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Releases: Planimeter/game-engine-2d

v4.1.1

06 Feb 00:29
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  • Updated camera interface
  • Various bug fixes
  • Updated default asset scale
  • Updated Vertex Adventure sample code

v4.1.0

04 Feb 05:19
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  • Added sound class
  • Added animation events
  • Added ability to live reload images and sounds
  • Added entity:emitSound( filename )
  • Added entity:onAnimationEnd( animation )
  • Added entity:onAnimationEvent( event )
  • Added default player animation events leftfootstep and rightfootstep
  • Updated Vertex Adventure sample code
  • Added onReloadSound callback
  • Added soundscripts
  • Added audio options panel
  • Code cleanup
  • Updated headers
  • Set default filters to "nearest"
  • Exposed graphics.newImageData()
  • Added gui.filedropped( file )
  • Added panel:filedropped( file )
  • Updated addon interface
  • Added onAddonMounted callback
  • Exposed filesystem.newFileData()
  • Updated gui.scrollbar
  • Added gui.slider
  • Updated keypressed shortcuts in gui.frame, gui.textbox, gui.button, gui.checkbox, and gui.dropdownlist
  • Added support for serializing entities in typelenvalues
  • Refactored various payloads to send entities instead of entity indices

v4.0.0

26 Dec 20:38
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  • Updated to LÖVE 0.10.0
  • Added partial support for addon subsystem for games supporting addons or DLC
  • Fixed gui.image not setting image filter
  • Added 21:9 support to video options menu
  • Fixed game.initialRegion not pointing to valid region
  • Fixed console command autocomplete crash
  • Removed ability to render on systems without support for framebuffers (due to update to LÖVE 0.10.0)
  • Removed graphics.shim
  • Updated graphics interface bindings
  • Added gui.progressbar
  • Updated engine bindings
  • Updated Vertex Adventure sample code

v3.2.0

06 Dec 20:31
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  • Reverted cascadeInputToChildren() behavior, and refactored gui.mainmenu keypressed callback handling behavior
  • Implemented addon subsystem
  • Exposed filesystem.isDirectory( filename )
  • Exposed filesystem.mount( archive, mountpoint, appendToPath )

v3.1.0

06 Dec 04:06
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  • Code cleanup
  • Disabled high-DPI support
  • Updated Vertex Adventure sample code
  • Added camera.getMinZoom()
  • Added camera.getMaxZoom()
  • Added camera.setMinZoom( minZoom )
  • Added camera.setMaxZoom( maxZoom )
  • panel:mousepressed() now uses cascadeInputToChildren() fixing input bleed-through
  • Updated default panels to use new panel:mousepressed() behavior
  • Exposed image:setFilter( min, mag, anisotropy )
  • Fixed various issues with default player pathfinding
  • Fixed main menu logo image filter
  • Added background blur to main menu
  • Updated Default scheme
  • Removed unnecessary draw calls
  • Fixed camera zoom not resetting between games
  • Changed way initial regions are loaded by the engine
  • Added move callbacks to characters (npc, player) through character:moveTo( position, callback )
  • Fixed a crash with saving binds after new bind options have been introduced
  • Updated Axis branding
  • Added bind console command
  • Refactored client–server initialization
  • Fixed an issue with not being able to walk on certain tiles due to an off-by-one error when reading the walkable property from Tiled exported maps
  • Added placeholder for spritesheet animation events
  • Added safety checks to some entity methods
  • Added console command auto-completion callbacks
  • Refactored engineserver initialization behavior from region console command into engine.initializeServer()
  • Added concommand:getAutocomplete()
  • Added concommand:setAutocomplete( autocomplete )
  • Added string.fileextension( s )
  • Added table.prepend( a, b )

v3.0.0

11 Oct 03:21
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  • Extended camera interface to include zooming functionality
  • Implemented implicit scene graph
  • Added camera.getZoom()
  • Added camera.setZoom( zoom )
  • Added zoomin and zoomout console commands
  • Updated camera.screenToWorld( x, y ) and camera.worldToScreen( x, y ) to account for zoom level
  • images now default to nearest neighbor filtering
  • images not found now default to graphics.error image
  • Code cleanup
  • Added character task system
  • Added character:addTask( task, name )
  • Refactored character:moveTo( position ) into character:moveTo( position, callback )
  • Added character:nextTask()
  • Added character:updateMovement()
  • Added character:updateTasks()
  • Updated region rendering
  • Added region:getPixelWidth()
  • Added region:getPixelHeight()
  • Updated Vertex Adventure sample code

v2.3.0

27 Sep 17:39
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  • Code cleanup
  • Updated pathfinding
  • Added cl_predict console variable to disable client-side prediction
  • Added r_draw_path console variable to draw pathfinding
  • Added region:getGidsAtPosition()
  • Updated region:isTileWalkableAtPosition()
  • Added walkable tile property to disable pathfinding on certain tiles
  • Fixed table.print() not printing to in-game console
  • Updated Vertex Adventure sample code

v2.2.0

20 Sep 05:13
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  • Fixed development scripts
  • Updated Vertex Adventure sample code
  • Added color.client and color.server
  • Engine-wide code cleanup
  • Added gui_draw_blur console command
  • Fixed a major game.tileSize offset bug with pathfinding
  • Enabled collision bounds for pathfinding in region:isTileWalkableAtPosition()
  • Updated default HUD elements
  • Added game.onNPCSpawn()

v2.1.0

12 Sep 06:23
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  • Added new OS X and Linux development shell scripts
  • Updated gui.hudchat
  • Refactored framebuffer:draw() into framebuffer:render()
  • Added new framebuffer:draw() convenience method
  • Added gui.blurFramebuffer
  • Updated panel:localToScreen( x, y ) to default x and y to self:getX() and self:getY()
  • Added gui.viewportFramebuffer
  • Added gameserver.getPlayerClass()
  • Added placeholder env_soundscape entity
  • Removed region concommand from dedicated servers
  • Updated gui.mainmenu
  • Updated Vertex Adventure sample code
  • Updated gaussianblur shader
  • Refactored shader:draw( func ) into shader:renderTo( func )
  • Added shader:draw() convenience methods

v2.0.4

20 Aug 02:07
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  • Updated level streaming functionality in trigger_transition entity
  • Fixed region livereloading with multi-region support
  • Fixed regionlayer attempting to draw nil spritebatches
  • Updated Vertex Adventure sample code