvements.Most of the artwork is now final.We're still updating the gate (AND, OR, etc.) trees.The robot-sprite, app icon and splash screen are still in-progress.If you see anything else that looks to be "placeholder" (esp. anything I "borrowed" from Farmville! :), please let us know! The main development effort continues to center around game balance, ui-niceness and finishing up all the "paperwork" chores to release the game.
                            
                               - Code changes -
                             
								implement select-o-maticbump dataFormat to 19 (noButton rocks)bugzid: 1134 tree/item layering.  Sort now accounts for anchorbugzid: 1139 crafting select-next pin accepts item/itemID signalsbugzid: 1140 settings crop-notification is a stepper, not a pickerbugzid: 1096 robot-activity (ex: harvesting) pauses during scroll/zoomAlso fixed add-duplicate-object to farmbugzid: 991 battery info panel gives 'tried to represent active popover' warningbugzid: 591 refactor putObjectOnGround: into utility rountine and use throughoutbugzid: 778 refactor HELP_INFO_DISMISSED out of walkableVC into farmVCcentralize money-UI locationframe play/create button (login screen)bump vsn to 0.8.2 in preparation for delivery of Beta-8userID, password, login-token moved into keychainBetter analytics WARN: messagesfix analyizer warnings.bugzid: 1148 gates in chips have power at startup, even though robot is off.This is actually part of a bigger change/bug, which is that chips and their contents did not draw powerfrom the robot battery, so everything inside a chip was 'free.'  This is now changed.power-usage balancingfull battery has colorhot-legs that aren't connected don't use poweryou can upgrade the robot's batterybugzid: 1021 nodes don't display on first opening of robotdisconnect old battery on upgrade   - Content changes -
                             
								add select-o-matic template and updated imagebugzid: 1122 mention hex/decimal money in help buttonsnew grow-pine imagesnew growing treesmaterials trees alignmentreduced battery glareupdated gate trees   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.8.0(3913)
                        show/hide.
 "Beta-7"
 
                              - Big-news items -
                            
                            
								New flowers, seeds & tree artCosts/payouts continue to be balanced, though the changes are smaller, now-a-days.Some UI tweaks. The main development effort now is game balance, ui-niceness and finishing up all the "paperwork" chores to release the game.
                            
                               - Code changes -
                             
								fix potential Obj-C init bugalso: rearrange the design folder, somemore rearrange of design folderreduce excess loggingvalidate plist files before allowing login.update robot-1 => robot-2convert DEBUG_ flags to compiler directivesbugzid: 1090 inventory-select-next uses item signal to select that oneremove obsolete DEBUG flags from schemesfix hidden of alt-login labelbugzid: 1064 normalize use of _userid, [model currentLogin] in loginVCbugzid: 1067 remove redundant self.imageName = ... in RfcConnector viewadd sensor-blank-hot to projectApp sends memory warning notification, so others can respondremove reference to killing kittens from bug-report dialog.more bug-report VC cleanupbump vsn to 0.8.0, as we head into the final turn...page banner button a little bigger.lazy-load plists, and dump them on memory-warningbugzid: 1102 selected-row contrast in study-vc is too lowbugzid: 1027 color code battery level.tweaks to crafting/market viewsfix numeric-register output to include a COUNT signal.add market debug stuffnormalize (X) close buttons to upper-leftbetter market +/- controls.update to dataFormat 18 => 19.  Rocks are noButton (again.)  This time, templates are updated, too.hex coins displayfix market 'max' button.better telemetry on missing tools-results itemscrafting UI tweaksfix crafting-pins un-solder-ablebugzid: 1116 item sensor and connector view fixesbugzid: 1115 don't de-select on market-buy.Also: debounce button to reduce accidental double-tap   - Content changes -
                             
								add 'Feature Unlocked:' to title of one-times for unlock-featurenew lavender flowers from Hienadd artist-contributions to aboutadd mebot-2 imagesadd late-beta banneradd border to late-beta banneradd sensorBlank-hotNew ironwood, copperwood tree'Thruster' => 'Motivator' text.mined-dirt => dirt transition takes a bit longer.market bbx price adjustmentstweaks to battery image.Market/template tweaks (re-order gates low->high)adjust tech-tree learning times.add select-o-matic imageupdated splashfix crashing bug (bad data) for planting yellow lupine (mistakenly: yellow-white)new flower seeds (lav), new plastic + sandawood treesnew banner button and flower seeds   - Server changes -
                             
								(No changes this update.) 
 Release notes for: 0.6.0(3721)
                        show/hide.
 "Beta-6"
 
                              - Big-news items -
                            
                            
								Farm is saved locally and offered for continued play in the event of network failure on upload.NOTE: No Market or IAP transactions until the farm is successfully uploaded to (and verified by) the server.Some cost-to-craft adjustments that should help with game-phase balance.Some tools-output (harvest) and time-to-work (saw) adjustments.Buncha new art.You can no longer craft/buy itemID = "robot-1".  From this build fwd, new robots are
									itemID = "robot-2".  When I get the artwork, robot-1 will be the "I was there for Beta"-bot. The main development effort now is game balance, ui-niceness and finishing up all the "paperwork" chores to release the game.
                            
