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
- ECS
in_set(OnUpdate(*))
->run_if(in_state(*))
- Add the
#[derive(Event)]
macro for events. - Allow tuples and single plugins in
add_plugins
, deprecateadd_plugin
- Schedule-First: the new and improved
add_systems
- UI
- Flatten UI Style properties that use Size + remove Size
- The
size
,min_size
,max_size
, andgap
properties have been replaced by thewidth
,height
,min_width
,min_height
,max_width
,max_height
,row_gap
, andcolumn_gap
properties. Use the new properties instead.
- The
- Remove
Val::Undefinded
Val::Undefined
has been removed. Bevy UI’s behaviour with default values should remain the same. The default values ofUiRect
’s fields have been changed toVal::Px(0.)
.Style
’s position field has been removed. Itsleft
,right
,top
andbottom
fields have been added toStyle
directly. For thesize
,margin
,border
, andpadding
fields ofStyle
,Val::Undefined
should be replaced withVal::Px(0.)
. For themin_size
,max_size
,left
,right
,top
andbottom
fields ofStyle
,Val::Undefined
should be replaced withVal::Auto
Interaction::Clicked
replaced byInteraction::Pressed
- Flatten UI Style properties that use Size + remove Size
- Dependencies
- bevy_rapier_2d
0.22
- bevy_tweening
0.8
- bevy-inspector-egui
main tracking
- bevy_rapier_2d
- I did this migration twice :0 Always check your branch tree !!
Bevy 0.10 Migration - v0.4.1 - 2023-07-10
- 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")
- 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 todebug-render-2d
- feature
- bevy_inspector
Inspector
->Reflect
Andregister_inspector
toregister_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 rawstr
- bevy_ui
UIImage
its now compose of the fieldtexture
- Windows as entities
- Bevy 0.9 migration artefact
- the npcs spawn after the map, with z=2: They are below.
- DarkGrey for inactive buttons is not good -> now transparent
- remove no longer working (in add_systems tuple) methods
ui::dialog_player::throw_trigger_event()
Dialog Update - v0.4.0 - 2023-01-17
2023-01-17.19-19-37.mp4
- 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)
- Bevy 0.9
- Pillar Spawn method
- a simple loop
- Spam
o
key no longer creates multiple UI
Chase Update - 0.3.0 - 2022-10-27
2022-10-27.09-43-37.mp4
- 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.
- Detection Sensor
- Sensor detection
- Hitbox with TesselatedCollider
- Map
- Dialog UI imported from FTO official repertory.
- Documentation on all Event.
- 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
Hitbox.npc.mp4
- Follow Behavior
- Run to the target untli they are too close
- Hitbox with TesselatedCollider
- Column
- Character
- Bevy 0.8
- New map (v3.9.6)
Stroll Update - 0.1.0 - 2022-08-20
- 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