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CHANGELOG.md

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Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

Bevy 0.11 Migration - v0.4.2 - 2023-08-19

v0.4.2 Full Commits History

Changed

  • ECS
  • UI
    • Flatten UI Style properties that use Size + remove Size
      • The size, min_size, max_size, and gap properties have been replaced by the width, height, min_width, min_height, max_width, max_height, row_gap, and column_gap properties. Use the new properties instead.
    • Remove Val::Undefinded
      • Val::Undefined has been removed. Bevy UI’s behaviour with default values should remain the same. The default values of UiRect’s fields have been changed to Val::Px(0.). Style’s position field has been removed. Its left, right, top and bottom fields have been added to Style directly. For the size, margin, border, and padding fields of Style, Val::Undefined should be replaced with Val::Px(0.). For the min_size, max_size, left, right, top and bottom fields of Style, Val::Undefined should be replaced with Val::Auto
    • Interaction::Clicked replaced by Interaction::Pressed
  • Dependencies
    • bevy_rapier_2d 0.22
    • bevy_tweening 0.8
    • bevy-inspector-egui main tracking

Note

  • I did this migration twice :0 Always check your branch tree !!

Bevy 0.10 Migration - v0.4.1 - 2023-07-10

Added

  • MIT/Apache 2.0
  • the player can now move with wasd and the arrows
  • Startup underun :) (with the last commit: "Minor Fixes and GameFeeling: Merge branch 'feature-web' into develop")

Changed

  • Bevy 0.10.1
    • Bevy 0.9 migration artefact
      • change UI Coordinates to topLeft (multipliate all x coordinates by -1)
    • bevy_rapier2d 0.21
      • feature debug-render change to debug-render-2d
    • bevy_inspector
      • Inspector -> Reflect And register_inspector to register_type
    • Visibility change
    • ECS
      • add_systems() accepts tuples
      • No More Stage -> .in_base_set(CoreSet::T)
      • No more systemSet -> in_set()
      • Label -> SystemSet
      • FreeSystemSet no longer support raw str
    • bevy_ui
      • UIImage its now compose of the field texture
    • Windows as entities
  • the npcs spawn after the map, with z=2: They are below.
  • DarkGrey for inactive buttons is not good -> now transparent

Removed

  • remove no longer working (in add_systems tuple) methods
    • ui::dialog_player::throw_trigger_event()

Dialog Update - v0.4.0 - 2023-01-17

v0.4.0

Preview

2023-01-17.19-19-37.mp4

Added

  • Interpeter of Dialog File into a full Dialog Tree
    • in dialog_system;
  • Display the current state of the dialog with a certain entity
  • The player can interact
    • Can action (P) continue to read simple text and monologue
    • Display all player choices in the player scroll
    • Can select the wanted choice and really discuss (read the interactive dialog)

Changed

  • Bevy 0.9
  • Pillar Spawn method
    • a simple loop

Fixed

  • Spam o key no longer creates multiple UI

Chase Update - 0.3.0 - 2022-10-27

v0.3.0

Preview

2022-10-27.09-43-37.mp4

Added

  • The NPC can now Chase an enemy.
    • Sensor detection
      • Detection Sensor
        • If the player or Any NPC which isn't in the same team is detected, start the hunt.
      • Pursuit Sensor
        • if leaving this sensor, the npc stops the chase. And waits the evasion time (5s) before retargetting anybody.
  • Hitbox with TesselatedCollider
    • Map
  • Dialog UI imported from FTO official repertory.
  • Documentation on all Event.

Changed

  • New Character Spritesheet
  • Map assets
  • Systems now communicates with one to another by Event
    • No more querying abuse
  • System Ordering by labels

Follow Update - 0.2.0 - 2022-09-20

v0.2.0

Preview

Hitbox.npc.mp4

Added

  • Follow Behavior
    • Run to the target untli they are too close
  • Hitbox with TesselatedCollider
    • Column
    • Character

Changed

  • Bevy 0.8
  • New map (v3.9.6)

Stroll Update - 0.1.0 - 2022-08-20

v0.1.0

Added

  • Multiple NPC travel the room with two behavior
    • RunToDestination (walks towards a zone and switch to Rest)
    • Rest (Waits 10s -independently- and starts to walking towards a new destination)
  • The timer is now attached to one specific npc