Releases: saebyn/zom-nom-defense
Releases · saebyn/zom-nom-defense
0.2.1
0.2.0
What's Changed
- Continue working on scenario 1 by @saebyn in #293
- Fix stale ObstacleRegistry state after create_new_game by @Copilot in #305
- Fix background music playing at full volume before audio settings load by @Copilot in #299
- Update README: trim stale details, link to issues/project boards by @Copilot in #308
- Add camera zoom shortcuts: Zoom to Survivors (H) and Max Zoom Out (O) by @Copilot in #298
- Fix: keyboard bindings not persisted across game restarts by @Copilot in #310
- Improve health bar visuals: compact shape, entity-type colors, dynamic transparency by @Copilot in #313
- feat: assign persistent unique names to survivors from a shared pool by @Copilot in #311
- Add runtime debug mode setting controlling free scrap button and NavigationAgent3D debug display by @Copilot in #315
- Show entity name/type above health bars by @Copilot in #316
- Twitch integration by @saebyn in #321
- Fix survivor name label blank on initial unit frame render by @Copilot in #326
- Decouple zombie attack range from navigation stopping distance by @Copilot in #325
- Implement persistent survivor profiles (id, name, status) with carry-forward lifecycle by @Copilot in #324
- Fix: update wall cost and increase hitpoints for crates to enhance gameplay balance by @saebyn in #330
- Twitch joinqueue command by @saebyn in #334
- Fix: Hotbar remains interactive when game is paused via speed controls by @Copilot in #336
Full Changelog: 0.1.0...0.2.0
0.1.0
What's Changed
- Fix scroll wheel zoom and add keyboard zoom controls with smooth transitions and fast zoom modifier by @Copilot in #2
- Replace avoidance navigation with dynamic navmesh rebaking system by @Copilot in #4
- Implement obstacle placement system with UI integration and navigation rebaking by @saebyn in #7
- Implement click-to-damage enemies functionality by @Copilot in #15
- Add HP bars and damage display for enemies and obstacles with improved architecture by @Copilot in #16
- Add shake effect to health displays when taking damage by @Copilot in #17
- Implement obstacle placement validation rules with visual feedback by @Copilot in #18
- Reorganize files to align with directory structure specified in README by @Copilot in #20
- Implement currency system for enemy destruction rewards by @Copilot in #41
- Implement wave-based enemy spawning system by @Copilot in #38
- Fix navigation mesh rebaking warning by using collision shapes instead of visual meshes by @Copilot in #45
- Add comprehensive logging framework with scoped logging and configurable levels by @Copilot in #48
- Add spawn indicator UI component to show when enemies spawn by @Copilot in #49
- Expand spawn indicator to show comprehensive wave information by @Copilot in #55
- Add enemy obstacle attack functionality during pathfinding by @Copilot in #54
- Add shooting obstacle system that attacks enemies automatically by @Copilot in #60
- Add pause menu with ESC key support by @Copilot in #57
- Implement dynamic hotbar system with context menu for obstacle placement by @Copilot in #66
- Implement obstacle removal with health-based cost recovery by @Copilot in #68
- Add game speed controls (pause/1x/2x/4x) to the UI by @Copilot in #69
- Disable obstacle collisions and behaviors during placement mode by @Copilot in #72
- Implement offscreen enemy indicator system with individual dots and minimap by @Copilot in #71
- Implement comprehensive stats tracking system with persistent storage for tower defense game by @Copilot in #73
- Work from 2025-09-28 stream by @saebyn in #79
- Player attack effects by @saebyn in #86
- Implement metadata-based component discovery for Health and Attack components by @Copilot in #90
- Fix camera controls when camera is rotated by @Copilot in #89
- Implement game over and victory menus with state management by @saebyn in #97
- make the first level a little more interesting by @saebyn in #98
- Add comprehensive settings UI accessible from main menu and pause menu by @Copilot in #99
- Rework currency system: Add scrap and XP as separate resources by @Copilot in #100
- Add PileOfBoxes model and Scrap entity by @saebyn in #105
- make it easy to reuse enemy scene but with different combinations of … by @saebyn in #104
- add player level increase by consuming earned xp by @saebyn in #106
- Fix keybind menu to display modifier keys, support rebinding, and restore on cancel by @Copilot in #108
- Add support for multiple spawn areas in enemy spawner by @Copilot in #109
- Add tech tree design document outlining gameplay mechanics and unlock requirements by @saebyn in #126
- Implement Player Progression Persistence for CurrencyManager by @Copilot in #124
- Implement AchievementResource Type with Multiple Conditions Support by @Copilot in #127
- Add GUT (Godot Unit Testing) framework to the project by @Copilot in #128
- Implement AchievementManager Autoload System by @Copilot in #129
- Implement TechTreeManager Autoload with Mutual Exclusivity and Branch Completion by @Copilot in #130
- Add Tech Tree Editor Plugin - Visual graph-based editor for tech tree authoring by @Copilot in #131
- Implement Level Selection System with Progression Tracking and Persistence by @Copilot in #132
- Implement Centralized SaveManager with Multi-Slot Support by @Copilot in #135
- Create Tech Tree UI Screen with Real-time Updates and Exclusive Choice Warnings by @Copilot in #136
- Add comprehensive architecture documentation with Mermaid diagrams by @Copilot in #137
- Add Achievement UI with toast notifications and achievement list by @Copilot in #138
- Create 8 starter achievements for testing the achievement system by @Copilot in #139
- Add toggleable FPS/performance overlay (F3) by @Copilot in #142
- Fix audio / volume control issues and add initial bg music track by @saebyn in #157
- test performance with large numbers of zombies by @saebyn in #158
- Create 2-3 concrete obstacle types from tech nodes by @saebyn in #161
- Rename "game level" to "scenario" to disambiguate from player level by @Copilot in #165
- Implement survivor panic behavior when enemies nearby by @Copilot in #166
- Organize class names with prefixes for improved node discovery in editor by @Copilot in #167
- Add save slot selection UI for multi-slot save management by @Copilot in #168
- Update documentation to reflect Phase 1 completion (~60% project completion) by @Copilot in #169
- Add GitHub issue templates for bugs, features, and general issues by @Copilot in #174
- Refactor main menu: intelligent START button, non-resuming LOAD, remove LEVEL SELECT by @Copilot in #179
- Harden SaveManager against data loss and consolidate validation logic by @Copilot in #182
- Level 2: Campfire Survivors by @saebyn in #178
- Add scroll isolation, double-click unlock, and ESC close to tech tree UI by @Copilot in #188
- Fix Start Game bypassing scenario selection after save load by @Copilot in #198
- Fix screenshot capture timing to prevent UI being saved as game screenshot by @Copilot in #199
- Add basic turret with target rotation and aiming logic by @saebyn in #215
- Add new zombie types by @saebyn in #217
- Fix health bar scaling at camera zoom extremes by @Copilot in #229
- Add visual range indicators for obstacles (turrets, etc.) by @saebyn in #232
- Support Towers (aka buff obstacles) by @saebyn in #236
- Fix zombie collision shape positioning causing ground clipping by @Copilot in #240
- Replace sphere with cylinder for range preview indicators by @Copilot in #239
- Add flat ground plane with visual boundaries and camera constraints by @Copilot in #228
- Add visual damage numbers and scrap gain feedback via Component_DamageNumbers by @Copilot in #230
- Implement automatic obstacle reclaim and scrap-to-XP conversion at scenario end by @Copilot in #235
- Fix obstacle preview scale mismatch with placed obstacles by @Copilot in #247
- Add configurable completion bonus XP for...