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Releases: 3elDU/bamboo

0.22.1-dev

04 Sep 12:54
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Minor improvements and refactorings

- Add collision to furnace and campfire
- Improve inventory
- Change pine tree drop when breaking it

0.22-dev

02 Sep 17:28
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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

11 Aug 19:46
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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

09 Aug 10:42
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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

04 Aug 14:24
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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

31 Jul 16:05
2af7319
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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

31 Jul 13:21
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Optimize rendering

- Fix recursive rendering calls in connectedBlock.Render()

0.19-dev

31 Jul 13:32
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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

30 Jul 19:47
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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

30 Jul 18:35
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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