                               - Code changes -
                             
								fix crashing bug when selecting short-item in crafting viewcancel background upload task on network failureno debug-farm except on simulatorno debug-farm except on simulator (part 2)bugzid: 1051 unit test: one of each item on grid with robot (for layering)bugzid: 1050 unit test: one of each item on grid (for positioning)bugzid: 1057 robot, dropped on ground, is minireduce timed-object retry noise-spam (2s => 7s)cruft removalMerge branch 'master' into no-network-save_1013pretty-printingminor tweaks, adjust .xibs, remove warning label, add autorelease poolmove market help button (and all robo-interior help buttons) to higher layer for easier touchingnil-safe flurrybugzid: 99 cruft removalmove coins icon down-layers so it's not in front of robot-interiorbugzid: 1068 signals don't push through chip-wallsbugzid: 1070 number info (count) properly registered in NumCremove debug code.  experiment to see if we can make sign-out more robust (anti-SSL errors)workaround (bid: 1072) chips dropped in drawer can position off-screen.This workaround auto-recovers items off-screen of soldering-viewmove missions reward down a little, to make roomhelp button alignmentsadded help buttons, don't show banner button if no bannersbugzid: 1065 verify rewards keybugzid: 1040 unlock feature drawer pins on craft any gate-market-vc style updatesadd test case for 1086, UI-lagWIP: working toward memory reductionadd wwdcTiling files to project (WIP)initial cleanup of wwdctiling code (WIP)add robotR2 classbump vsn to 0.6.0 in preparation for delivery of Beta-664bit warningsanalyzer warnings   - Content changes -
                             
								some high-end items are now BBX-only purchase.bugzid: 1048 robot/furnace mis-layeringadjust raw steel-bars prices down, things that require steel up to compensateremove unused items from templatesbalance gates-required for mid-level circuitry.include more plastic in full-robot build.  slightly less other stuff.new artwork from Hienfix release-notes URL in bannerbugzid: 1073, 1074, 1076, 1077, 1078, 1078, 1081 -- help, help-button updates.grabber, follow/cctv, eye/zoom, battery, study/brain, whereami, bannerbuncha new Hien-art.bugzid: 1055 update harvest yieldbugzid: 1060 normalize tree-seed namesart updates (Hien)add button-halo to crafting/market buttonsswitch to robot-2, robot-1 remains as 'beta' robot   - Server changes -
                             
								(WIP) last-date-played + days-in-a-row workdon't update play-days on devserver 
 Release notes for: 0.5.0(3568)
                        show/hide.
 "Beta-5"
 
                              - Big-news items -
                            
                            
                                Crafting/market sections remember their open/closed stateNew "crop ready" reminder notification (see settings.)New infrastructure (not-yet-used) for login-rewardsLocally-saved game can be played if last farm-upload failed.Some new artwork is starting to roll in.  (Most noticably, IMO: gates) My main thrust now is game balance, ui-niceness and finishing up all the "paperwork" chores to release the game.
                            
                               - Code changes -
                             
                                Merge branch 'master' into gates_drawer_815bugzid: 815 gates drawer should use proto-gate imagegates drawer is 1 column, better displaybugzid: 1014 convert section-open flags to keyed-by-section-namebugzid: 1015 section-views remember collapsed sectionsbugzid: 994 crop ready reminder notification (user setable)bugzid: 1022 inventory-count label centered on itembetter switching for dev-serverfix crash altering section open/close after savebugzid: 1032 items picked up then dropped (inventory full) can display several cells waydebug gate seedsphp-json mangle-proof rfcObjectFromDict:powered-off robots no longer slowly drain power.auto-save doesn't keep saving the same farm over and over if it doesn't change.bugzid: 1033 powered things (chips, gates) should become unpowered when they are not in a power source (robot)added telemetry to farm-save(WIP) skeletal reward chests displaybugzid: 1035 rewards uses sparklepayintegrate new gate art from Hienmisc debugging stuff (rewards) -- just checking in because I delivered (3557) to QABump vsn # to 0.5.0 in preparation for Beta-5bottleneck the SSL cert check code.fix crashing bug when selecting short-item in crafting view   - Content changes -
                             
                                add Hein to creditsnew art from Hienbugzid: 1031 wooden-saw price to 0 (buy/sell)bugzid: 999 gate trees display in wrong cell while growingupdated steel dibblenew gate artwork from Hien   - Server changes -
                             
                                correct flag constantsadd token-only login.implement login rewardsfix typo in user flagsadd expireRewards scriptuse constants (not magic-numbers) in loginchmod 750 expireRewards.phpfix errors in expireRewardsbugzid: 1038 login rewards caused bad farm signatureon paid rewards, set expires to time paid 
 Release notes for: 0.4.0(3443)
                        show/hide.
 "Beta-4"
 
                              - Big-news items -
                            Several changes touched big, important infrastructure (potentially "breaking everything").
                             
                                reduced a zillion mutableCopy-s, most notably in objectDictionary-sbugzid: 976 chips (all gates) on ground icon is too bigNOTE: This was a fairly simple change, but one that involved altering the basic "put item on the ground" logic.  Everything looked good in simple testing, but this is an area that could stand stronger QA.some excess-view memory footprint reduction.specifically, IC chips are now presented-VCs, rather than inserted-viewsbugzid: 1008 crafting multiples (ex: 20 charcoal) is sluggishbugzid: 1005 market-sell deals with actual items, not prototypes.Now you can sell (empty) items capable of inventory.Fix battery emergency-charge. My main thrust now is bug fixes and game balance -- working out the details so that there are fun, challenging
                            things to do, but it constantly feels like progress is being made.
                            
