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v0.14.4a5 (2023-05-18)

Fix

  • improve versioning

v0.14.4a4 (2023-05-18)

Fix

  • improve versioning

v0.14.4a4 (2023-05-18)

Fix

  • improved commitizen config
  • v tagformat

0.14.4a3 (2023-05-18)

Fix

  • adding cz changelog

0.14.4a2 (2023-05-18)

Fix

  • cleanup
  • makefile updated
  • tagformat updated
  • added requirements and updated makefile
  • fullscreen by default
  • sync among versions
  • commit for tag
  • changelog and cz

v0.14.1 (2023-05-17)

Fix

  • controls: Controls "kb1" now accepts SPACE and ENTER in addition to M as FIRE.
  • analytics: remove gameanalytics old setup.

v0.14.0 (2023-05-12)

v0.12.2 (2023-05-12)

Feat

  • analytics: disclaimer and opt-in and opt-out
  • analytics: first attempt to make some analytics

Fix

  • analytics: Added lifecycle api to handle events
  • get correct game id and minigame id and card id
  • analytics: disclaimer without info
  • bug in first time
  • ui: disclaimer background alignment
  • disclaimer: only first time
  • send analytics only if explicitly consent to
  • revert change
  • analytics: correct hostname
  • settings: rename hostname.debug into hostname.local since it has sideseffects
  • analytics: endpoint for api fixed
  • halloffame: we should not add champion
  • typo for champion_info definition
  • analytics: added different id to the event
  • analytics: kind of broken yet
  • analytics: added debug_mode
  • analytics: version added and improvements
  • analytics: handling first request
  • debug and build variables
  • analytics: added first simple analytics. Potential breaking changes
  • save: safeget when deck/session is not a valid entity

v0.12.1 (2023-04-29)

Fix

  • bump: now correctly reset on bumping any version

v0.12.0 (2023-04-21)

v0.10.1 (2023-04-21)

Feat

  • worlds: flag are now displayed on completed worlds
  • worlds: flag are now displayed on completed worlds
  • worlds: Art and name for "oldcrown".
  • worlds: Art and name for "oldcrown".
  • cpu: Rocket the Crown Brain.
  • cpu: Rocket the Crown Brain.
  • cpu: homesick invaders cpu
  • cpu: homesick invaders cpu
  • demo: guard the bridge removed from future (temporarily)
  • demo: guard the bridge removed from future (temporarily)
  • cpu: diamond minefield brain
  • cpu: diamond minefield brain
  • cpu: diamond minefield basic brain
  • cpu: diamond minefield basic brain
  • demo: final world message
  • demo: final world message
  • hall_of_fame: hall of fame added to menu screen
  • hall_of_fame: hall of fame added to menu screen
  • cpu: diamond warfare brain
  • cpu: diamond warfare brain
  • ui: flag for compleated planes
  • ui: flag for compleated planes
  • playlists: alternative action world
  • playlists: alternative action world
  • minigames: diamond halves is in
  • minigames: diamond halves is in
  • playlists: Future World and cards improvements.
  • playlists: Future World and cards improvements.
  • credits: basic credits scene (not working)
  • credits: basic credits scene (not working)
  • minigames: improvements on Diamond Halves
  • minigames: improvements on Diamond Halves
  • levels: Water in Water Deathmatch (committed from a boat going from Padoa to Venice).
  • levels: Water in Water Deathmatch (committed from a boat going from Padoa to Venice).
  • cards: random card appearance
  • cards: random card appearance
  • cards: RandomCard
  • cards: RandomCard
  • ui: More planet arts.
  • ui: More planet arts.
  • playlists: Basic playlists in (content and art need more work).
  • playlists: Basic playlists in (content and art need more work).
  • ui: new world system up
  • ui: new world system up
  • minigames: super barebone diamond halves
  • minigames: super barebone diamond halves
  • minigames: diamond halves base
  • minigames: diamond halves base
  • ui: prime universe card back
  • ui: prime universe card back
  • minigames: Diamond Warfare in first playlist
  • minigames: Diamond Warfare in first playlist
  • minigames: 3 and 4 players arena for Diamond Warfare
  • minigames: 3 and 4 players arena for Diamond Warfare
  • vfx: visual feedback when dropping diamonds
  • vfx: visual feedback when dropping diamonds
  • minigames: 2 players diamond warfare
  • minigames: 2 players diamond warfare
  • gameplay: damage prevention time
  • gameplay: damage prevention time

