epervier-old/CHANGELOG.md

355 lines
9.1 KiB
Markdown
Raw Permalink Normal View History

2019-06-13 17:47:48 +02:00
# CHANGELOG
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## Unreleased
2022-08-12 10:59:03 +02:00
- Project renamed to Epervier Framework and rebased entirely on Sonic Radiance codebase
- New loading system
2019-07-24 10:43:22 +02:00
### Added
- Add a gamesystem module
- **core/debug:** new logging framework
- **camera+maps:** add a way to add padding to map limits
### Changed
- **world:** extract map module from the world module
- **core/input:** extract virtualpads from the input controller
2022-08-12 10:59:03 +02:00
- **core:** The core is now separated from the rest of the framework
- **core+assets:** Music are now managed directly by the core
2019-07-20 18:08:58 +02:00
## [0.6.0] - 2019-07-20
- Meta: Add proper crediting
2019-07-20 10:20:26 +02:00
### Added
- **actor2D:** Make hitbox modifiable.
- **actor2D:** Add multiple hitbox support.
- **assets:** Add a way to get current relative frame
- **assets:** Add more wrapper around animator functions in Sprite
- **world:** Add more wrapper around sprite functions in BaseActor
- **assets:** Add a new getCurrentAnimation function
- **world:** Add a way to automatically load hitbox from a file
- **utils:** Add basic table functions
2019-06-29 18:42:38 +02:00
- **camera:** Add two new camera types: "middle" and "zoom".
- **world:** Add a fake 3D world, à la Zelda or BeatThemAll, complete with shadow support
- **examples:** Test all player number and camera types
- **core.screen:** Add a way to get coordinate and scale
### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors
- **world2D:** Make the hitbox an object, owned by the actor
- **actor:** Rename all function related to YGravity to just \*Gravity
- **world:** Separate "queryRect()" into two functions
- **world:** Make object creation more customizable by worlds
- **camera:** Make mode configuration configurable
- **examples:** Rename "movable" to "topdown"
2019-07-15 10:13:51 +02:00
- **camera:** Brand new camera system based on canvases instead of just transforms
- **core:** Activate vsync by default.
- **examples:** Put together all assets.
### Fixed
- **world:** Remove a forgotten camera debug function
- **examples:** Add missing translations
- **camera:** Fix onscreen coordinates by using new core.screen func
2019-07-15 10:13:51 +02:00
- **camera:** Fix camera's drawing in other resolution mode
- **world:** Don't draw unused sti objectlayer
### Removed
- **actor:** Remove all function related to XGravity
- **examples:** Remove basic examples
2019-07-14 18:57:50 +02:00
- **libs:** Remove hump.camera
2019-07-20 18:07:31 +02:00
## [0.5.1] - 2019-06-21
2019-06-21 18:53:53 +02:00
### Fixed
- **examples:** Add missing HUD example for one-player plateformer
- **world:** Separate getting dimensions of the internal and advertised view.
- **world:** use right camera internal coordinate
2019-07-20 18:07:31 +02:00
## [0.5.0] - 2019-06-16
2019-06-16 16:41:06 +02:00
2019-06-13 17:47:48 +02:00
- Meta: Add a Code of Conduct
- Meta: Add a Changelog
### Added
- **world:** Add an activity system
- **assets:** Add an activity system
- **example/plateformer:** add a basic pause button
2019-06-13 18:40:10 +02:00
- **scene**: Add functions to add stuf before and after `update` and `draw()`
- **actor**: Add functions to add stuf before and after `update` and `draw()`
- **world/camera:** Add support for Head-Up-Display
- **world:** Support batching actor loading
- **world:** Add `Actor.creationID` to keep the order in which actors have been created
- **world:** Add `Actor.depth` to keep the order in which actors are drawn
2019-06-16 16:37:47 +02:00
- **menusystem;** Add a way to deactivate assets and the world when activating the menu
- **world:** Add a reset function
- **examples/plateform:** Add a pause menu
2019-06-13 17:47:48 +02:00
### Changed
- **world:** automatize world integration in a scene
2019-06-16 10:01:21 +02:00
- **world:** only visible actors are drawn
2019-06-13 17:47:48 +02:00
### Fixed
- **core.input:** use the right argument in `core.input:flushKeys()`'s loop
- **scene:** use `core.input:flushKeys()` in `Scene:flushKeys()` instead of `core.input:flushSourceKeys()`
## [0.4.0] - 2019-05-06
- Add Bump2D-handled world system
### Added
- **world:** Add a `World2D` world object using Bump2D as a backend
- **world/actor:** Support bump2D filter
- **loveutils:** `love.math.toZero` substract a variable to another to zero
- **assets:** Add batch loading of assets
- **examples:** Add batch asset files
- **examples/plateformer:** Add a plateformer example
- **world:** Add a splitscreen-compatible camera system powered by hump.camera
- **examples:** Add cameras
