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Releases: DigitalPulseSoftware/BurgWar

Beta 0.2.1 - Now with icons, IPv6 fix and more gravity!

29 Aug 15:15
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Beta 2.1

General

  • Gravity and jump power are now 50% stronger
  • Handled servers registering using IPv6, they will now register a second time using an IPv4-only route which will allows master server to know both addresses (which will then be used by the game).
  • Increased max distance of weapon_graspain
  • Added icons to game and map editor executables on Windows

Fixes

  • Improved visibility check of entity_tilemap_fade
  • Fixed default serverconfig.lua

Beta 2.0

Highlights

  • The map editor is now able to show other layers (as they would be seen in the game)
  • Added bundled map scripts
  • Added initial mods support
  • Added server listing (with server name, description and more!)
  • Added supersmashburger gamemode
  • Added teamdeatchmatch gamemode
  • Added teams handling
  • Added new ssb_island map (with scripted events)
  • Added /resetmap admin command
  • The grapple will now break with too much force applied

General

  • x86 arch is no longer supported
  • Official fast-download and master server URLs have been added to the default configuration files
  • Improved Windows and Linux builds
  • Fixed hovering visuals (nickname, health bar) position when the player entity gets scaled up or down
  • Added maptool (command-line software which can compile maps from json to binary format)
  • The client will now try other fast download urls in case of failure
  • Nicknames are now limited to 32 characters
  • Switched from static to dynamic linking for common code to decrease binary size
  • Updated beta_map
  • entity_powerup and entity_powerup2 have been replaced by entity_spawner
  • GameSettings configuration table has been renamed to ServerSettings
  • Server config GameSettings.MapFile has been replaced by ServerSettings.MapPath (which can point to a non-compiled map folder as well as a compiled .bmap file)
  • Added ServerSettings.Name, ServerSettings.Description, ServerSettings.Port and ServerSettings.MaxPlayerCount configs

Map editor

  • Added a button to explicitly rebuild the asset list
  • Maps asset lists are now sorted by path
  • Fix: the entity list is now properly cleared when closing a map
  • Fixed entity selection when creating a new one (previous selection is now discarded)
  • When reloading scripts, all entities are now recreated (in case their init callback changed).

Scripting

  • Added InputController (a script can now override the way entities inputs are generated)
  • Gamemode events are now triggered on the table they used to register the event (this is important when using gamemode inheritance)
  • Added PlayerControlledEntityUpdate client gamemode event.
  • Added Text renderable (which is now used for showing player nicknames)
  • Added IncomingNetworkPacket:ReadBoolean() and OutgoingNetworkPacket:WriteBoolean()
  • Added IncomingNetworkPacket:ReadColor() and OutgoingNetworkPacket:WriteColor()
  • Added Element:GetGlobalBounds() and Element:GetLocalBounds() (client-side only for now)
  • Base gamemode has now BasePlayerDeathSlot and BasePlayerJoinedSlot to allow derived gamemode to disconnect them
  • The Destroyed event is no longer called client-side when a layer is disabled
  • Added Constraint:GetLastForce and Constraint:GetLastImpulse
  • Added Element:GetOwner() on client
  • Added Element:GetInputController()
  • Added Element:UpdateInputController()
  • Added Player:IsLocalPlayer() on client
  • Added Player:GetInputs (for every player on server but only local players on client)
  • Added Rect:ExtendToPosition(pos)
  • Added Rect:Scale(scale)
  • Added match.GetEntityByUniqueId(id)
  • Added match.GetLayerCount()
  • Added match.GetPlayerByIndex(id)
  • Added match.ResetTerrain()
  • Added math.approach(current, target, incr)
  • Added table.join(...)
  • Added Scoreboard:UpdatePlayerTeam()
  • Added base gamemode event PlayerTeamUpdate
  • Added base gamemode callback GetPlayerColor
  • Added match.BroadcastChatMessage(message)
  • Element:AddSprite now accepts a repeatTexture boolean
  • Scoreboard:RegisterPlayer now takes a table parameter
  • match.BroadcastPacket now has a second optional parameter to disable ready check
  • match.GetPlayers now longer returns connecting players
  • Replaced Entity:Kill() by Element:Kill()
  • Elements and gamemode events can now be disconnected using the Disconnect method
  • Player entities are now detected using a IsPlayerEntity boolean on their table
  • Fixed gamemode overriding of the Musics table
  • Fixed entity_burger_ai only targeting entity_burger (will now target any entity having .IsPlayerEntity = true)
  • Fixed weapon_graspain grapple force (is now based on entity mass)
  • Fixed static entities movement not being sent to clients
  • Fixed a lot of small issues