                               - Code changes -
                             
                                bugzid: 953 highlight hurryup dialog targetbugzid: 977, 978 chest-UI fixes.bugzid: 973 hurry-up dialog, show name of item being hurriedbugzid: 980 unit test timed object results have display stringsmisc dev-server loggingbugzid: 954 double-tap farmview to go to 1:1 zoombugzid: 259 disable RESET FARMfix overnight 'dead battery' solar charge logicbugzid: 988 battery terminal doesn't indicate 'dead'bugzid: 989 robot-outputs remain hot when battery is deadbugzid: 319 batteries charge 'overnight' when very-deadsafety check lastSaveDate for bugzid: 992 growing items (i.e., ironwood tree) don't restore-farm to correct image for phasebugzid: 985 add 'no carry' switch to robotbugzid: 221 clean up cruftupdate launch-imagebugzid: 998 hurry dialog for dirt says 'missing item null'better autorelease/main-queue usebugzid: 1005 market-sell deals with actual items, not prototypes.Now you can sell (empty) items capable of inventorybugzid: 1001 crash after repeated memory warningsadd telemetry for feature unlockedbugzid: 946 add inventory slots-available pininventory slots-count pin is cold if available slots = 0bugzid: 976 chips (all gates) on ground icon is too bigfixed trees placed on ground being shrunk as if they were items.  :)bugzid: 1008 crafting multiples (ex: 20 charcoal) is sluggish)some excess-view memory footprint reduction.specifically, IC chips are now presented-VCs, rather than inserted-viewsmarket items are better organized.(They're sorted by itemID, which vaguely follows the description but, for example, pinecones are 'seed-pinecone...')reduced a zillion mutableCopy-s, most notably in objectDictionary-sadd telemetry for battery chargingbugzid: 1012 chip: when closing interior, clear inventory (so can be sold)bugzid: 1011 market sell: check contents as well as inventorybugzid: 1010 move robot's nocarry button into robo-info boxbump vsn to 0.4.0 in preparation for delivery of Beta-4   - Content changes -
                             
                                add dummy move-hot imageslight nerf to and/not/node-tree grow timesbugzid: 974 bugzid: 975 iron, steel saw outlines wrong colorbump starter BBX 100 => 543bugzid: 986 iron/steel dibble outline colorsadd worfc-1024 splashminor nerf to steel-hoe (2 => 2.5s), to make room for super-toolsBump up tech-level requirementsupdate mission text about market-selling items with inventory.update text for 'cant sell with inventory' one time eventyou can sell your 25mW generator   - Server changes -
                             
                                bugzid: 696 debug-login requires admin-keysbugzid: 375 add cheater-tracker (hacked farms)fixes to farm lastSaveTimecorrect flag constants 
 Release notes for: 0.3.0(3268)
                        show/hide.
 "Beta-3"
 
                              - Big-news items -
                            
                                The #1 big-deal change this update is grind-reduction.I've still got some work to do here, but several items in the earlier part of the game have been re-priced
                                    quite a bit cheaper.On the other hand, I also slightly-nerfed the action times for steel tools, in order to make room for
                                    even better, faster super-tools.Lots of UI-fixes.Tool are no longer included in the crafting BOM, so it's more useful for price comparison.If you have a network connection, your farm is saved/uploaded periodically.For now, it's every 10 minutes.  While this number might change get adjusted, the idea is that you can't
                                    lose hours & hours of progress due to some catastrophic failure.I started working on "Deep Inventory" crafting -- where you can craft using items and tools that are
                                    stored within chests (or furnaces, or other robots, or chests within other robots, etc.) that are in
                                    your inventory.  However, it wasn't quite ready for prime-time, so not this update.  Probably next.Soon, you'll be able to sell items-capable-of-inventory (chests, furnaces, robots, etc.) at market but,
                                    for now, it's disabled, until I implement a better check to make sure that it's empty first. My main thrust now is bug fixes and game balance -- working out the details so that there are fun, challenging
                            things to do, but it constantly feels like progress is being made.  My current thinking is that I might need to
                            introduce missions to guide the player along more automation, earlier.
                            
                               - Code changes -
                             
                                fixes for deep inventorydon't accumulate study-time after maxing outbugzid: 921 gates inside chips inactive on farm-loadbugzid 927 inventory can get eaten at the end of tool use.I'm pretty sure this was another UI-jammed problem.  This fix moves the circuit clock to run in different modes, so as not to block UIAdd crafting BOM-loop unit-testdon't delay killCircuitTimer.realign chip-interior pins for fewer crossed-wiresbugzid: 928 chips don't work until after you look inside.bugzid: 931 chip-pins can be invertedbugzid: 932 you can craft multiple (i.e, charcoal) in excess of INV_MAX_STACKbugzid: 925 market: don't deselect inventory item when qtys changecrafting: remove tools from BOMbugzid: 930 tool-operating and inventory-select-next drawer pins are alignedbugzid: 929 rock-sensor image is offsetoutline traces for better visibilitybugzid: 917 inventory remaining-slots counterbugzid: 939 chests: show slots availablebugzid: 938 foo-1 sensor senses foo-2, -3, etc.ALSO: Node-outlets used to accumulate signals; no more.ALSO: we used to pass signals via cold outlets; no more.bugzid: 945 set, hot item sensor missing imagebugzid: 459 cleanup crufttelemetry: farm-grid and solder-home settingsbugzid: 943 item-sensor view is ridiculously tallbugzid: 916 crafting doesn't update 'can make' (or other filters) as inventory changesbugzid: 955 draging a gate out of a chest makes it display at 0,0bugzid: 949 move bumpers, thrusters, drawers so they don't all collide with each other.fix typo in button image namebugzid: 956 crash selecting item from 'short' list if section is collapsed (ex: generator => iron ingot)also work-in-progess on crafting viewdeployment target iOS8.0bugzid: 958 inventory update causes crafting sections to expandDEEP INVENTORY activated for craftingbugzid: 951 shovel doesn't dig up flowerbugzid: 962 using shovel with inventory selected (i.e., seed) eats inventoryrefactor-out [NSThread isMainThread]; use [MFUtils runInMainQueue:], insteadbugzid: 600 upload farm when ablebugzid: 963 add don't-pick-up switch to chest UIdeep-inventory adjustments.DEEP INVENTORY deactivated; not yet ready for prime time. (Pending wildcard fixes)reduce grow-sparklebugzid: 968 inventory allObjects now goes deepbugzid: 966 chips in drawer lose their wiringupdates to deep-inventory unit tests.bugzid: 967 market: don't allow sale of items with inventoryitems in chests, when dragged out, are generic copies of that item.(secifically fixes: gates with logic put in chests now come out with that logic intact.)bugzid: 932 chip pins can be undef at load time, even though they're connectedbump vsn to 0.3.0 in preparation for delivery of Beta-3   - Content changes -
                             
