@datamoc/mw_games 0.15.0 → 0.16.0

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package/CHANGELOG.md CHANGED
@@ -5,7 +5,23 @@ All notable changes to `mwg` are documented here. Format follows
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  [Semantic Versioning](https://semver.org/) as of this first release - a 0.y.z version means
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  the public API may still change between minor versions.
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- ## [Unreleased]
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+ ## [0.16.0] - 2026-09-19
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+
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+ ### Added
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+
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+ - First-class autotile layers on `TileMap` (item 370): `addAutotileLayer` takes raw
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+ MV tile ids or XP tile values plus one `AutotileSet` per family slot (MV) or image
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+ index (XP), and the map assembles each cell's quadrant halves straight from the
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+ source sheet, no prebuilt atlas canvas in between. `setAutotileFrame`/
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+ `getAutotileFrame` advance and read the animation frame (MV kind cycles, XP frame
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+ stripes, wrapping); `setTile`/`getTile` keep working with raw ids. The standard MV
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+ floor/wall shape tables ship as `RPGM_FLOOR_AUTOTILE_TABLE`/
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+ `RPGM_WALL_AUTOTILE_TABLE` with the family address facts
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+ (`RPGM_AUTOTILE_SLOT_BASES`/`RPGM_AUTOTILE_SLOT_COUNTS`, `rpgmAutotileSlot`), and
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+ the XP side ships `XP_AUTOTILE_PATTERNS`/`XP_NEIGHBORS_TO_PATTERN` with
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+ `xpAutotileRef` (baked cells) and `xpAutotilePattern` (procedural neighbourhoods);
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+ `autotileCellParts`/`assertAutotileLayout` resolve and validate one cell
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+ renderer-free.
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  ## [0.15.0] - 2026-09-19
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