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Fixed static initialization of GuiComponent ICON_FONT.
Fixed issue with the Gamepad producing nullreference exceptions.
Fixed possible ArgumentNullException if Gamepad support was disabled.
Fixed an issue that caused collision not to be checked if no entity was specified.
Fixed trigger to properly evaluate the activated entities
Fixed size for collisionboxes.
Fixed a possible nullreference exception when removing entities from the Environment.
Fixed an issue with the size not being set for spawnpoints.
Fixed a possible nullreference exception for CustomPropertyProvider.
Fixed issue with randomInRange not working for negative numbers for integers.
Fixed an issue with the Menu that caused elements to be added twice.
Fixed an issue with competing META-INF content
Fixed an issue with volume not being applied to looping music.
Fixed an issue that caused particles to flicker (BE DAMNED LITI!!!!!)
Fixed an issue with entities traveling a long distance in case of a lag.
Fixed an issue with enum values not being serialized properly in the configuration
Fixed an issue with a gamepad not being properly detected if it was already connected from the beginning.
Features / Improvements
Improved the loading of a game file.
Reduced cognitive complexity of entity loading
Reduced cognitive complexity of the textfied keyboard typed handling.
Added equals overwrite for AttributeModifier class.
Provide some base unit tests for GuiComponents
Removed the isDragged method from the GuiComponent because it was never used and didn't work.
Extended the test sfor GuiComponents to ensure default flags.
Cleaned up the cognitive complexity of the AStarGrid.getNeighbours method.
Extended the ITileset implementation with a method that evaluates if a specified tile is part of the tileset.
Extended the environment by a method to retrieve colliders by id.
Issue #32 Implemented IMapObjectLoader interface and the default loader implementation for props, collisionboxes, triggers, decormobs, emitters and lightsources, spawnpoints
MapObjectLoaders are registered statically because they are designed to be independent from the environment.
Improved performance of the physics engine by only collecting all collisionboxes once per update
Extended ILayer with the getRenderType method which retrieves the rendertype from the custom properties of the layer.
Extended the Environment with an event that notifies consumers when an entity gets added to the Environment.
Implemented a general AnimationController that uses naming convention to provide Animations for a movable combat entity.
Issue #37 Replace deprecated XML tile layer serialization by data serialization that supports CSV and Base64 (including compression to GZIP/ZLIB).
Extended the MovableCombatEntityAnimationController to allow flipping left/right sprites to provide the opposite.
Extended ArrayUtilities with a method that gets a random element from a specified array.
Added a getter for the environmentBounds.
Added steamworks support to the engine
Implemented support for RenderType on particle level
Extended Props with the possibility to change the sprite during runtime.
If there are no static shadows to render, the static shadow image is no longer rendered.
Changes
Changed messagehandler provider to abstract because it is designed to be used as base implementation.
LightSource no longer keeps a reference to the static environment
Changed default updaterate to match the framerate.
There's no more static lib folder (see changes under Misc)
RenderLoop no longer catches and ignores all exceptions (they will be tracked by the UncaughtExceptionHandler)
Cleaned up the input loops to be started upon game start and not on game init.
Renamed the collider to CollisionBox for the sake of consistency.
Refactored the GameTime implementation: It is now part of the Game itself instead of the GameLoop.
The singleton instances of Game.getLoop is no longer passed in the update method
ImageCache no longer supports persistent cache. This was actually very unperformant.
Ambient light is now only rendered with graphics quality of Medium or more.
Misc
Updated build script to distinguish between usual dev build and full build that includes javadocs and jacoco test reports
Issue #35 Fixed litiengine dependencies on maven release
Update litiengine to use maven repository to get jinput and sound libraries.
Updated native jinput runtime dependencies to the latest version.
Issue #28 Create a distribution zip file with the gradle build.
Update gradle build by making use of the Gradle Natives Plugin in order to retrieve the native references required for jinput.
A lot of improvements on the general build script and process