                                update robot-interior-hole imageAlso, adjust tech-timesfix broken mission hints.rename charcoal => charcoal-1, update dibble-1, fix templatesbugzid: 924 infinite loop in silicon BOM (requires steel hammer => steel => silicon)new artwork from Melissabugzid: 914 outline IO pins for better visibilityupdated images (for art-spec)add flowers/tree specbugzid: 948 tools: wooden tools can be not quite -so- slowbugzid: 947 start farm: +1 lumber, +1 tool handle, +3 woodun-shrink robo-settings buttonupdate coin-reward imagetweak crafting, missions.bugzid: 970 ner steel tools (time to operate) a little bit to make room for super-tools, later.add dummy move-hot image   - Server changes -
                             
                                don't tolower username on dev server 
 Release notes for: 0.2.0(3035)
                        show/hide.
 "Beta-2"
 
                              - The big-news items -
                             
                                The way bumpers "feel" for items has been updated to be more "natural".Similarly, the spaces tools feel is updated.  For example, dibbles, hoes & shovels
                                    won't "go sideways" anymore.The robot interior got some cosmetic upgrades.Crafting is fixed such that a nicer item meets the tools-criteria for a less-nice version.Flowers!The "item-animations jam the UI" bug should be squashed, once and for all.Chests no longer allow dragging "off the reservation".In addition, your formerly unreachable items should be returned to center-farmTimed objects (growing trees) were skipping phases and generally misbehaving; now fixed.The farm now displays its "grid".  You can turn it off in the Settings view.   - Code changes -
                             
                                fix bumper-feel positioningThis probably fixes plants-off-center, etc., but sending to QA for testing.correctly clear lastThrusterDirection at start of loopmore bumper fixes. (868)bugzid: 285 reduce excess loggingbugzid: 323 Crafting, a fancier tool meets the criteria for a lesser toolbugzid: 542 gates-drawer to straight-up grid, regardless of item sizebugzid: 874 no mission-credit for charging battery if doing so tops it off.bugzid: 872 trigger furnace instructions when furnace is dropped, crafted or openedbugzid: 729 check flurry errors, fixbugzid: 876 fix jittery item animationsbugzid: 879 crash on double-tapping crafting button.bugzid: 883 2nd robot's planted seeds/dirt don't display until save/reloadbugzid: 892 chests let you drag things beyond fence.In addition, you can't drop things on rocks.Also, any items currently on/beyond the rocks are recovered to center farm.bugzid: 895 timed objects (growing trees) now change phases correctlybugzid: 860 dibble, hoe, shovel only work on the robot's current cellchest, market, crafting don't animate too many items at oncebugzid: 897 chest: drag to make room, allow slurp, replace -- defeats inventory limitsbugzid: 904 implement robo sell-at-marketbugzid: 900 mitigate too-many item animations UI problemupdate unit tests to better handle timed-object imagesbugzid: 704 reduce excess autoreleasepoolbugzid: 806 between farm save/restore, some chips/sensors lose connectionsbugzid: 884 chips don't hold connections until something is connected on the inside.NOTE: Fixing this may have created problems when outside is connected first, then inside is connected inappropraitely (in/out).Needs more testing in this area.bugzid: 773 fast-cutter tool.  Gates waved-over open gates drawer have all connections cutbugzid: 909 make crafting & market views talleritem-on-ground animations are even more UI-friendly.fix gates-on-ground don't animate.Also cruft cleanup and UIView (extra gates-view) reduction.fix warnings (64-bit)bugzid: 901 highlight robo-parts when active/hotbugzid: 857 add faint farm-grid.  User-toggle settings.  'On' to startcruft removalbugzid: move debug-bad-farm flag to compile-time flagbump vsn to 0.2.0 in preparation for delivery of Beta 2   - Content changes -
                             
                                bugzid: 864 shoves dig-up flowers.add art2 specsupdated splash for Adam (wip)bugzid: 838 match market categories similar to craftingadd art-spec notesadd numeric registers to crafting, update helpbugzid: 860 add tools-feel dataadd flowersbugzid: 898 crafting copper bar requires iron (not steel) hammer.bugzid: 899 crafting crucible takes blowers as ingredient, not toolmore seeds/flowers updates (tools, market, templates)add (dummy) seed images.  Update templatesbugzid 683 gates, beach-seeds come from copperupdated seed images (placeholder)add missions (150)bugzid: 907 price new flower seedsbugzid: 885 spread-out chip-12 pinsadd individual robot-interior partsupdate robot-interior-hole image   - Server changes -
                             
                                don't strToUpper username on dev server 
 Release notes for: 0.1.5(2730)
                        show/hide.
 "Beta 1.5"
 
