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update release branch with changes since v0.0.4 #6
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Signed-off-by: hellzbellz <[email protected]>
Signed-off-by: hellzbellz <[email protected]>
re-add all submodules, hopefully properly tracked this time use bevy v0.11.3 tagged release and deps that support it bevy_egui has been modified for nvidia_support
add new bevy crates too patch file add new bevy_logfu crate - bevy logfu is bevy_log with logging too file update ignore for files created by asha some cspell stuff
- example pack, currently unused - delete unused assets, NOTE: animated_3d. other deletes are moves - NOTE: program logic for packs not implemented - base game is pack called asha - Interface is not part of pack file system - modifcations too base game and addition content should be new packs renamed game asset folder from gamedata too asset because android issues move aseprite pallete out of distrobuted assets
- fix paths in code too represent new pack structure. (only for asha, still hardcoded) - plan rework for actors, just a TODO: - ignore .dot files from debug tools - fix inspect feature. may change too calling it debug? - dungeons have been split into a seperate file from the start zone thing. - change from main.rs too lib.rs, cargo make should be used too run - launchers are bin targets - impl default for bundle structs in src/game/gameworld/
update android project too gradle 8.1.2 add rogcat tool change bevy logfu too use its own tag
- fixes android asset loading, sorta....
rogcat profile for easy debugging
compile dependencies with more optimizations rename makefile target, update readme too reflect make mobile use inspect feature make inspect feature not panic on mobile hook java vm too bevy_main (idk if this is needed, but it prevents a panic in the logs) android app is landscape mode now fix player movement speed too be variable new touch input module that holds ui and systems related too touch apparently you should track gradlewrapper? all deps should compile and run on android, some use custom forks
update gradle config for faster dev and some deps new helper script for logging with cargo make run-mobile window scale configured in config rename actions::Combat -> actions::Gameplay removed EagerCursorPos, leafwinginputmanager handles now - input systems moved too game::input - new LookGlobal and LookLocal actions - new system that updates cursor based on mouse - new system defaults too center of window if no cursor - new software cursor system. mostly debugging TOUCH CONTROLS!!! - currently only Aim, Move, and Interact (Bare Minimum) - feels good, (any input appreciated) - translates joy axis -1..1 too screen coords and then world coords fixed player aim, AND projectile direction player animation system uses velocity instead of input delta UPDATE: leafwing-input-manger MODIFY: virtual-joystick (now inhouse, small change)
Had an idea while messing around
- fix bug uncovered by leafwing input manager gamepad deadzone was set too zero, always pressing - Implement system ordering, touch joystick works on desktop now system graphs are moved too .schedule folder - all schedules are dumped - create folder for files too be placed, if no folder no files add egui_plugin even though we dont use it - some plugins check for it, but some dont check correctly
- earlier fn's use e/println! instead of info! fix compiles on web - typid didn't build because uuid errors? - fixes for wgpu max texture size vscode debug config fix pixels per meter in rapier (cant tell what this does) attempt too make frame-animation a plugin ai can shoot again, it is raycast based. error handling instead of panics please. disable MSAA, fixes weird seams/grid issues when zooming add new GameDifficulty::Debug (1 level) remove wander_score_system, is default action remove android debug dirs - remove android debug dirs IsExecutable - debug-dirs only called when NOT wasm or mobile first pass at "generic" spawn function rename ai components general fmt and spelling fixes rename spawner/*.rs modules don't use mold - linking is 0.1% of build time on my machine with rustc - breaks incremental builds sometimes - breaks sccache a lot of the time
new gitmodule - tiling background plugin for bevy update dependencies - update code too match new deps - dungeon generation is being reworked, currently disabled add style guide that may be used attempt wgsl-analyzer config (is broke atm, needs PR in wgsl-a repo) rename asset definition files add new scaledbg shader (doesnt scale the texture with zoom yet) use new scalebg shader for hideout grass try too have all assets loaded with bevyassetloader - move MANDATORY assets too init pack, may make it just assets/init make cargo make run-native no longer watch for changes add ahprelude, mostly unused atm new AppStage::BootingApp (loads init resources before any other plugin) Dungeon Generator V2, same idea, hopefully better execution
