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Version 3.14.0 is out with the usual stuff. I think I mentioned most of the changes in this thread, so it's a smaller update compared to Nemo's ones.

Download at:
Windows: https://pixeldrain.com/u/yxQoFT5b
Mac: https://pixeldrain.com/u/pk2Bfsds
Linux: https://pixeldrain.com/u/gqeDQ1LQ

And the usual, where you have to run a local server to start:
https://gitgud.io/zmod/torture-chamber/-/archive/v3.14.0/torture-chamber-v3.14.0.zip

>>37858
Tauri is not exactly cross-platform in the sense electron is, as it uses different browser implementations on each platform. For that very reason, I won't be able to build Mac versions, because cross-compilation is almost non-existent.
On Linux, it uses some Webkit-based stuff which runs extremely slowly, so that's out of the picture as well. On Windows, Webview2 (=MS Edge) is the target platform, which runs decently well, and does not require a full copy of the browser. On the flipside Tauri makes use of very heavy compression - packing shit into a single exe - that can not be turned off, so say bye to editing game files there. Webview2 itself is still worth looking into, but not with Tauri, maybe with some native win32 solution.

@Nemo
Interesting developments, adding a whole visual novel-like engine there is no small undertaking. I already took some ideas from your changes in my update, but I haven't got to the point to integrate everything. If you want to do it in reverse, here are the exhaustive list of changes I've made between the two major versions. Two small dev related features: sounds can be loaded now from every kind of mod type, so no alternative workarounds are required anymore, and for reskins, the list of images and sounds are now inherited properly (check out the tool Karambit).
https://gitgud.io/zmod/torture-chamber/-/compare/v3.13.0...v3.14.0
A minor bug report regarding the futa part: even if turned off and not visible, the pbody itself still exists and accepts tool collision, which means items can be attached to this invisible body part, and they'll look floaty.

What does the future hold?
In my earliest posts I've detailed some plans (>>33780), which are mostly done, so I consider the game as a finished project. The mentioned 4.x.x version still floats in the back my mind, but it's something that would require additional manpower and a much more structured approach than the iterative ad-hoc coding that I did in the prevous two and a half years. If demand is high and those conditions are fulfilled than it'll happen, if not then not.
Post number No.38291
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