                              - Code changes -
                             
                                bugzid: 728 fix telemetry WARN-sbugzid: 777 bumpers hold signals even when coldbugzid: 775 gates drawer pushes blocked gates out of the waybugzid: 761 unit test help items have matching helpbugzid: 772 CCTV correctly keeps up when farm is zoomedbugzid: 669 no crafting beyond inventory limitsbugzid: 646 market is popup, like other viewsbugzid: 788 bbx icon in market opens the bbx storebugzid: 786 chips display extraneous connectionsbugzid: 785 zoom in/out from robot viewbugzid: 792 cctv doesn't center-up until you move oncebugzid: 784 tools that work with (null) (and nothing else) ignore inventorybugzid: 799 performance issues (esp with drawer updates)NOTE: This was a fairly simple change, though it involved a change to the way drawers
                                    work.  It was tested 'some' and appears to work fine.  It's a good candidate for more pounding.remove special (generated) missions until the algorithm works better.robot-interior: zoom level only visible if eye is 'open'bugzid: 774 nodes display orange/hot correctlyadd help to projectbugzid: 789 offer high end tools for bbxfix chip-interior drawers not reflecting inventorybugzid: 794 chip-text not properly editablebugzid: 813 persist robot-selectedTool/Gate/Inv across savesbugzid: 819 shoveling, while holding seed, consumes seedbugzid: 817 recover wildly-lost chips that go far off-screen.(NOTE: chips-in-chips feature removed.  It's badly broken.  See #827)bugzid: 821 remember crafting all/can-make choicebugzid: 820 crafting view defaults to 'can make'bugzid: 670 can't purchase (market) beyond inventory limits.Also bumped inventory-max 15 => 20, until we get chests + deepCount workingAlso refactored 'is inventory full?' code and fixed crafting-over-full.bugzid: 745 screwey drawer operation when scrolledbugzid: 833 gates-in-chips don't work.bugzid: 809 cleanse dictionaryExtras of superfluous databugzid: 832 breaking solder connection stops hotbugzid: 822 one-time event for crafting filtersbugzid: 818 one-time: inventory fullbugzid: 837 chest-UI: indicate slot countbugzid: 836 save 'follow' and 'eye-view' settings in robotbugzid: 839 one-time events go on top of everything (window)bugzid: 823 crafting correctly shows 'any pinecone' (etc) when that's the case.bugzid: 825 if crafting wants (4) pinecone-* and you have (2) pinecone-a and (80) pinecone-b, failurebugzid: 381 incinerator to destroy itemsdata format => 16, update chest/robot anchor positionsbugzid: 844 crash on sensor-blank (not a true gate)move one-time missions to top layer (again)bugzid: 845 item animation is jitteryintegrate some new artworkadd banner source materialtweak help-image placementWIP infrastructure for generic CRAFT:, COLLECT-%d and HARVEST: mission goalsbugzid: 577 next tier missionsbugzid: 577 write next tier of missionsfixed tools-drawer leaking stored itemsdon't replay fail sound when crafting multiples of learn-by-failtweaks to support new missionsbugzid: 851 unit tests to verify mission databugzid: 853 extended tools drawer aligned with right-thrusterbugzid: 841 remove chest-contents (chests have inventory, not contents)NOTE: This is a BIG CHANGE.  I'm pretty sure I got it right, but it's almost certainly worth hard-testing.fix warningsdata format => 18 -- fix battery-image inside of robotbugzid: 802 missions-menu sparkles only if new missionsbugzid: 854 missions pay out other-than-money rewardsadd 'robot did move' pinadded tool-in-use pinbump vsn to 0.1.5 in preparation for Beta 1.5   - Content changes -
                             
                                nerfed the sell prices for farmables, robot partsadjust seed-crafting prices, remove gate seeds from marketbugzid: 761 comment-out help items without helpprice-balancing of some of the higher-end itemsabout tweaksbugzid: 780 ping-pong bot helpbugzid: 779 circuits-to-build helpbugzid: 752 write help for robot-crafting/marketbugzid: 789 offer high-end tools for bbxrearrange crafting menu to follow natural game progression a little betterreorganize craftingbugzid: 822 one-time crafting filtersbugzid: 818 one-time: inventory fullmove misc files into zNotes folderadd content for incineratorupdate chest/robot anchor positionsbugzid: 843 one-time event for incinerator operationnew art imagesBugzid: 577 next tier missionsmissions/market tweakstweaks to support new missionsfix unit-test errorsadd move icon   - Server changes -
                             
 Release notes for: 0.1.4(2371)
                        show/hide.
 "Beta 1.4"
 