Fix

  • locale: no need to translate minigame names
  • locale: no need to translate minigame names
  • celebration: the champion can write their name again
  • celebration: the champion can write their name again
  • homesick_invaders: added cpubrain for homesick
  • homesick_invaders: added cpubrain for homesick
  • credits: added localization to credits
  • credits: added localization to credits
  • cards: mystery cards now correctly trigger winter
  • cards: mystery cards now correctly trigger winter
  • levels: respawn from home in Homesick Invaders
  • levels: respawn from home in Homesick Invaders
  • ui: flag compleated for playlist show winner username (instead of id)
  • ui: flag compleated for playlist show winner username (instead of id)
  • cpu: Cpu underwater fixes.
  • cpu: Cpu underwater fixes.
  • input: input buffering and logic on Ship
  • input: input buffering and logic on Ship
  • levels: wrong position of half diamond
  • levels: wrong position of half diamond
  • cards: duplicate card ids are now respected
  • cards: duplicate card ids are now respected
  • credits: super-ultra barebones credits screen (functional)
  • credits: super-ultra barebones credits screen (functional)
  • credits: pippo, pluto and paperino have been credited
  • credits: pippo, pluto and paperino have been credited
  • arena: Support for single life when respawning from home (needed in Diamond Minefield).
  • arena: Support for single life when respawning from home (needed in Diamond Minefield).
  • ui: new neptune colors
  • ui: new neptune colors
  • playlists: diamond dive in neptune
  • playlists: diamond dive in neptune
  • ui: Uppercase world label.
  • ui: Uppercase world label.

gameplay/uniform_respawn_time (2023-03-23)

Fix

  • gameplay: Excessive glow of cards removed.
  • gameplay: Excessive glow of cards removed.

v0.11-alpha (2023-03-19)

Feat

  • ui: Floating world in world cup selection screen.
  • minigames: Winter Claim the Banner.
  • minigames: Claim the Banner logo and placement in "action" playlist.
  • cpu: Claim the Banner Brain.
  • levels: 3 and 4 players Claim the Banner.
  • minigames: Claim the Banner for 2 players
  • minigames: Claim the Banner skeleton
  • scripts: create new minigame script
  • scripts: basic create new minigame script
  • ui: more planet names and images
  • ui: planets
  • ui: Back button from deck selection screen.
  • cpu: Basic Hoopball brain.
  • minigames: Hoopball.
  • playlists: Temporary second playlists.

Fix

  • scripts: new minigame level is now correctly created as a inherited scene
  • localization: fixed on taglines
  • localization: revert to main for PlayerSelection
  • localization: fallback in characterscreen taglines
  • ui: planet buttons are now functional again
  • performance: Spurious WorldEnvironment node in Arena removed.

v0.10.1-alpha (2023-03-10)

