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Update changelog, add min Defold version
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game.project

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@@ -29,6 +29,7 @@ dependencies#7 = https://github.com/Insality/asset-store/archive/refs/tags/1.zip
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[library]
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include_dirs = druid
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defold_min_version = 1.11.2
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[input]
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gamepads = /builtins/input/default.gamepadsc
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show_console_banner = 0
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[native_extension]
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app_manifest =
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app_manifest =
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[graphics]
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texture_profiles = /builtins/graphics/default.texture_profiles

wiki/changelog.md

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@@ -726,39 +726,55 @@ Please support me if you like this project! It will help me keep engaged to upda
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- Add image_refresh to the Druid atlas for compatibility with the Asset Store Widgets
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### Druid 1.2.0
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He-he-hello! It's a new Druid update!
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**Changelog 1.2.0**
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- [Blocker] Fix for internal `is_enabled` state
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- Before, if blocker node was disabled at init step and when node was enabled later, blocker node keeps internal `is_enabled` state as false and had to be changed with `blocker:set_enabled(true)` to make it work. Now it's fixed and blocker will work as expected.
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- [Button] Expose all click functions for the button
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- Now you can call the `button:button_click()`, `button:button_double_click()`, `button:button_long_click()` etc.
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- [Scroll] Add `scroll_to_make_node_visible` function
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- [Color] Add Druid Color module
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- This makes a scroll to the element, so it will be visible in the scroll view. If element is already visible, nothing will happen.
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- [Color] 🎨 Add Druid Color module
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- Use `local color = require("druid.color")` to access the module
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- Manage color palettes
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- Color conversions
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- Convenient usage
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- Use `color.get_color(color_id)` to get color by ID from palette, hex string, or return vector as-is.
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- Use `color.set_color(gui_node, color_id)` to set color to the GUI node directly.
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- Use `color.lerp(t, color1, color2)` to interpolate between two colors using HSB space (better visual results than RGB).
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- Use `color.add_palette(palette_data)` to add colors to the palette. Colors can be hex strings or vector4 values.
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- And various conversions between colors functions.
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- Palette can be loaded at init step from the JSON file by path `druid.palette_path` in your `game.project` file.
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- [Container] Fix for container stretch mode
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- `stretch` and `fit` was not init correctly in the `init` function arguments
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- [Rich Text] Using color names from the palette
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- [Rich Text] Add `rich_text:set_split_to_characters(true)` to split each letter node separately
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- Weird implementation, but nice to have
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- With this option, each letter will be a separate node, which can be useful for some animations or other effects.
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- [Rich Text] Add `set_width` and `set_height` functions
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- [GO Widgets] Now passes events and functions from the widget to the GO context
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- [Layout] Add `set_position_function` function, similar to the Grid component
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- [GO Widgets] Now passes events in addition to functions from the widget to the GO context
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- [#329](https://github.com/Insality/druid/issues/329) Allow numeric characters in RichText tags
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- [#333](https://github.com/Insality/druid/issues/333) Add settings to enable/disable editor scripts for the Druid
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- [#333](https://github.com/Insality/druid/issues/333) Add settings to enable/disable Editor Scripts for the Druid
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- [System] Migrated to `gui.cancel_animations` instead of `gui.cancel_animation`
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#### Druid Widget Store
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All widgets moved from the Druid library to the Druid Asset Store extension
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All Druid Widgets moved from the Druid library to the Druid [Asset Store](https://github.com/Insality/asset-store) extension.
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Also several more widgets was added to the Asset Store extension. Check it out!
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##### Migration
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In case you using the `properties_panel`, `fps_panel`, `memory_panel`, `mini_graph` widgets, you need to migrate to the Druid Asset Store extension.
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TO do that you should open Asset Store extension and install them, After that you need to update GUI paths and require paths from `druid.widget.*` to `widget.*`
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- [Image] Add image component
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- Create with `druid:new_image(node_or_node_id)`
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- Currently used to load image from resource path, absolute path or URL
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- Can be fit inside (keeping aspect ratio) stretched to the node area, depends on the GUI adjust mode
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- [Properties Panel] Update with deep navigation support
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- Add "Scenes" to manage a list of properties with back button support
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- Add "Pages" to manage a a big lists of properties with paginations support
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- Add `properties_panel:render_lua_table` to easily render your lua tables with a various types support (any simple types and vector, functions, events etc)
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- Add "Refresh" button, which active a 1-sec refresh for current page
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A big thanks to the my Github supporters:
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- [Defold Foundation](https://defold.com)
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- [Pawel](https://forum.defold.com/u/pawel)
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- [Ekharkunov](https://forum.defold.com/u/ekharkunov)
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And all my other supporters! Very appreciated!
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❤️ Support ❤️
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Please support me if you like this project! It will help me keep engaged to update **Druid** and make it even better!
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[![Github-sponsors](https://img.shields.io/badge/sponsor-30363D?style=for-the-badge&logo=GitHub-Sponsors&logoColor=#EA4AAA)](https://github.com/sponsors/insality) [![Ko-Fi](https://img.shields.io/badge/Ko--fi-F16061?style=for-the-badge&logo=ko-fi&logoColor=white)](https://ko-fi.com/insality) [![BuyMeACoffee](https://img.shields.io/badge/Buy%20Me%20a%20Coffee-ffdd00?style=for-the-badge&logo=buy-me-a-coffee&logoColor=black)](https://www.buymeacoffee.com/insality)

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