                              - Code changes -
                             
                                bugzid: 690 'off' connector was too low for soldering.  Raised it and the gates drawer a bitbugzid: 688 put solderpen away abandons a trace in progressbugzid: 692 crafting dialog doesn't show qty-ea for items that make > 1bugzid: 694 mysterious HOME-button dispatch crashbugzid: 695 robot displays at 0,0 at farm restore if held objects.bugzid: 699 crash at end of charging cycle (operateDrawerUI without object)misc cleanupbugzid: 705 app never displays farmview after login.Had to undo some of the dispatch_after => performSelector: changes, to get UI back on the main thread.
                                    (we'll deal with this later.)bugzid: 706 crash on close-lid/save-farm/HOME button -- GCD/timer relatedfix system-power won't togglefix TimedView won't advanceremove excess loggingbugzid: 654 objects now remember thier layers (robot shouldn't be under dirt, anymore)Dataformat 12 => 13bugzid: 698 robot doesn't display held object on launchminor cleanupbugzid: 697 settings sound slider plays sample soundbugzid: 709 grow timers don't fire, nothing growsbugzid: 713 crafted robot no longer animates, is enterablecrafting, market are now robot-specific, using their respective inventories.bugzid: 716 make a bunch of items 'no collide', thenmake that the main flag (don't worry about noCarry) that bumpers use.bugzid: 652 add robo-bumped noisebugzid: 651 add antenna noisebugzid: 650 add robo-move noisebetter debug-loginantenna operation fixes.bugzid: name the robot UI (tap the battery)bugzid: drawers flash scroll bar when openedbugzid: 707 flip flops save which side is hotbugzid: 710 toggle for eye to follow robotbugzid: 693 repeat banners on app-did-become-activebugzid: 655 node rotation to 15.bugzid: 592 class name after WARN: eventsbugzid: 504 use model, not hard-coded name of CS-techbugzid: 503 expose amount of CS needed to nest chipsbugzid: 732 tap gate drawer icon lifts item from below iconbugzid: 490 force relogin in the weird case that the farm contains no farmbugzid: 712 crafting robot uses inventory image, not sprite-sheetWIP: 305, 347 -- cache farm every now and then.WIP: numeric register/comparatorsome foreground/background updates.  maybe helps with #737fix view display of numeric registersbugzid: 735 text registers have input pins when blankimplement Numeric registersbugzid: 574 implement numeric register/comparatorbugzid: 748 add tool power iconhide drawer pins if not feature-unlocked.  Show when unlockedrobo-interior respond to feature-unlocked notificationmodel deals with unlocked featuresupdate feature unlocked apibugzid: 753 unlock feature (drawer pins) on help viewbugzid: 747 hide drawer side-pins until 1st sensor (feature unlocked)don't sparkle missions button while help is openbugzid: 527 stack-overflow tapping item in robotbugzid: 612 skill advance no longer displays in other popupsbugzid: 548 add twiddle-to-open indicator to section-table-VC(mostly) bugzid: 132 background grass shows at bottom of farm scroll viewbugzid: 755 find my robots arrow can now be tapped to enter that robot.Also made it much easier to tap a robot-in-motion.bugzid: 703 check all dispatch_after/performSelector:afterDelay: for proper cleanupbugzid: 760 explain drawer sortingbugzid: 759 explain inventory/tools drawersbugzid: 757 hide drop inventory pins for start gamebugzid: 751 help for drawer pinsbugzid: 741 one time event for drawer inputsbugzid: 763 fix performance of very-full inventory drawersbbx purchase disabled in betabugzid: 768 bugzid: 769 gate drawer drawing problems.bump vsn to 0.1.4 in preparation for delivery of beta 1.4   - Content changes -
                             
                                bugzid: 701 implement gate trees(plant, grow, harvest, images)change crafting orderdata format 12 => 13make that the main flag (don't worry about noCarry) that bumpers use.bugzid: 716 make a bunch of items 'no collide', thenbugzid: 652 add robo-bumped noisebugzid: 651 add antenna noisebugzid: 650 add robo-move noisebugzid: 710 toggle for eye to follow robotBugzid: 725 banner updatesbanner-list updatesremove dead bannersre-insert beta-test bannerbugzid: 655 node rotation to 15°rename sandawood => beachwoodadd numeric register imagesbugzid: 743 help: explain the 2 different power buttonsbugzid 744: write help for numeric registers/comparatorsbugzid: 748 add tool power iconadd cctv-on buttoncolorize toolPower iconAlso better bumper soundresuce triangle sizebugzid: 741 one time event for drawer inputsbugzid: 759 add wording about inventory vs tools drawer, etc.bugzid: 760 explain drawer sortinghelp tweaks   - Server changes -
                             
                                bugzid: 686 add create-time to farmdeliver banners with non-demo logins, toobugzid: 516 uncomment access-check in saveFarm 
 Release notes for: 0.1.3(1940)
                        show/hide.
 "Beta 1.3"
 
                              - Code changes -
                             
                                bugzid: 615 crash on mission sparkle (farmVC)bugzid: 609 stray items inside robotbugzid: 621 fix crash on saveFarm w/chest (or workbench)bugzid: market doesn't respect qty-ea on buy/sellbugzid: 626 allow user to sell saw (warn them not to)bugzid: 619 crash tapping mission reward coinsbugzid: 613 consume materials on learn-to-fail failure.bugzid: 605 don't give missions rewards until the action is completebugzid: 614 craft-% doesn't update on failure-learnworking on item-sorting, but could not reproduce the bugbugzid: 632 add about button to login pagebugzid: 631 add cuckoo sound to learning-failurebugzid: 635 gates dropped in robot properly adjust inventorybugzid: 587 trees grow in wrong locationbugzid: 645 gates duplicate after craftingbugzid: 644 crafting does not consume materialsbugzid: 641 you can dig multiple dirt on top of each otherbugzid: 640 chest does not vacuum the full radius (was actually a display-positioning problem)bugzid: 634 trees can sprout under robot, sticking himbugzid: 642 tools apply to wrong locationbugzid: 647 market view resets when inventory changesTurn off cell grid.  Make it a debug-flagbugzid: 649 antenna doesn't continue to throb when power is off.bugzid: 638 generators de-select to prevent over-charging and coal-burnrobot setting his selected inventory/tool updates the drawerbugzid: 653 timed objects (growing things) restart when game is resumed.bugzid: 585 rotate node slightlybugzid: 602 add drop-item to tools drawerbugzid: 656 add drop-item/selected-item to gates drawerbugzid: 603 filter gates, tools out of main inventory drawerrather than 'put away' to start location, solder pen just moves back under your finger after connection is made/brokenbugzid: 662 new all-seeing-eye interfacebugzid: 604 don't count not-displayed inventory against inventory-full countadd 'original setting' for eye-transparency into cycle.  (RKDA request)bugzid: 665 settings: solder-pen goes home (RKDA)bugzid: 666 crash on inventory-drop with no item selectedbugzid: 661 on tool use, don't deselect inventory if it's a different itemadd vsn/build to telemetryRKDA's drop-inventory crashadd 'signal' container to connectorsbugzid: 672 timed object (mined dirt) collides with itemsbugzid: 581 bumper-items now come via signalssensors update image correctly when setbugzid: 676 added 'recover lost solder pen' buttonbugzid: 679 text registers/comparators work with signalsbugzid: 579 inventory now respects source (grabber, other)bugzid: 663 remove on/off buttons, move connectors to toggle switchadd more select/selected connectors to robotrestore robot-connection-order from [Master 435fbeb] (2 hrs ago).There were 2 checkins since where the ordering got mangled.573 select-next inv, gates, tools, craftabletool/inv/gate-selected pins implementedrefactor: 'image2' => 'image-inv'bugzid: 660 market - button doesn't deal with qty-eabugzid: 659 market Max button overshootsbugzid: 571 add item comparator/sensor.Also added signals-through-logic (not well tested; probably broken, somewhere)bugzid: 681 tool + null now works if standing on empty groundThere were other, similar impacts related to tools that required no-inventory (null.))
                                    (This impacted trying to shovel bare-ground, for example, while within bumper-distance of dirt/trees.bugzid: 687 dirt, left unplanted, reverts to fallow.NOTE: this won't impact your existing dirt, which will remain forever until you plant over it.
                                        However, new dirt will revert to bare-grass, after a while.  (Current setting: 20 hrs)bugzid: 685 log total play-time (logged-in)fix build warningsbump vsn to 0.1.3 in preparation for delivery of Beta 1.3   - Content changes -
                             
