Releases: Planimeter/game-engine-2d
Releases · Planimeter/game-engine-2d
v4.1.1
- Updated
camera
interface - Various bug fixes
- Updated default asset scale
- Updated Vertex Adventure sample code
v4.1.0
- Added
sound
class - Added animation events
- Added ability to live reload
images
andsounds
- Added
entity:emitSound( filename )
- Added
entity:onAnimationEnd( animation )
- Added
entity:onAnimationEvent( event )
- Added default player animation events
leftfootstep
andrightfootstep
- 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
, andgui.dropdownlist
- Added support for serializing
entities
intypelenvalues
- Refactored various payloads to send
entities
instead of entity indices
v4.0.0
- 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
- Reverted
cascadeInputToChildren()
behavior, and refactoredgui.mainmenu
keypressed
callback handling behavior - Implemented addon subsystem
- Exposed
filesystem.isDirectory( filename )
- Exposed
filesystem.mount( archive, mountpoint, appendToPath )
v3.1.0
- 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 usescascadeInputToChildren()
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
) throughcharacter: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 fromregion
console command intoengine.initializeServer()
- Added
concommand:getAutocomplete()
- Added
concommand:setAutocomplete( autocomplete )
- Added
string.fileextension( s )
- Added
table.prepend( a, b )
v3.0.0
- Extended
camera
interface to include zooming functionality - Implemented implicit scene graph
- Added
camera.getZoom()
- Added
camera.setZoom( zoom )
- Added
zoomin
andzoomout
console commands - Updated
camera.screenToWorld( x, y )
andcamera.worldToScreen( x, y )
to account for zoom level images
now default to nearest neighbor filteringimages
not found now default tographics.error
image- Code cleanup
- Added character task system
- Added
character:addTask( task, name )
- Refactored
character:moveTo( position )
intocharacter: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
- 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
- Fixed development scripts
- Updated Vertex Adventure sample code
- Added
color.client
andcolor.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
- Added new OS X and Linux development shell scripts
- Updated
gui.hudchat
- Refactored
framebuffer:draw()
intoframebuffer:render()
- Added new
framebuffer:draw()
convenience method - Added
gui.blurFramebuffer
- Updated
panel:localToScreen( x, y )
to defaultx
andy
toself:getX()
andself: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 )
intoshader:renderTo( func )
- Added
shader:draw()
convenience methods
v2.0.4
- 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