SneakyTactician [email protected]
*API now returns a texture designated as the missing texture should a texture not be found
*Added stair case up and down textures
*Now supports the tilling of dirt
*Skills are now in
*Harvest skill now has impact on the speed of harvesting resources
*Removed Serilog dependency
*Inventories are now baked in for creatures
*Increased camera performance, 100x100 worlds are possible (~22 fps)
*Now putting core game content in the "Magical Life Core" mod
*Task manager rewrite to be more intelligent, offer more options for dynamic dependencies
*Crafting is now supported
*Protobuf-net inheritance and surrogates are now automatically handled
*Mods are now supported, and when found will be loaded
*Tilling dirt is now available from the in game GUI
*2K support (2560x1440)
*Certain windows are now movable
*Creatures can now be clicked upon to see their skills/creature window
*Added the new log texture
*Skills/creature window now has an inventory tab
*Zooming out now supported
*Added the Action Bar
*Fixed PineTree class property Name's value (Thanks @a2937!)
*Fixed mined stones not disappearing
*Surround sound now functions like it should
*Audio now has multiple channels/can play multiple sounds simultaneously
*Audio now has a surround sound effect *Audio listening is set from the center of the screen
*API now works anywhere C# can run
*Dedicated server now runs on Mac and Linux in addition to windows
*Trees now in as a resource
*Trees are now harvestable
*Oak Trees are now in
*Maple Trees are now in
*Pine trees are now in
*Now handles the dropping of an item on a tile that already has an item of a different type on it.
*Trees now render
*Axe button now allows for the user to mark which trees to chop down
*Items now render properly again
*Reduced the occurrences of a saving bug
- Saving a game is now supported
- Loading a game is now supported
- Errors are now logged
- Job system is now client side
- Job system now has enhanced support for dependencies
- Job system now has enhanced support for "bound" (same worker) jobs
- Graphics API reworked to support animations, as well as any future different types of rendering
- The newgame command now requires a 3rd parameter, the world's name
- The host game button has been replaced by the load game button
- Added listbox support
- Added the load game listbox
- Load game menu now works
- Added a back button to the in game escape menu
- Input boxes no longer error when reopening menus and backspacing
- The placeholder texture for the mine action button has been replaced
- Stone rubble texture has been replaced
- Pickaxe icon in map when tile is queue up to be mined has changed
- Added the ability to zoom in
- Characters now have new texture
- Characters now have animations
- Fixed a mining command bug
- Fixed a memory Leak
- Added internal support for having items in tiles
- Added item addition, removal, and search functionality
- Added a grass tile
- Added the stone chunk item
- Mining jobs are now possible
- Added internal support for sfx/sound events
- Separated server loading and server starting into two separate commands
- Now handles player connections and disconnections in a safer way
- Grass textures now connect to form smoother patterns
- Now showing logos for MonoGame and FMOD
- Player can now mark stone to be mined
- Buttons now play a clicking sound when clicked upon
- Stone now plays a pickaxe hitting noise while it is being mined
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Fixed issue #17
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Fixed issue #57
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Fixed an issue sometimes causing the character to be unselectable
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Discovered and fixed issue #50
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Discovered issue #51
- World data is now structured differently, and hopefully more efficiently
- Improved serialization and deserialization performance
- World generation now no longer spawns the character on a resource
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Discovered and fixed issue #21
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Discovered and fixed issue #22
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Discovered and fixed issue #24
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Discovered and fixed issue #25
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Discovered and fixed issue #26
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Fixed issue #11
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Fixed issue #18
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Fixed issue #27
*Fixed an issue where ordering the character while "hosting" a game would cause the game to crash
- Added buttons to the main menu to allow the user to join and host a multiplayer game
- Added labels above the width and length input boxes
- Added a menu to allow the user to host a game over the network
- Added a menu to allow the user to join a game over the network
- API is now capable of sending and receiving objects in a very dynamic and elegant way
- Now split into three parts: server, client, and the shared API
- Server and client now have a tick system, and movement of creatures is done in real time
- Stone is now rendered
- Stone is now generated in world
- Abstracted pathfinding so that we can support any algorithm with a little tweaking/a bridge between how each algorithm stores the path found
- Pathfinding now forbids living creatures from moving on tiles with marble.
- Ordering a unit now clears previous orders
- Living creatures are now being rendered
- Living creatures can now be individually selected and order to a location
- Discovered issue #11
- Now displays new game button
- Now receives mouse input as events
- Mouse now displays
- Escape now toggles the main menu
- Clicking a main menu button now hides the main menu
- Exit button now exits the game
- User can now choose the size of the world
- Now using Monogame
- Now supports a load game progress bar
- Solved a bug that didn't allow for more than one GUI object receiving mouse input (b88e0815)
- End turn button is now rendered
- Support for creature movement
- Changed many data structures under the hood
- Living creatures are now rendered
- Living creatures are now supported
- The world displays when told to generate a new world
- World generates properly