                                bugzid: 626 allow user to sell saw (warn them not to)fix missions keybugzid: 630 crafting instructions for generatorsAlso tweaks to legal pagebugzid: 633 add missing planting (seeds) for tool (dibble)bugzid: 631 add cuckoo soundyou can sell clay, nowfix chest anchors, mask-sizesbugzid: 643 plist signaturescorrect cross-platform plist signaturesbugzid: 585 rotate node slightlyadd robot-interior-hole imageupdate dibble imagescruft removalupdates in support of recent featuresadd selected-item imagerefactor: 'image2' => 'image-inv'update signatures   - Server changes -
                             
                                recognize dev/debug server 
 Release notes for: 0.1.2(1629)
                        show/hide.
 "Beta 1.2"
 
                              - Code changes -
                             
                                bugzid: 545 refactor RFC... to Rfc... (Utils, WalkableVC, etc.)bugzid: 327 when at max-level for studyed tech, turn off tech-studiedbugzid: 486 Model moveObjectTo: cruft removalbugzid: 487 RfcObject addObject: check for duplicatesbugzid: 485 fix magic numbers in missions managerbugzid: 550 reduce object-tap delay in gates drawerbugzid: 255 sign plistsbugzid: 530 text Register/Comparator can't be dragged until set.    NOTE: This involved a big refactor to remove all object buttons and replace with tap-gesture recognizer.
                                    Thanks to infrastructure, the change was pretty simple, but the ability to tap things and get the
                                    expected behaviour is an area that could use heavy testing.bugzid: 546 Create a mechanism to have test-login directory, so we don't have to mess with live server.bugzid: 525 unit-test for RfcTimedObject imagesfinish refactor to include xib filenameLog battery levels for later analysisbugzid: 390 add images to crafting viewbugzid: 97 add chip notesbugzid: 315 BOM crafting buttoncruft removalFix RKDA's crash-on-restore-farm bugbugzid: 557 can't select tools or inventoryfix missing missions loggingbugzid: 559 one-time events spambugzid: 555 remove next:special:craft from special:craft missions -- they were buildling-up exponentiallybugzid: 562 mined dirt, clay from tools, timedObjects do not sort-to-layerbugzid: 556 add tool tip for inventory itemsbugzid: 565 gates inside chips don't power/workbugzid: 560 unit test to verify tools input/output existbugzid: 567 add sparks to solderingadd parse/push notificationsclear app badge on launchbugzid: 412 add 'come back, we miss you' remindersbugzid: 145 add some sparkle to mission rewardsbugzid: 568 failed crafting of ironwood on saved-farm crashes (mutable/not issue)make fake-login simulator only safesim-safe the DEBUG_ flagsbugzid: 576 make glitter-fade random-ishbugzid: 566 just load startFarm (no network) when on sim/debugbugzid: 443 track signed bbx/coin transactionsbugzid: 584 timed objects (trees) advance (grow) when app isn't runningbugzid: 588 fix crash trying to credit item collection (as for mission) after item-object is released (RKDA)bugzid: 589 fix dropped-chest tapabilitybugzid: 590 chest put in inventory now keeps its inventory.    NOTE: The inventory mechanism was completely re-done.  It got quite a bit of
                                    testing and I'm pretty sure it's solid, but please report any unusual behaviour
                                    with items going into or out of inventory.  Thanks!Also fix gate connectors when dropped/returnedfix warnings (64bit)better logging (+flurry) of background farm-savebugzid: 596 add farm-saving indicatorbugzid: 594 chest updates when inventory is dragged out/inbump vsn to 0.1.2 in preparation for delivery of beta-1.2   - Content changes -
                             
                                bugzid: 255 track keys in plistsbugzid: 35 fix images in soldering tutorialbump startFarm to data format=10bugzid: 558 fix ironwood-planingbugzid: 536 make pinecone seeds sellableupdated plist keystools update so everything existsbugzid: 586 can't plant pinecones > -0update timed objects to new formatbump to data format 12 (new inventory)   - Server changes -
                             
                                more logging in loginadd more/better logging to savefarmbugzid: 539 don't roll backups of unchanged farms Release notes for: 0.1.1(1347) 
                        show/hide.
 "Beta-1.1"
 
                            We're now in public Beta!  Please help spread the word.
                               - Code changes -
                             