use toolchain rust-analyzer in vscode use rust-analyzer target dir refine debugger config a bit more new edit asset workflow - cargo make edit-asset - edit assets in launcher/native/assets/ - they will be saved too git, backup will be created - backup deleted when rerun move packs/init back too assets root - it makes more sense imo move favicon too assets/init trying too use startup less, startup is 1 frame iirc - AppStage::BootingApp is longer, and predictable - after AppStage::Loading all assets should be good new AppStage::BootingApp - loads essential assets from assets/init all assets are loaded/tracked with AssetCollections, - except LdtkLevel tileset update deps before bevy 0.12 drops delete assets/interface (duplicate folder) use cargo clippy instead of cargo check cargo clippy pedantic fixes convert modules too use ahprelude - renaming this too prelude breaks imports in launchers? launchers all use aspen_lib::ahp (giant prelude) add software cursor as plugin, currently sprite rendering under ui - not sure for a fix yet add asset watching support
move dungeonator_V1 too new folder formatting update some logfu deps prefer importing through ahp::game or ahp::engine some more error handling instead of unwrap or expect better docs rename GamePlugin -> DungeonGamePlugin asset watching function with compile time conditions - only enable asset watching where supported - not on mobile/wasm register_types! macro for multiple types at once add engine and aspenhall plugins to ahp::plugins add fs_try_exists feature
update debug config fix zoom button issues fix software cursor bugs rename move speed attribute boost move speed fix walking animations use bevy_log and disable filter on trace formatting update l.i.m. remove unused deps
add hallway generation add room boundry when creating rooms - would like to not do this, needs more thought split the generator up into more files added hallway tileset remove roomexit entitys add border too room assets
implement spawn waves for character spawner implment filtering for bullet collisions - bullets dont hit shooter comments renamed portions of map
remove winit features because bevy flags control them improve camera lookahead settings
reflect component on more types remove logging noise fix missing change from last commit
add pattern-like bullet abilities improve dungeon regen logic
satisfy the clippy overlord
update old code too new bevy code remove deprecated methods
remove some old debug data dumped too game dir remove some deprecated bundles - bevy-0.15 is almost out, this is going too change alot - bevy_asepritesheet needs updated too remove deprecated bundles
fix asset packaging workflow remove unused cargo.toml patches reenable audio playback change wasm framerate target to 60fps remove workflows
fix animation idex related crash bump max sound capacity add more basic bullet patterns reduce shootpattern cooldown fix missing EntityCreator on boss entity collider update makefile with current repo actions - clean packagedir before package-release - add other targets re-add touch input plugin - update bevy_touch_stick dep - fix bevy 0.14 breaking changes
minor ui styling changes ui buttons get font size control and names for inspector hide settings menu when game is unpaused block interactions with lower ui when settings is opened fix alt-f4 crash on windows - window_q.single() calls for window caused panics fix cursor lock bug - remove cursor lock entirely for all platforms move touch_gamepad plugin into interface module config option for software cursor hide touch controls if not on desktop - can be re enabled with config file option update deps fix makefile bugs
teleport player camera too player if distance too large seperate game state and application state - GameStage is player progression related - AppStage is resource/loading assets related use new seperated state too allow return too menu use new seperated state too allow return too hideout
- animation system not quiet as advanced - only ship aseprite file for character render rework bundles output logs too ingame console update flicflac fix hiding pause menu move ai too fixed update - we dont need too update ai 60 times a second remove old wav files add proper footsteps create collider from bevy aabb fix despawn timer bottleneck move game progress module out of dungeon add gun firing sound - current sound is very annoying
trunk -> cargo fmt -> cargo clippy
slight balancing tweaks too weapons spawn extra weapon at start
use vendored framepace plugin adjust pause menu ui layout on mobile add new teleport event too move player too a start location -use this event if you die in hideout remove debugoverlay plugin
- disable debug assertions in release mode - strip release binarys of useless code add clippy.toml - bump type-complexity-threshold by 100. bevy querys trigger this alot rename first miniboss level use clippy too lint in vs-code instead of check move console into devtools plugin update lib Cargo.toml - bump lib version - deny on lints document lots of code satisfy the clippy overlord reorder sprite animation so default idle doesnt get overwritten, instead only set if no other animation is required fix CharacterSpawner width initialization - enemys spawn inside dungeon rooms now, yay rework debug plugin into a always existing devtools plugin
- make wasm window smaller so ui is shown onscreen - hide close game button on wasm - fix crash because files arent served fast enough - fix crash because of a log layer needing std::time more logging in makefile fix character spawns happening before levels are positioned properly position character portrait inside stat hud
fix log layer again
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updates release branch with all commits over the last year or so.
there is a gameloop but still not actual 'progression'