Feat

  • demo: Skip playlist selection if demo is on.
  • vfx: diamond collect visual feedback
  • sfx: rising pitch for diamond collect sfx
  • gameplay: bumpable deadship
  • hotball basic stuff
  • playlists: "first" playlist
  • playlists: "first" playlist
  • minigames: poseidon
  • minigames: poseidon
  • minigames: treasure dive for 2 players
  • minigames: treasure dive for 2 players
  • sfx: new sound files
  • sfx: new sound files
  • environments: water wall
  • environments: water wall
  • environments: DashWall is now functional.
  • environments: DashWall is now functional.
  • playlists: teasing of new playlists and deck selection screen completed
  • playlists: teasing of new playlists and deck selection screen completed
  • playlists: Teasing of new playlists.
  • playlists: Teasing of new playlists.
  • playlists: random playlist button
  • playlists: random playlist button
  • playlist: old crown playlist
  • playlist: old crown playlist
  • playlist: Skulls playlist is now good
  • playlist: Skulls playlist is now good
  • environments: Reflector Walls
  • environments: Reflector Walls
  • minigames: 3 and 4 players levels added to Old School ("two" playlist is complete for all player counts)
  • minigames: 3 and 4 players levels added to Old School ("two" playlist is complete for all player counts)
  • minigames: first attempt at board conquest II board
  • minigames: first attempt at board conquest II board
  • cpu: improved board conquest brain
  • cpu: improved board conquest brain
  • better old school arena + tweaks
  • better old school arena + tweaks
  • cpu: poor man's danger avoidance
  • cpu: poor man's danger avoidance
  • playlist: playlist "two" completed for two players and AI
  • playlist: playlist "two" completed for two players and AI
  • minigames: improved Old School minigame
  • minigames: improved Old School minigame
  • minigames: improved Snipermatch arena
  • minigames: improved Snipermatch arena
  • minigames: tentative additions to intro playlist
  • minigames: tentative additions to intro playlist
  • minigames: hide and seek with rabbits and stuff
  • minigames: hide and seek with rabbits and stuff
  • levels: smaller battlefield in capture the flags (2 players) + slight gameplay changes and CPU improvements
  • levels: smaller battlefield in capture the flags (2 players) + slight gameplay changes and CPU improvements
  • cpu: capture the flags basic brain
  • cpu: capture the flags basic brain
  • cpu: Lowering CPU FPS to 5 + Undertakers brain also used in Skull Collectors.
  • cpu: Lowering CPU FPS to 5 + Undertakers brain also used in Skull Collectors.
  • cpu: Undertakers brain.
  • cpu: Undertakers brain.
  • cpu: deathmatch brain
  • cpu: deathmatch brain
  • cpu: board conquest brain
  • cpu: board conquest brain
  • cpu: use game mode-specific cpu brain, if found
  • cpu: use game mode-specific cpu brain, if found
  • gameplay: magnetic "cannon" WIP
  • gameplay: magnetic "cannon" WIP
  • playlists: empire playlist done
  • playlists: empire playlist done
  • playlist: empire playlist
  • playlist: empire playlist
  • playlists: do not shuffle hand (buggy) + do not show cards
  • playlists: do not shuffle hand (buggy) + do not show cards
  • playlists: attempt to craft the first playlist
  • playlists: attempt to craft the first playlist
  • levels: support for different player spawners in variants
  • levels: support for different player spawners in variants
  • levels: portal race variant A
  • levels: portal race variant A
  • minigames: diamond warfare basic setup (2 players)
  • minigames: diamond warfare basic setup (2 players)
  • minigames: capture the flag (all player counts)
  • minigames: capture the flag (all player counts)
  • minigames: capture the flags (2 players)
  • minigames: capture the flags (2 players)
  • cpu+accessibility: smaller player IDs + brain enhancements
  • cpu: more specialized brains + navigation "fix"
  • cpu: specialized brains
  • cpu: WIP navigation zones computation
  • cpu: WIP take the crown test
  • cpu: experiments with navigation
  • cpu: test brain for cpu
  • cpu: player brain done
  • cpu: no brain in ship as default
  • cpu: test player brain is working + refactoring
  • cpu: new brain system for controls (strategy pattern)
  • cards: and more mystery cards again
  • cards: more mystery cards
  • sfx: global sound effect manager + pew sfx bugfix
  • cards: intro deck splitted from classic
  • cards: starting deck option to skip the first draft
  • cards: hybrid suit cards

