pandemonium_engine/CHANGELOG.md
2022-08-02 18:45:00 +02:00

10 KiB

Changelog

All notable changes to this project will be documented in this file.

[Master]

  • Nothing since the last changeset.

[3.7.0]

Added

Modules

  • Ported my web framework setup from rcpp_framework to a new web module, alongside with lots of improvements to make it fit the engine better. Also implemented a simple webserver that uses built in sockets.
  • Ported my database setup from rcpp_framework to a new databases module, alongside with lots of improvements to make it fit the engine better.
  • ported my user management setup from rcpp_framework to a new user module, alongside with lots of improvements to make it fit the engine better.
  • Created a new cscript module, it's currently only a simplified gdscript implementation.
  • Simplified, refactored and ported https://github.com/fenix-hub/godot-engine.file-editor to an engine module. (The refactered gdscript codebase is here: https://github.com/Relintai/godot-engine.file-editor )
  • Created a new plugin_refresher module. It can be used to quickly enable / disable addons. You can enable it in the ProjectSettings->Plugins tab. Right click the refresher icon to select the plugin that you want to refresh, left click the same icon to actyally refresh it.
props
  • TiledWalls got a new collider_z_offset property, which allows you to offset the generated collider shape.
  • TiledWalls also got a new texture_scaling property.

Other

  • Added a new property hint (PROPERTY_HINT_BUTTON) that can be used with NIL properties to add buttons to the inspector.
  • Lots of TODOs.

Ports

  • Ported all commits that I thought would be useful since the last set of backports from upstream godot 3.x.

Changed

  • Disabled nullptr modernization in clang tidy.
  • updated the build container scripts.

Fixed

  • Lights.
  • Codestyle in a few files.

Modules

entity_spell_system
  • Fixed the property validation for aura triggers and aura stat attributes in Spell.
props
  • Fixed the 2 add methods in TiledWallData.

[3.6.0]

Added

Core

  • Added contains(), find(), and clear() to PoolVector. Also added bindings for them.
  • Added a bound core logger class.

Modules

  • Ported the mesh data editor addon to c++, and now it's a part of the mesh_data_resource module.
  • Ported my fork of Godoxel to c++, and now it's part of the engine. (paint module)
  • Added a new wfc (WaweFormCollapse) module. I used https://github.com/math-fehr/fast-wfc 's code as a base for it. Samples repository: https://github.com/Relintai/wfc_module_samples
  • Ported mat_maker_gd to c++, and now it's part of the engine. (material_maker module)

Module - Props

  • Added Z-offset support for TiledWalls. It can be used to offset wall tiles to create 3d wall features. It's missing collider support at the moment.

Other

  • Added TODO.md.
  • Added some of my game project helper scripts, and made them work from their new place.

UI

  • Ported the EditorZoomWidget from Godot4.

Platform

Removed

Modules

  • webp.
  • webm.
  • remnants of libvpx, and libwebp, and xatlas.

Fixed

Platform

Engine

  • Fix compile when using llvm on linux.

Modules

  • Set Prop2D and Prop module's convert button style to flat, so it's in the expected style.

[3.5.0]

Added

Modules

  • [Entity Spell System] - An entity and spell system c++ godot engine module, for complex (optionally multiplayer) RPGs.
  • [Terraman] - Terrain and building engine for godot based on voxelman.
  • [Voxelman] - A c++ voxel engine module for godot.
  • [Props] - A godot engine module to help with creating/optimizing in-game props.
  • [Terraman2D] - 2D Terrain and building engine for godot based on terraman.
  • [Props2D] - A godot engine module to help with creating/optimizing in-game 2D props.
  • [Thread Pool] - A c++ Godot engine module which makes it easy to run methods in threads.
  • [Texture Packer] - A c++ Godot engine module, to layer, pack, and merge textures at runtime.
  • [Mesh Data Resource] - A Godot c++ engine module. It adds a data-only mesh type with an importer.
  • [Mesh Utils] - A c++ Godot engine module containing utilites for working with mehses (Like simplification).
  • [Godot Fastnoise] - Zylann's godot_fastnoise, but with compile fixes for 4.0, and a Resource class.
  • [UI Extensions] - Small extensions engine module for GODOT.
  • [Skeleton Editor] - Godot engine module version of TokageItLab's skeleton editor pr, that got deprecated, but [my godot fork] has it fully implemented.
  • [rtile_map] - Godot's tilemap, with a few additional features.
  • Ported NetworkedController & SceneRewinder (https://github.com/godotengine/godot/pull/37200).

Engine

  • Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, and StringName as core classes.
  • Added an is_null() helper method to Variant.
  • Backported the 3.x android editor port pr by m4gr3d and thebestnom. (https://github.com/godotengine/godot/pull/57747)
  • Added most of the build tools from the broken seals repo, and cleaned them up a bit.

Other

  • Added the build containers from BrokenSeals.

Changed

Engine

  • Added options for disabling RTTI and exceptions for every platform, and by default I disabled them.
  • Reworked the help menu.
  • Replaced the godot icon.
  • Mass replaced the word godot to pandemonium.

Modules

  • Removed all godot version support code from my modules. Along with some macros.

Branding

  • Rebranded the engine. Also managed to create an icon for it.
  • New default color scheme.

Internals

  • On the c++ side I moved lots of includes from the headers to the cpp files to hopefully improve compile and recompile times.
  • Moved the include guards to the very top of files. This can potentially speed up builds as the compiler should be able to reject headers simpler.

Removed

Modules

  • gridmap
  • mono
  • denoise
  • lightmapper_cpu
  • lightmap_raycast
  • gdnative
  • webxr
  • visual_script
  • csg
  • fbx
  • xatlas_unwrap
  • arvr
  • camera
  • movile_vr
  • jsonrpc
  • webrtc
  • bullet

Core classes

  • Lightmapper
  • BakedLightmap
  • Particles, Particles2D. (Kept CPUParticles, CPUParticles2D!)

Rendering

  • GLES3, along with the VisualServer methods that are not supported in GLES2.
  • Removed GIProbes.
  • Removed lightmap captures.

Platforms

  • UWP (I was never once able to succesfully set up the environment for it to compile during the last 3 years).

Editor

  • Removed the collada importer.
  • Removed the obj importer.
  • Removed the default skjeleton editor.
  • Removed the AssetLibrary.
  • Removed VisualShaders.
  • Removed the editor feature profiles.
  • Removed the VCS plugin.
  • Removed TileMap and TileSet. They are still available through the rtile_map module though.
  • Removed the ARVR singleton.
  • Removed the Camera singleton.
  • Removed the editor asset installer.
  • Removed the gdscript language server.
  • Removed the downloader from the export templates manager.
  • Removed the translations, except for hungarian, as I won't be able to keep them updated.
  • Removed the online docs link from the top of the script editor.

module: ui_extensions

  • Removed TMeshInstance, and changed the core MeshInstance to wrok the way I need it instead.

other

  • Removed the github issue tamplates.

Fixed

Modules

  • Added material cache support for Voxelman, and Terraman's bake texture mesher step type.

Editor Docs

  • Fixed all warnings.

Editor Docs

  • Limited the length of the default parameter in the class docs. This fixed the properties display for classes like Entity.

Other

  • Github actions have been simplifed and fixed.
  • Godot's regression test tool have been updated / fixed.
  • Fixed all crashed the regression test tool found by throwing invalid / unexpected arguments at methods.
  • Cleanups to the docs.
  • Fix errors / update the osx scripts.
  • Annotated the podman build all script better, also changed the log file names, and added more variants.
  • improvements and fixes to the build container.

Backports