                                bugzid: 404 add UI alert to all farm-loading failure pathsbugzid: 479 add bbx-store to hurry-along dialogbugzid: 449 add sparkle to growing things to indicate 'underway'bugzid: 281 add alert for leveling upbugzid: 509 refactor no-buttons (items) into templatesbugzid: 510 generic sensor doesn't display correctlybugzid: 514 fix crash in 'clear some trees' missionbugzid: 515 rename wood items/images -1 => -2, -3bugzid: 345 verify data files (auto-verification implemented)Bump inventory max to 15 (from 10)include pine trees in debug-seedsstandardize seed-pinecone-0 -> grow-pine-0 items, images, etc.bugzid: 523 add grow-pine-1, -2, -3bugzid: 526 crafting doesn't display req/missing items with wildcardsbugzid: 529 textR/C, sensors don't save/restore properly in inventory.NOTE: This was a pretty pervasive change, touching pretty-much anything that moved things into,
                                out of, displayed or had an inventory.  I'm pretty sure I got it right, but it wouldn't hurt
                                to test this area fairly thoroughly.bugzid: 358 implement text register/comparator    Includes help and several support updates (done over the course of several prior checkins)bugzid: 536 correct spacing for sensor/text in gates drawerbugzid: 533 centralize decision to display/not items in various drawersbugzid: 531 gate drawer 2 rows, scrollingbugzid: 528 antenna doesn't go if robot is powered offbugzid: 543 can't drag chips round solder viewbugzid: 544 items in scrolled gate view drag on-screen offset by scrollview.offsetbugzid: 541 chip interiors don't display robot's inventorybugzid: 519 move 'reset farm' to login screenbugzid: 333 banner displayonly display banners once per daybugzid: 524 rkda crashes playing saved farm.(is related to farm-data format update happening incorrectly.  The solution: update to format=9 :)added 'you should never need to do this' note to reset farm.fix warnings (64 bit)bump vsn to 0.1.1 for delivery of beta-1.1   - Content changes -
                             
                                startFarm to dataFormat = 8add new glitterupdated templates (item no-button flags)new sensor images, new sparklesnew items from MJbugzid: 515 rename wood items/images -1 => -2, -3bugzid: 521 add 'inventory full' note to mini-help buttonbugzid: 522 grow-pine-0 images are offset incorrectlystandardize seed-pinecone-0 -> grow-pine-0 items, images, etc.add grow-pine-2, -3 imagesbugzid: 523 add grow-pine-1, -2, -3updated item art (chests, toolset-steel)new help + images for textR/Cadd the other seed-pinecone-1, -2, -3 itemstext register help updatesupdated legal, audio-neededbugzid: 543 can't drag chips around solder viewbugzid: 333 add banner display to start of appstart farm data to format:9   - Server changes -
                             
                                backup farms scripttweak backup scriptadd logfile utilities and use in saveFarmupdate logging for saved-farmcomment-out access-forbidden until after we release the build that uses access.bugzid: 333 banner displayupdated flag handling (login) Release notes for: 0.1.0(1124)
                        show/hide.
 "Beta-1b"  ;)
 
                            The big fix this time is of a crashing bug in the "Clear Some Trees" mission (thanks, RKDA!)  However, since I'd already done some other updates, you get those, too.  :)
                             
                                bugzid: 404 add UI alert to all farm-loading failure pathsbugzid: 479 add bbx-store to hurry-along dialogrefactor animateSparkle: as a utilitybugzid: 449 add sparkle to growing things to indicate 'underway'bugzid: 281 add alert for leveling upbugzid: 509 refactor no-buttons (items) into templatesbugzid: 510 generic sensor doesn't display correctlybugzid: 514 fix crash in 'clear some trees' mission Enjoy!
                             Release notes for: 0.1.0(1080)
                        show/hide.
 We're now in public Beta!  Please help spread the word.
 
                              - Code changes -
                             
                                bugzid: 391 turn all error logging msgs into flurry eventsbugzid: 316 crafting: when tap on 'short' item, switch to how to craft one of thosebugzid: 467 if no next mission, add SPECIALbugzid: 386 turn TODO: and FIXME: into casesbugzid: 482 global circuit timer stops on background, but doesn't restart on foregroundbugzid: 483 circuitry now ticks while robot is paused (as when sawing)bug reports go only to fogbugz, not to personalupdate images in projectrefactor @'menu' to MENU_KEYbugzid: 427 remove shadow-bar in missions-badgebugzid: 464 randomize auto-mission text a bit.bugzid: 452 generic sensor image off-centerput flurry events all over (crafting, help, market, missions, settings)bugzid: 495, bugzid: 496, bugzid: 497 add (?) buttons to crafting viewrefactor +[Model itemNamed:] => +[Model itemWithID:]bugzid: 77 limit chips-within-chips by CS-techbugzid: 506 soldering hb won't playWIP: chips are stored as part of gate inventory, go in/out    Also updates to inventory-full indicator.bugzid: 501 gates/chips go into their correct drawers, even though part of inventory.dropped gates/chips appear correctly on farm.craft manager tries to pick a random tool sound to play when craftingconvert farm data to format: 8fix analyzer warningsbuild all (not only-active) architecture for archivebump vsn to 0.1.0 (beta!)   - Content changes -
                             
                                new images from MJnew hammer, hoe, 'tools' imagesnew artwork replaces oldbugzid: 453 image2 for trees, for sensorscruft removaladd crafting help-buttonscorrect image for hoe-1cruft cleanupplist tweaks.chip imageshelp-needed text and test farm plistadd in-full iconupdates to -needed listsaudio needed filestartFarm to dataFormat = 8 |  |