@andrewmcwatters andrewmcwatters released this May 9, 2018 · 3 commits to master since this release

  • Regions now use a single Box2D world instance
  • Fix crash in engine/server/init.lua when initializing players on maps with no spawnpoints
  • Code formatting
  • Improved character client-side animation prediction handling
  • Fixed crashes when handling destroyed Box2D bodies
  • Improved character tile movement
  • Fixed crashes when attempting to draw trigger entities
  • Added entity:isPredicted() and entity:setPredicted( predicted ) to enable positional history tracking for future client-side prediction reconciliation
  • Added entity:isOnTile() to determine if entitys are in-between tiles or not
  • Added region.pointinrect( px, py, x, y, width, height ) which is bottom-left inclusive to distinguish between math.pointinrect()'s top-left inclusive implementation for GUI usage
  • Fixed entitys not updating their region reference when crossing level streaming boundaries
  • Updated player:getGraphicsBounds() implementation
  • Added player:isMoveKeyDown()
  • Added cl_server_reconciliation console variable
  • Updated trigger_transition level streaming implementation
  • Improved performance of module hot reloading
  • Fixed crash in path interface when pathfinding in dedicated servers
  • Refactored region:getWorld() to region.getWorld()
  • Refactored region:cleanUp() to region:cleanup()
  • Fixed region:getFilename() not referring to the appropriate path
  • Fixed region:getGidsAtPosition( position ) not converting positions to local region space
  • Refactored region:initializeWorld() to region.initializeWorld()
  • region:isTileWalkableAtPosition( position ) now checks nearby regions if the tile is not walkable
  • walkable tile properties are now booleans as defined in newer Tiled versions
  • Fixed region.tileset image loading not referring to relative directories
  • Added string.stripdotdir( path ) to convert paths with dot directories to their relative paths
  • Updated Vertex Adventure sample code
Assets 2

@andrewmcwatters andrewmcwatters released this Nov 5, 2017 · 4 commits to master since this release

  • Added player._commandNumber for client-side prediction server reconciliation
  • player:onMoveTo() behavior is now predicted
  • Added commandNumber to userCmd payload
Assets 2

@andrewmcwatters andrewmcwatters released this Oct 7, 2017 · 7 commits to master since this release

  • Fix bind.keypressed() and bind.keyreleased() passing nil localplayer
  • Fix crash in throbber.lua
  • Fix engine not detecting _DEDICATED
  • Add host_timescale console command
  • Update engine to 100 tick by default
  • Fix crash in addon.lua
  • Add input enumeration
  • Fix improperly named private members in character.lua
  • character moveSpeed network variable is now a representation of pixels per second
  • Fix character:move() not integrating timestep
  • Update r_draw_position console variable flag to display velocity as well
  • Add entity:isMoving()
  • Add networked player:isKeyDown( button )
  • Add cl_footsteps console variable
  • Add usercmd payload
  • Fix crash in path module with drawPath
  • Change default pathfinding heuristic from to euclidean to manhattan
Assets 2

@andrewmcwatters andrewmcwatters released this Aug 30, 2017 · 10 commits to master since this release

  • Replaced all instances of not with == nil where performing lookups for nil values
  • Cleaned up requires
  • Updated various accessors
  • Added table.tostring( t )
  • Added debugoverlay.line( worldIndex, x, y, points, color, duration )
  • Fixed crash in debugoverlay calls
  • Code cleanup
  • Added verb argument to accessor()
  • Fixed toggleconsole console command behavior
  • Added perf_draw_net_graph console command
  • Added panel:isSiblingMousedOver()
  • Added new restorePanel() pattern to real-time scripted panels
  • Fixed multiline gui.textbox()s not inserting newlines
  • Exposed textbox:updateCursor()
  • regions now predictively update on _CLIENT
  • Fixed engine.client.onDisconnect() cleanup process
  • Added onTick() callback
  • Added cl_updaterate console command
  • Added real-time scripting to dedicated servers
  • Fixed engine.server.quit() cleanup process
  • Updated internal error_printer()
  • Added sv_updaterate console command
  • Updated convar to sort console variables in config.cfg
  • Updated default character movement
  • Updated client-server prediction and entity interpolation
  • Added character:onFinishMove()
  • Added character:onMoveTo( position )
  • Updated usage of entity.requireEntity() for use in place of require() when including entity class dependencies
  • Added entity.unrequireEntity()
  • Added entity.getAll() for retrieving all available entity scripts
  • Fixed footstep sound stuttering
  • Fixed real-time scripting not registering all files due to bug in getModuleFilename()
  • Updated pathfinding and walkable region position calculations
  • Added region.roundToGrid( x, y )
  • Updated entity region registration
  • Updated gui.hudchat
  • Updated Vertex Adventure sample game code
  • Added r_draw_position console command
  • Updated gui.hudspeechballoons to expire chat messages
  • Added item:setCollisionBounds( min, max )
  • Added test script for gui.textbox()
Assets 2

@andrewmcwatters andrewmcwatters released this Jun 9, 2017 · 12 commits to master since this release

  • Code cleanup
  • Removed point() in favor of love.window.toPixels() and love.window.getPixelScale()
  • Fixed crash with debugoverlay.rectangle() not accepting a worldIndex
  • Fixed duplicate entries in console command history
  • Removed deprecated interfaces
Assets 2

@andrewmcwatters andrewmcwatters released this May 23, 2017 · 15 commits to master since this release

  • Update love-package
Assets 2

@andrewmcwatters andrewmcwatters released this Jul 16, 2016 · 58 commits to master since this release

  • Code cleanup
  • Decreased engine size
  • Updated Vertex Adventure sample code
  • Removed env_soundscape
  • Removed trace
  • Fixed various UI controls not using their accessor methods internally
  • Updated entity draw loop
  • Added entity:drawBoundingBoxes()
  • Added panel:drawBackground()
  • Added panel:drawForeground()
  • Added mutator()
  • Added accessor()
  • Removed framebuffer:getDesiredWidth()
  • Removed framebuffer:getDesiredHeight()
  • Added panel:preDraw()
  • Added panel:postDraw()
Assets 2

@andrewmcwatters andrewmcwatters released this Jul 5, 2016 · 82 commits to master since this release

Removed old test regions

Assets 2

@andrewmcwatters andrewmcwatters released this Jul 5, 2016 · 83 commits to master since this release

  • Added dropdownlist:getValue()
  • Code cleanup
  • Added math.nearestmultiple()
  • Updated Tiled integration
Assets 2

@andrewmcwatters andrewmcwatters released this Jun 25, 2016 · 87 commits to master since this release

Fixed Vertex Adventure sample code overwriting Grid assets
Assets 2