It took over a lifetime to get here... I will elaborate on itch.io
It took over a lifetime to get here... I will elaborate on itch.io
development into main It took over a lifetime to get here... I will elaborate on itch.io
These will help manage what needs to be done
Fun fact: did you know constructors can make your code usable?
This is not a small commit either
For I do not wish to make this commit any longer
Also "fixed" skip level (though it's bugged)
(As far as I know)
Also tried to optimise rendering a bit
Also polished graveyard somewhat
Also fixed nightly version (in place), though it is subject to change.
Also fixed king texture mismatch in fish fight
Why did I make another monster commit?
But the game is still broken
Though it definitely broke the game (again)
It's still broken though
Except for a few edge cases
APIs affected: - ChessEnvironment.init() and Env.new() now need board size as well, this gives environments access to board sizes - Separated piece themes into `white_theme` and `black_theme` affecting ChessPieces.new() and TurnIndicator.new() - Added a temporary `_AI` separator for settings.dat, to separate ai settings from chess theme in parser
Changes: - Added VisualSettings which will let developers control how map environments are displayed - Added default theme for stories - Modified how environment, darkness, water and height work - Day night cycles are now replaceable!
Changes: - Added graphics quality setting - Changed heightmap rendering behaviour - Cleaned up main menu - Updated Settings' UI
Changes: - Made it possible for different stories with similar map names to use different visual parameters such as heightmap instances - Made it possible to overwrite default water and darkness increments through stories - Changed height_map, darkness and water fallback behaviour
Also created the infrastructure for level selector and editor... Also also, it takes 700 years to make a normal UI in Godot!
Will change powershell as well in the near future
(a.k.a Nightmare Difficulty)
Also finished game maker
I really hope this was the last feature needed for the engine before release
Also optimised sounds
Also rewrote Event API
Also changed grab scaling API
Now battle messages depend less an countries
Also rebalanced 'Sangre' a bit
Which is yet to be implemented
Also changed licence from GPLv3 to AGPLv3
Also Testing CI 40
Also testing CI 48
This required more tests than there are states in the US
One would think making a simple CI could not take THIS much time and effort
Though at every concievable corner a new problem pops up, each stupider than the last
This is getting ridiculous at this point
I do not know what the Sun looks like at this point
Though this testing might conclude before the heat death of the universe
This never ends, the testing will just keep going...
This way the game's visual style will remain consistent even on higher graphics settings
Also added a natural way to return to main menu without using shortcuts
Also fixed scaling bugs in graveyard and added AABB to memorials
Also introduced arithmetic side effect checking to Rust
Though fixing anything in this codebase is a nightmare!
Also finalised rust version for r1.1 and started adding different cursor types for various actions
Also fixed a minor bug with exported level selector options
That's why testing should be important!
However builds are untested at this moment as the iOS simulator does not work with Godot
No due date set.
No dependencies set.
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?