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https://github.com/Relintai/pandemonium_engine.git
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4.6 KiB
4.6 KiB
Changelog
All notable changes to this project will be documented in this file.
[Master]
Currently contains changes up to 825755c5d4
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.
Changed
Engine
- Added options for disabling RTTI and exceptions for every platform, and by default I disabled them.
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
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.
Fixed
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.