Releases: 3elDU/bamboo
Releases · 3elDU/bamboo
0.22.1-dev
Minor improvements and refactorings - Add collision to furnace and campfire - Improve inventory - Change pine tree drop when breaking it
0.22-dev
Refactoring and a lot of small bug fixes - Implemented clay pickaxe, raw iron / iron smelting - Add some useful methods to vectors - Fix inventory-related bugs - Implement overlay scenes
0.21-dev
Improve caves and implement compass - WIP: Add iron ore. More ore types coming later - Add compass which points to the world spawn point. In the case with the cave, that spawnpoint is also the cave exit - Redraw cave floor and walls. Add a variation of the floor with grass - Smaller improvements
0.20.1-dev
Various QoL improvements - Pine sapling can be instantly grown to the next stage, when it is watered with the funnel - Breakable blocks now specify their "tougness", or in other words, tool strength required to break them, and they specify which specific tool they require to be broken - WIP: Added clay shovel for digging pits. When pit is dug near to the water block, water will flow and fill all the bits, thus creating a player-made water channel, which can be used for delivering water to plants. - Do not use hashing to determine if the item can be stacked, instead now each item has the "Stacked" function which returns a boolean - When adding item to an inventory, first check if there already is a slot with that item, only if the item isn't in inventory, search for a free slot - Short grass and flowers can now be broken
0.20-dev
Implement #27 and #28 - Implement craft conditions - some crafts require special conditions to be available. For example, items crafted from clay require player to be near the campfire (clay must first be burned on fire) - Improve crafting menu
0.19.1-dev
FIx campfire not rendering - Campfire did not implement DrawableBlock, because it had the old Render method signature. - Add calls to parentChunk.MarkAsModified()
0.18.4-dev
Optimize rendering - Fix recursive rendering calls in connectedBlock.Render()
0.19-dev
Implement #17, partially implement #28 - When a sapling grows to the next stage, notify the parent chunk that it was modified. - Redraw sand and short grass as connected textures. - Implement turning debug mode on/off with F3
0.18.3-dev
Disable DPI scaling for the game window - Solution taken from here: https://ebitengine.org/en/documents/faq.html#Ebitengine's_screen_is_scaled_(and_blurred)_on_hi-DPI_screen._Can_I_disable_this_scaling?_In_other_words,_can_I_have_a_hi-DPI_mode?
0.18.2-dev
Fix a bug with chunks being overwritten - When a player presses "escape" button quickly after loading the world, when all chunks hasn't loaded yet, a world save is triggered. The issue is, the dummy chunks are also saved, thus, overwriting the actual chunks that are yet to be loaded. Fix this by preventing a dummy chunk from being saved to the disk. - Remove unused file - ui/config.go