Fix

  • localization: improved localization for italian
  • localization: imrpove localization
  • localization: improved special character handling
  • UI: BACKSPACE button binding to fullscreen removed in favor of F11.
  • android: preparing for android
  • demo: Do not unlock content if demo + lots of fixes.
  • playlists: Playlist "ice" removed from initially unlocked starting decks.
  • score: crash fixed
  • score: do not show score floating messages if game is over
  • locale: fallback fonts and default theme
  • locale: cleanup
  • persistence: in case of no unlocking file better handling a clean state
  • ux: continue from hall of fame with controller buttons too
  • celebration: skip all of fame in case of cpu
  • celebration: skip all of fame in case of cpu
  • analytics: removed analytics. Waiting for new ones
  • analytics: removed analytics. Waiting for new ones
  • ui: rumbling and hall of fame
  • ui: rumbling and hall of fame
  • gameplay: water boost reduced
  • gameplay: water boost reduced
  • playlists: solved error when storing deck inside the deck list item
  • playlists: solved error when storing deck inside the deck list item
  • small improvements
  • small improvements
  • minigames: updated look of capture the flags
  • minigames: updated look of capture the flags
  • unlock: more clean and clear
  • unlock: more clean and clear
  • unlock: startingDeck resource- playlist or not - have now unlocks param
  • unlock: startingDeck resource- playlist or not - have now unlocks param
  • unlocker: starting deck
  • unlocker: starting deck
  • gameloop: ClassicMystery crash solved
  • gameloop: ClassicMystery crash solved
  • unlocking: shift reset reset everything
  • unlocking: shift reset reset everything
  • playlist: typo in accessing deck
  • playlist: typo in accessing deck
  • playlists: if playlist let's unlock and make room for a new playlist
  • playlists: if playlist let's unlock and make room for a new playlist
  • persistence: close #1064 - cpu in continue sessions
  • persistence: close #1064 - cpu in continue sessions
  • draft: close #1063 - quit to menu skip playing card
  • draft: close #1063 - quit to menu skip playing card
  • playlist: unlock if you play any playlist
  • playlist: unlock if you play any playlist
  • playlist: Everything is fixed. Print everything
  • playlist: Everything is fixed. Print everything
  • playlists: empire skips first draft
  • playlists: empire skips first draft
  • cpu: support for more than one target
  • cpu: support for more than one target
  • crashes: call_deferred on bitmask setting methods (should prevent lots of crashes)
  • crashes: call_deferred on bitmask setting methods (should prevent lots of crashes)
  • cpu: take the crown cpu update to take death into account
  • cpu: take the crown cpu update to take death into account
  • minigames: skull collectors name
  • minigames: skull collectors name
  • playlist: if it's a playlist do not shuffle in extraction.
  • playlist: if it's a playlist do not shuffle in extraction.
  • graphics: orange portals
  • graphics: orange portals
  • gameplay: working portals in race and goal, with graphics
  • gameplay: working portals in race and goal, with graphics
  • gameplay: gate double scoring bug fixed
  • gameplay: gate double scoring bug fixed
  • gameplay: WIP portal double scoring investigation
  • gameplay: WIP portal double scoring investigation
  • gameplay: quicker diamond waves
  • gameplay: quicker diamond waves
  • minigames: id of capture the flag
  • minigames: id of capture the flag
  • look: Pew rotation is now good
  • cards: Z-index errors in perfectionist overlays + minor chores.
  • sfx: partial fix to pew not disappearing (sfx is not played sometimes though)
  • geometry: simplified geometry in Goalportal zones (avoid spamming errors about isopolygon)
  • persistance: restore playing levels from scene
  • logger: improved logger
  • levels: Switching goals in 2 players Goalportal.
  • levels: Reinstated walls in Diamondsnatch at higher player counts.
  • levels: More space in Deathmatch at higher player counts + wall positions fixes.
  • session: a more clean way to cycle through the session life
  • bugs: smashing bugs and make them more reliable

v0.9-alpha-lucca (2022-11-03)

Feat

  • sfx: gate
  • sfx: pew
  • look: hall of fame graphics and simplified pilot stats
  • demo: autoselect character
  • tutorials: move > fire > aim tutorials
  • tutorials: option to appear more than once
  • look: backgrounds are chosen according to card suit
  • cards: connexx logo and final name + fix(accessibility): colorblind-safer logos
  • saving from eventual crash
  • celebration: improving animation on the hall of fame
  • hall-of-fame: Ugly but beautiful first attempt to Celebrate winner and Hall of Fame
  • demo: demo mode enable and handled (#1018)
  • draft: more smooth hand management (#1019)
  • accessibility: ui scaling (#895)
  • unlocking: starting deck unlocking. Unstable
  • draft: selection starting deck
  • adding new cards to deck from pool whenever the hand is emptied
  • connected to main loop
  • preparation for draftarena

