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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 - 0.6.1 - 2023-07-15

v0.6.1 Full Commits History

Changed

  • ECS
    • in_set(OnUpdate(*)) -> run_if(in_state(*))
    • Add the #[derive(Event)] macro for events.
    • Allow tuples and single plugins in add_plugins, deprecate add_plugin
    • Schedule-First: the new and improved add_systems
    • State field are now private, use get() to get the current state
  • 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      • The size, min_size, max_size, and gap properties have been replaced by the width, height, min_width, min_height, max_width, max_height, row_gap, and column_gap properties.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
    • replace Overflow::Hidden by Overflow::clip_y()
    • ..Style::DEFAULT cannot longer be used in const: I choose Style Constant instead of Style Method for the migration (see the 0.6.1 changelog)
    • The Y axe's inverted once again !

Refactored

  • Allies' Sheet Style

TODO

  • Once bevy-inspector-egui release 0.11 support, update Cargo.toml
  • REFACTOR: CombatState as States
    • we will need to find a Default State, to be in while we're not in GameState::CombatWall or GameState::LogCave

Skill VFX and AI Random Strategy - 0.6.0 - 2023-07-12

v0.6 Full Commits History

Preview

cuted-2023-07-12.13-41-00.mp4

Added

  • Animate Skill before each skill execution
  • Interactive Items
    • Ladder to go down into the LogCave
      • New Place/State
      • Click an entity, go up into the CombatWall + select clicked unit
      • Press CancelInput key (atm: Esc) to go back to the CombatWall
    • Character Sheet
      • Up to 6 Character Sheets, for allies
        • Can click on it to open corresponding Character Sheet
      • Pack of Scroll
        • Can click on it to open the first enemy's Character Sheet
      • Browse among character sheet of a same team with left-arrow and right-arrow
  • AI Enemy
    • Currently: Random Behavior

Fixed

  • click on several overlapping entities no longer crash

Optimize

  • ui::player_interaction::select_unit_by_mouse(), light comparaison first (before long iteration + checking mouse position).
  • combat::mod::update_number_of_fighters() no longer execute everytime.

UI Update - 0.5 - 2023-07-04

v0.5 Full Commits History

Preview

Playable Demo (enemies skills are disable to the second phase of dev: AI)

Added

  • MIT/Apache 2.0
  • Alterations
  • Character Sheet layout
  • Interactive Mini CharSheets in the wall (and pack of scrolls)
  • new inputs
    • browse between allies (arrows)
    • browse between enemies (arrows)

Changed

Fixed

UI Scene - 0.4 - 2023-05-11

v0.4 Full Commits History

Preview

Added

Changed