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Preparations for 0.23.1.
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Manual/content/changelog.html

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<p>Some versions may be unable to read content created in older versions. If you want to keep your content from one version to the next, read the "Content making changes" list in that update's section.</p>
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<p>Versions are numbered after the format <code>major.minor.revision</code>. The major number increases when the project is radically different from the major version before it. The minor number increases every time there are a bunch of changes. The revision number increases when there are bug fixes on the revision before it, and does not break compatibility.</p>
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<p>Versions are numbered after the format <code>major.minor.revision</code>. The major number increases when the project is radically different from the major version before it. The minor number increases every time there are a bunch of changes. The revision number increases when there are bug fixes on the revision before it, and does not break compatibility unless that's necessary to fix something.</p>
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<h2 id="0.23.1">0.23.1</h2>
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<p><i>January 1st, 2023</i></p>
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<p><b>Breaking changes</b></p>
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<ul>
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<li><span class="cl-c">Changed</span> how the mission records and statistics files are saved and loaded. This fixes a problem where the files wouldn't be read if they had certain characters. When you start 0.23.1, these files from 0.23.0, if any, will be deleted. If you <i>really</i> want to keep their content, get in contact with me by reading <code>README.txt</code>.</li>
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</ul>
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<p><b>Bug fixes and improvements</b></p>
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<ul>
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<li><span class="cl-f">Fixed</span> the edge length indicators not appearing in the area editor. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> negative point amounts for mission criteria not saving. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> the HUD using enemy kills when the mission specifies using enemy points instead. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> wall shadows not rendering when there are liquids in the area editor's preview. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> sectors not showing their liquid in the area editor's preview unless you reload the area. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> the area selection menu always showing a platinum medal next to the area name, if you have a medal. (Thanks Helodity)</li>
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<li><span class="cl-f">Fixed</span> a crash when one selects a GUI item with no behavior and presses Enter.</li>
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<li><span class="cl-f">Fixed</span> the results menu showing the centiseconds digit instead of the deciseconds digit.</li>
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<li><span class="cl-c">Changed</span> the way gameplay time is calculated, so time spent during interludes (the starting countdown, mission end text, etc.) doesn't count. (Thanks Helodity)</li>
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</ul>
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<h2 id="0.23.0">0.23.0</h2>
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<p><i>December 25th, 2022 &ndash; the "Mission Mode" update</i></p>
@@ -107,6 +131,7 @@ <h2 id="0.23.0">0.23.0</h2>
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<li><span class="cl-a">Added</span> the ability to lock the center (as opposed to the opposite side/corner) by holding Alt, when you are dragging a side/corner handle of a transformation widget in an editor's canvas.</li>
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<li><span class="cl-a">Added</span> script variables to <a href="mob_decoration.html">decoration</a> objects to allow them to disable the random property changes.</li>
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<li><span class="cl-a">Added</span> the <code>gentle_release</code> script variable to <a href="mob_tool.html">tool</a> objects so they can know if the Pikmin released it gently (i.e. the Pikmin is entering an Onion) or not.</li>
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<li><span class="cl-a">Added</span> logic for rectangular objects to be able to push other rectangular objects. (Thanks Helodity)</li>
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<li><span class="cl-c">Changed</span> the duplicate mobs area editor keyboard shortcut from D to Ctrl+D, since D is now used to go to the details mode.</li>
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<li><span class="cl-c">Changed</span> keyboard shortcuts made for the editor canvases to make them now work anywhere so long as you aren't writing in a text box. (Thanks Neo)</li>
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<li><span class="cl-c">Changed</span> drag buttons in editors to only need a single click in order to enter text input mode.</li>

Manual/content/mob_type.html

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<li><b><code>main_color</code></b>: A color to represent the object by. The format is <code>R G B</code> (values range from 0 to 255). Defaults to black.</li>
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<li><b><code>max_carriers</code></b>: Maximum number of Pikmin that can carry this object, when it is made carriable. Defaults to 0.</li>
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<li><b><code>pushes_with_hitboxes</code></b>: If true, this object pushes with its (normal or attack) hitboxes, instead of pushing using its object's center and radius. Defaults to false.</li>
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<li><b><code>rectangular_dimensions</code></b>: If this object is meant to have rectangular collision, specify the rectangle's dimensions here, in the format <code>&lt;width&gt; &lt;height&gt;</code>. This is useful for objects like gates, but shouldn't be used by objects that can move (among other things, the engine is not ready to handle rectangular object vs rectangular object collisions). Defaults to no rectangular dimensions.</li>
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<li><b><code>rectangular_dimensions</code></b>: If this object is meant to have rectangular collision, specify the rectangle's dimensions here, in the format <code>&lt;width&gt; &lt;height&gt;</code>. This is useful for objects like gates. Defaults to no rectangular dimensions.</li>
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<li><b><code>show_health</code></b>: If set to <code>false</code>, the object's health wheel will not appear on top of it. Defaults to true.</li>
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<li><b><code>spike_damage</code></b>: If this object is meant to cause <a href="misc_config.html#spike-damage">spike damage</a>, specify the spike damage type's name here. Defaults to none.</li>
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<li><b><code>spike_damage_vulnerabilities</code></b>: Normally, objects hit by a spike damage attack will receive the damage specified by the attack's type. If you want this mob type to take more or less damage instead, or even receive a status effect, you can specify it here. This property is a block, and the format is the same as the <a href="#vulnerabilities">regular damage vulnerabilities property</a>. Defaults to not set.</li>