Fix

  • demo: demo playtest flag reset for pre-release
  • cards: tweaks on cards
  • before-demo: last one. Setting smooth animation for hand. Session persistence for mystery card
  • look: better font settings
  • look: z-index error in game over screen
  • gameplay: skull outline fixed
  • session: now can recover from session and continue draft
  • recover-session: session recover fixes also for hand-over
  • emergency-buttons: emergency buttons in demo_playtest mode
  • hand: parametrized card separation
  • persistence: local timestamp correctly setup
  • cards: crash on continue after gameover fixed
  • hall-of-fame: correct placeholder
  • session: back to game after hall of fame
  • draft: resolved almost everything
  • cycle: cards work as usual
  • demo: fixed character selection according to controller
  • ui: join messages in selection
  • celebration: reintroduce snapshot animation leaderboard
  • persistence: latest game and confirm after gameover
  • selection: refactoring new mode to join the game
  • demo_playtest: control locked
  • cards: classic mystery card with correct subcards
  • celebration: username used in all relevant places
  • persistance: momentarily disable snapshot_leaderboards in order to avoid crash
  • draft: now the cards are correctly extracted, with new cards ncludede
  • look: better background for draft arena
  • persistence: able to choose deck even if previous one is not found
  • leaderboards: a few fixes for leaderboard and persinstance sessions
  • gameplay: no invincibility at the beginning of diamond minefield.
  • session: all the crashes will disappear
  • gameplay: Better positioning of launcher zones in Goalportal.
  • gameplay: More skull holes in Undertakers.
  • accessibility: Improved scaling of PlayerInfoOnShip.
  • accessibility: "on" tiles are now more visible.
  • deck: improvements to deck
  • accessibility: less camera movements in diamondsnatch
  • accessibility: fixed camera in board conquest
  • performance: in_camera removed from tiles
  • wrong ship rotation in connex
  • gameplay: second choice is seeing light
  • persistence-session: viva la persistance
  • session-cycle: link session over to cycle
  • config: remove references to card_pool.tres
  • ready (not really) to merge
  • small changes to Time utils
  • improvements
  • cardpool: will get all elements in folder
  • adding also the minigame logo
  • session-winner: link cycle for session winners
  • session-winner: Link to the cycle
  • session-winners: almost ready. need to link
  • hall-of-fame: mockup
  • persistance: continue from last session. If you want
  • deprecated datetime
  • almost ready
  • skull collector tweaks
  • skull collector tweaks
  • cards: improving spreading out
  • cards: fan out cards
  • hand: satisfying spread fanout cards
  • reimport: reimported assets
  • config: updated gitignore. *.import should not be ignored
  • draft: need to play a bit more with angles
  • draft-card: it seems we are getting somewhere
  • signals: get rid of nav_to_hall_of_fame
  • session-winner: complete cycle with winning session
  • session-winner: adding timestamp to global
  • session-winner: info on the matches as well
  • hall-of-fame: better handling cycle of session winner
  • session-winner: typo on instanziate session-winner
  • hall-of-fame: Connect with the cycle of sessions
  • disable unlocking cycle as in #1022
  • hand: correctly access to card content
  • cards: hand like fan. Doesn't work but it's something
  • playtest: fixes from playtest
  • unlocking: more smooth animation in unlocking
  • unlocking: skeleton for complete unlocked deck
  • transition: 1 second long transition scene
  • diamondsnatch: improved and made arena lighter
  • unlocking: deck scene shown on top of arena.
  • memoryleak: remove orphan nodes
  • intro-match: match intro and larger fade intro in match
  • camera: easing in intro
  • camera: intro works for large arenas (with a tween)
  • transition: tweaks on transition
  • transition: arena zoom at the beginning reduced
  • vfx: fade to black or white for transitions
  • ui: radio options for starting deck. skeleton
  • camera: tweak on values
  • camera: let's start from far behind
  • draftcard: get_minigame with a getter
  • design: diamondsnatch cleanup!
  • draft: bring back to life
  • draft: continue refactoring
  • draft: renaming and refactoring completed
  • draft: renaming
  • battle: refactoring for spawners implemented
  • battle: since like we have a good start to re-engineer our diamondsnatch
  • battle: spawners refactoring for Diamondsnatch (specifically)
  • battle: attempt to rengineer diamondsnatch spawners
  • controls: you can now map anything. No string attached
  • ui: close #679 let's disable the sorting bars for the time being
  • ui: better outline for device id
  • ui: tweaks on ux
  • controls: better handling presets
  • ui: checkbox pressed as transparent
  • controls: presets and defaults working for joy and kb
  • controls: correctly startup from existing saved mapping
  • controls: strong refactor. pt1
  • config: fix #921 all minigames should have IDs
  • rotation of decals in skull
  • map: chose card animation with arrow
  • map: tweaks on animation and extraction
  • map: bug fixed on the third+ cycle
  • map: cycle of map completed
  • map: ships should spawn if hand is getting a refilled because empty
  • in draftarena we wait for player card selection
  • disappear ship when tapping it
  • added logic for load resources
  • ui: wait all players to be ready!
  • tweaks
  • remapping is still complicated
  • worded more explicitly
  • remapping is a bit complicated

v0.7.0-alpha1 (2022-05-29)

