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update release branch with changes since v0.0.4 #6

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merged 119 commits into from
Nov 2, 2024
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@Hellzbellz123 Hellzbellz123 commented Nov 2, 2024

updates release branch with all commits over the last year or so.

there is a gameloop but still not actual 'progression'

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
@Hellzbellz123 Hellzbellz123 linked an issue Nov 2, 2024 that may be closed by this pull request
@Hellzbellz123 Hellzbellz123 self-assigned this Nov 2, 2024
@Hellzbellz123 Hellzbellz123 marked this pull request as ready for review November 2, 2024 19:06
@Hellzbellz123 Hellzbellz123 merged commit 69f7f67 into release Nov 2, 2024
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Update the latest relase version
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