Manual/data/style.css

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}
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/* Changelog. */
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.cl-a, .cl-c, .cl-r {
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.cl-a, .cl-c, .cl-r, .cl-f {
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font-weight: bold;
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}
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.cl-r {
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color: #600;
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}
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.cl-f {
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color: #36C;
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}

README.txt

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Pikifen
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A fan-made Pikmin engine that allows users to make and play their own Pikmin content.
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A fan-made Pikmin engine made by Espyo that allows users to make and play their own Pikmin content.
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To learn more about how to use the engine, please check the included manual, accessible by opening Manual.html. It includes, amongst other things, tutorials, list of controls, the changelog, troubleshooting information, compilation instructions, an FAQ, and credits.
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Source/documents/Code helper/code_helper.py

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for line in rc_contents:
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o.write(line)
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input('Done. Don\'t forget the area versions. Press Enter...')
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input('Done. Press Enter...')
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## Writes any code style problems found in source files.
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## Writes any SVG file that has been added or removed.
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# since the last version.
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def write_new_svg_files():
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aux = system_call('git diff --name-status $(git describe --abbrev=0 --tags) | grep -E "^[AM].*svg"')
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def write_new_svg_files(prev_version = False):
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if prev_version:
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aux = system_call('git diff --name-status $(git describe --abbrev=0 --tags $(git describe --abbrev=0 --tags)^) | grep -E "^[AM].*svg"')
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else:
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aux = system_call('git diff --name-status $(git describe --abbrev=0 --tags) | grep -E "^[AM].*svg"')
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if len(aux) == 0:
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print('No altered SVGs.')
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if not prev_version:
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print('No altered SVGs. Trying previous version...')
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write_new_svg_files(True)
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return
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else:
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print('No altered SVGs.')
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else:
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print('Altered SVGs:')
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for line in aux.splitlines():

Source/documents/Misc. info.txt

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Procedure for every version release
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Before everything
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Confirm that there are no more tasks in the todo document
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Confirm that there are no more tasks in the todo document, open bug reports, etc.
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Confirm that I don't have any staged or unstaged changes on git
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Make sure the documentation is up-to-date, especially the following:
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Main tutorials
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Changelog
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Particularly the update's version number, release day, and nickname
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Double-check that it's organized, or if it could be sorted differently
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Move the oldest version to the older changelog document
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In order for the main changelog file to keep the three most recent major/minor versions (i.e. revisions are ignored for this count), move older versions to the older changelog document if needed
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Release candidate
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In Visual Studio
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Add all added source files, and remove removed source files, if needed
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Final preparations
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Change version number in the code
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Use the helper tool, or edit const.h and Pikifen.rc
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Change version number of all areas
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Fix up all changed images since the last release
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Use the helper tool to get the list, or run:
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git diff --name-status $(git describe --abbrev=0 --tags) | grep -E '^[AM].*(png|jpg)'

Source/documents/Todo.txt

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Point I left on (so I can continue the next day without losing my train of thought)
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Point I left on (so I can continue the next day without losing my train of thought)
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Current tasks (tasks being worked on, but not yet committed)
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Demo content
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Add more treasures
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Ball of yarn treasure
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Shizakipiki Soda bottle cap
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Sounds really need a makeover...
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Mobs for decorative pebbles, stones, and sticks
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Rebalance enemies. Some are too weak, some are too strong, some are too tricky, etc. In general, they could all stand to be slightly easier, and to take longer to react to things
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A way to blacklist path links for the tool that shows the shortest path
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Animation editor
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Animations should be able to clone the hitbox, timing, etc. data of a different animation file. Basically if you want to create a skin of a leader, you can just clone everything and merely change the spritesheet
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A way to change all sprites' bitmap files from file A to file B (Darthvato)
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Pressing Esc on the sprite/whatever rename pop-up should cancel
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Calling ImGui::CloseCurrentPopup(); doesn't seem to work...
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Specific, niche tools for editors?
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For the animation editor: reverse frames
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Customizable controls overall, including double-clicking any of the mouse buttons
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Maybe the color scheme editor can just make use of some dark tones, some light tones, and one accent color, like how MuseScore does it
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Area sections?
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Large rectangles that are imposed on the area to specify certain things
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Ideas of sections

Source/source/Pikifen.rc

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Source/source/const.h

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//update the numbers in the resouce (.rc) file.
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constexpr unsigned char VERSION_MAJOR = 0;
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constexpr unsigned char VERSION_MINOR = 23;
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constexpr unsigned char VERSION_REV = 0;
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constexpr unsigned char VERSION_REV = 1;
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//Cross-platform way of representing an invalid index.
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constexpr size_t INVALID = UINT32_MAX;
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