Feat

  • camera enable into Options

Fix

  • remapping: generalizing template and style for joypads
  • one step closer to remap custom mapping
  • fix on keyboard ESCAPE button
  • added presets
  • presets
  • almost ready for deploy
  • improvements
  • mapping and connecting with signal from EventBus
  • we are almost there
  • first stage of refactoring and cleanup
  • ui: needs a rewrite, unfortunately.
  • ui: improvements on options
  • rocket pursuing timeout observed
  • gameplay: close #800 Quitting while session is in progress gives someone a star
  • camera: closes #879 condition corrected for when disabled camera globally
  • controls: remapping
  • tweaks to scene
  • controls: Some tweaks
  • controls: fix ui for remapping controls and cleanup
  • unlocking: map fixes for path and pathline
  • close #855 camera override disabled
  • accessibility: slowdown in gameover fixed
  • close #855 camera override disabled
  • accessibility: slowdown in gameover fixed
  • close #855 camera override disabled
  • camera: maparena should be fixed
  • persistence: camera enable in persistence
  • audio: audiolibrary fixed, making sure that fadeout will stop
  • enable camera fixes in options
  • fixed soundtrack fadeout once and for all
  • camera: improvements on camera (#849)
  • correctly enable camera
  • fix point number (1). start of the match, arena is not correctly in camera
  • implelemented anchor to center ... experimenting update every 5 frames
  • camera: physics_process instead of process and update camera on odd frames
  • camera: minzomm to 3.0 (was 2.5)
  • correctly override time for first blood
  • soundtrack and fadeout
  • close #726, close #728 (#838)
  • quicker description scene
  • options better setup
  • cleanup
  • clean up and make everything work again
  • tweaks on green nodes

120fps (2021-11-18)

Feat

  • deep tidy up folders for the upcoming ui overhaul (#758)
  • unlocker overhaul (#804)
  • Negacrown dashing and doubling

Fix

  • IMPORTANT! Physics fps increased to 120 + Bump tweaks.
  • relincensing assets under CC-BY-NC-SA (#809)
  • Slam-a-Gon in Godot 3.4 (it doesn't rely on callback order anymore)
  • CRT shader now is working again on HUD
  • better aspect ratio for Alchemical Bombing field
  • royalty is taken into account by fields
  • ships' royalty restored
  • queen of the hive royalty restored
  • slower respawn if holding crown + simpler respawn timeout design (needs testing)
  • less thin glass walls in Negacrown
  • more sophisticated holdables (avoid loading holdables of the same type twice, drop backwards when replaced)
  • advanced figures are worth double in memory
  • rockets pursue once
  • death is sometimes swirly + less impulse
  • better bump and less confusing death
  • more aliens, slower aliens in Homesick Invaders
  • TappablesManager connect / disconnect
  • Start with one starry path locked.
  • Tappables preview is now in sync with actual state.
  • tappables overhaul - exit areas and better signal handling
  • Size of Alchemical Bombing reduced for 3 and 4 players (the screen was difficult to read).
  • post-playtest fixes to Slam-A-Gon and Homesick Invaders

PontremoliPlaytest (2021-10-31)

Feat

  • button demo in Options (#771)
  • indestructible and regen shields
  • improved deathmatch with shields
  • layered shields
  • intro with ships and their invincibility (#694)
  • intro with ships and their invincibility
  • set test scene
  • unlocking a bit more complete. Now you can use map (#585)
  • refactoring for global Match and session (#579)
  • smooth transition especially at the beginning of the match. Close #433
  • skeleton for returning to map (#569)
  • randomly pass from wander to seek
  • added the chance to show description in mappanel
  • added laser
  • added flood moons in the map
  • added glow enabled by menu. Close #392 (#528)
  • combat: new weapon - bullet - in goal Portal
  • show arena completely and smoothly
  • design: Pursuing bombs is now a flag settable from Gamemode. Close #449
  • race skeleton
  • race mode and scoring
  • experiment with rules
  • gameplay: Add modifiers according to set choice (#446)
  • when the game is a tie, give a star for each player. Related to #401
  • Randomize player position at start (within session not if you run from scene) close #399
  • trails are created at respawn and deleted after wrap. Close #395
  • when dies the trail will wrap back
  • survival rules uniformed with perfect score system (#384)
  • Perfect score system (#382)
  • added panels in map
  • Minigames levels with water and other stuff (#373)
  • new map
  • skeleton for map with panels
  • combat: sync shockwave with explosion
  • games: Ball-based games (#363)
  • games: First blood game (#362)
  • gameplay: Brickbreak game and limited ammo support (#361)
  • performance: Improvements to graphic performance (#360)
  • vfx: Visual feedback for dash (#357)
  • ui: Input remapping for keyboard (#356)
  • vfx: Glowing arena (#353)
  • ui: improved ui on mainscreen (#338)
  • design: Drones set (#345)
  • ui: Attempt to reduce visual clutter (#344)
  • ui: in Combat bars will have Ticks and streaks (#343)
  • design: Asteroid Set (#340)
  • ship: everything is absolute controls (#335)