- **world:** Support object loading from Tiled
- **world/actor:** Add sprite support in Actor2D
- **assets:** Add support for sprites origins in tileset and animations
- **world:** Add `World:initActors()` to init Actors
- **world:** automatize multiple character handling
- **loveutils:** `utils.math.between(num, min, max)` make sure that a number is between two value
- **world:** Add a gravity system
- **world/actors:** `Actor:destroy()` destroy the actor
- **world/actors:** Add a basic timer system to actors
- **world/actors:** Create a parent `BaseActor` that'll serve as a parent for Actor2D and other future actors
- **assets:** add getDimensions() to tileset, sprite and animators
- **world:** add a generic gfx actor
### Changed
- **examples/moveplayer:** move to World2D
- **world:** separate map loading from level initialization
- **examples/moveplayer:** use a different map
- **examples/moveplayer:** Use this example to show multiplayer capabilities
## [0.3.0] - 2019-04-20
- General cleanups and reorganisation of the base code to be more legible
- Add translation
- Some internal improvement to how gamecore works
### Added
- **examples:** Basic Inventory menu
- **menusystem:** Horizontal listbox menu
- **menusystem:** Lock/visiblity management functions
- **examples/mainmenu:** Add a back and exit widget
- **world:** Embed librairies
- **world:** Add actors managing functions
- **world:** Map loading system using STI
- **examples:** Add a movable multi-player example
- **world:** Add a basic player system directly inside world system
- **menusystem:** `Widget.creationID` contain the creation order of every menu widget
- **menusystem:** `Widget.order` handle the order of the widget in the menu
- **world:** add `xsp` and `ysp` variable to handle speed to the actor object
- **examples:** add an option menu
- **menusystem:** `Widget:invalidateCanvas()` to make a canvas need a redraw
- **core.lang:** Get the translation data instead of directly putting them in core.lang.datas
- **core.options:** Add controller variable
- **core.options:** `core.options:setInputKey(sourceid, padkey, key)`
- **scenes:** `Scene:keypressed( key, scancode, isrepeat )` and `Scene:keyreleased( key )` callbacks added
- **menusystem:** Add a global activity flag
- **examples/options:** Key customization handling
- **examples:** Add music and SFX
- **menusystem:** Add `Menu:resetSound()` to entirely reset the sound values of a menu
- **menusystem:** Add `Menu:setSoundFromSceneAssets(name)` to simplify sound managin
- **menusystem:** Add sound batch management function
### Changed
- **menusystem:** Separate activity and visiblity lock
- **menusystem:** Add as an argument to widgets actions if the widget have been interacted by a pointer or a key
- **examples:** Reorganize folder
- **world:** Make world system need an actorlist
- **core.inputs:** /!\BREAKING: Use a multi-source system for the input system, and adapt different module to use it
- **core.lang:** /!\BREAKING: New language metadata format and complete rework of the translation system
- **core:** directly handle love2D's callbacks inside gamecore
- **menusystem:** rename `Menu:playSelectSound()` to `Menu:self:playSelectSound()`
- **menusystem:** Internally link the whole menusystem to a scene
### Removed
- `MenuSystem.TextMenu` wasn't used since a long time, and was a menu that modified the widgets.
- `MenuSystem:keyreleased(key, code)` was just dead code
- `core.lang:getStringList(library, file)` is replaced in the new translation system
### Fixed
- core: load core.lang
## [0.2.0] - 2019-06-04
### Added
- **examples:** Use some text menus in the example menu
- **examples:** Test entity system
- **examples:** Add a main menu to the examples
- **menusystem:** Add functions to menusystem to set visibility to menus
- **menusystem:** Add functions to menusystem to switch current menu
- **menusystem:** Add depth system to menus
- **world:** Add world and actor system
### Changed
- **scene:** rework input locking system to add a timeout
### Fixed
- **loveutils:** Fix a crash in `utils.math.pointDistance`
## [0.1.0] - 2019-18-03
### Added
- **examples:** First two basic examples to show the capability of gamecore
- **scenes:** Start using a wrapper around `core.scenemanager.currentScene` to set the new Scene
- **scenes:** Add a storage system inside `core.scenemanager` to be able to keep previous scene
- **menusystem:** Basic menu examples to test menu capabilities
- **assets:** Add a mask system to `Texture`, `Tileset` and `Animation`
### Changed
- **scene:** `Scene` now registerd themselves
- **assets:** `Texture` assets are now a custom object instead of directly using love's texture.
### Fixed
## [0.0.1] - 2019-16-03
- Initial release based on a standalone version of Imperium Porcorum's Core.