Fix

  • typo
  • hotfix on thematch trying to access summary()
  • get rid of rules and restore a single line description for minigames (some files still linger) - closes #768
  • get rid of rules and restore a single line description for minigames (some files still linger)
  • jagged shield sector when changing from plate to shield
  • bumpversion and cleanup
  • adding uuid to match and session
  • is_loadable in holdables
  • crash when playing a second session after a quit to map
  • one shot connect from Arena for gameover
  • leaderboard get the info from existing fields.
  • tweaks
  • font overhaul with bungee
  • some weird changes on merge
  • Camera on Map
  • shake no more
  • Dynamic labels on map, new assets, all-unlocked setup for testing.
  • Sets are shown and acted upon according to their status.
  • more generic way to get if a set is unlocked
  • locked sets
  • unlocking more complete.
  • bit more satisfying randomness selection of minigame
  • better feeling for random selection
  • Resource might be different instances, so better check the get_id()
  • correctly accessing to levels
  • skip fix, continue standalone
  • when arena is ran from editor. Continue will restart the match
  • ship appearance in bars
  • close #576. Avoid repetition of already unlock set
  • remove debug sprite
  • avoid crash and infinite waiting on multiple unlocking
  • trail appears correctly. Close #572
  • close #366
  • close #543
  • upgrade to godot3.2.4
  • starting animation
  • fix #523
  • check better persistance for joypad (#568)
  • follow camera won't go over the arena field (#557)
  • remove megaspace from "fields" and fix avoid finally
  • cpu ship more debug and more strategy
  • keep decision
  • better targetting new position
  • debug enabled and better handling stuff
  • committiamo così che per lo meno fanno qualcosa
  • more strategic CPU
  • timing the wanderer
  • debug enabled
  • no need to chase ship in some minigame
  • better handling CPU with turn and shoot and
  • card persisted
  • flood and laser persistent. Close #537
  • updated laser moon sprites
  • Handling remapping for Right Analog. FIx #533
  • better naming controls. Close #532
  • put glow enable in persistence
  • show arena and hide arena would now dark background as well
  • close #485 Countdown disappears on gameover
  • ui: close #486 - "Show arena" button now shows the arena better
  • refactoring code
  • combat: More visible deadship. Close #460
  • paddle cast shapes (more like cast a spell)
  • combat: portal in order to work for race. Close #475
  • tweaks on small debug elements
  • better camera handling in survival
  • ui: race - show points scored close #463
  • close #457 Keep negative scores
  • deadship will not teleport
  • ui: fix #445
  • combat: Camera finally follow smoothly the players (#440)
  • combat: Give correct score in case of draw with 0 points. close #439
  • combat: fix camera for survival games (#436)
  • selection: close #429
  • map: Deduplication of minigames after selection. close #405
  • map: close #388 and close #389
  • ui: Close #419
  • combat: Resolves #410 and fix #409
  • Restart level on menu. close #387
  • skip sluggish tutorial. Close #381
  • Trails fix and refactoring (#386)
  • combat: improved and refactoring trail
  • combat: improved and refactoring trail
  • merge thing
  • refactoring trails
  • merge with minigames
  • moving things around
  • Multiple handlng wells for grid shader
  • ui: small timeout when set a remapping control
  • design: reset levels on restart session (#365)
  • ui: Padding correctly for array element
  • ui: selection screen command per player
  • locale: if locale is not recongised, trying to use the locale instead of the locale_name. Closes #310
  • physics: new values for ship torque and angular damp, attempt to address #349 (#355)
  • gameplay: on start ships didn't start close #337 (#341)

v0.6.4 (2020-03-10)

v0.6.3 (2020-03-04)

v0.6.1-demoherofest (2019-11-25)

v0.6-demo1 (2019-10-31)

v0.3.1 (2019-06-01)

v0.3-alpha1 (2019-05-13)