Beta 0.2 - Now with new gamemodes, mod support and server listing!

21 Aug 17:15
54a9ac5
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Changelog

Highlights

  • The map editor is now able to show other layers (as they would be seen in the game)
  • Added bundled map scripts
  • Added initial mods support
  • Added server listing (with server name, description and more!)
  • Added supersmashburger gamemode
  • Added teamdeatchmatch gamemode
  • Added teams handling
  • Added new ssb_island map (with scripted events)
  • Added /resetmap admin command
  • The grapple will now break with too much force applied

General

  • x86 arch is no longer supported
  • Official fast-download and master server URLs have been added to the default configuration files
  • Improved Windows and Linux builds
  • Fixed hovering visuals (nickname, health bar) position when the player entity gets scaled up or down
  • Added maptool (command-line software which can compile maps from json to binary format)
  • The client will now try other fast download urls in case of failure
  • Nicknames are now limited to 32 characters
  • Switched from static to dynamic linking for common code to decrease binary size
  • Updated beta_map
  • entity_powerup and entity_powerup2 have been replaced by entity_spawner
  • GameSettings configuration table has been renamed to ServerSettings
  • Server config GameSettings.MapFile has been replaced by ServerSettings.MapPath (which can point to a non-compiled map folder as well as a compiled .bmap file)
  • Added ServerSettings.Name, ServerSettings.Description, ServerSettings.Port and ServerSettings.MaxPlayerCount configs

Map editor

  • Added a button to explicitly rebuild the asset list
  • Maps asset lists are now sorted by path
  • Fix: the entity list is now properly cleared when closing a map
  • Fixed entity selection when creating a new one (previous selection is now discarded)
  • When reloading scripts, all entities are now recreated (in case their init callback changed).

Scripting

  • Added InputController (a script can now override the way entities inputs are generated)
  • Gamemode events are now triggered on the table they used to register the event (this is important when using gamemode inheritance)
  • Added PlayerControlledEntityUpdate client gamemode event.
  • Added Text renderable (which is now used for showing player nicknames)
  • Added IncomingNetworkPacket:ReadBoolean() and OutgoingNetworkPacket:WriteBoolean()
  • Added IncomingNetworkPacket:ReadColor() and OutgoingNetworkPacket:WriteColor()
  • Added Element:GetGlobalBounds() and Element:GetLocalBounds() (client-side only for now)
  • Base gamemode has now BasePlayerDeathSlot and BasePlayerJoinedSlot to allow derived gamemode to disconnect them
  • The Destroyed event is no longer called client-side when a layer is disabled
  • Added Constraint:GetLastForce and Constraint:GetLastImpulse
  • Added Element:GetOwner() on client
  • Added Element:GetInputController()
  • Added Element:UpdateInputController()
  • Added Player:IsLocalPlayer() on client
  • Added Player:GetInputs (for every player on server but only local players on client)
  • Added Rect:ExtendToPosition(pos)
  • Added Rect:Scale(scale)
  • Added match.GetEntityByUniqueId(id)
  • Added match.GetLayerCount()
  • Added match.GetPlayerByIndex(id)
  • Added match.ResetTerrain()
  • Added math.approach(current, target, incr)
  • Added table.join(...)
  • Added Scoreboard:UpdatePlayerTeam()
  • Added base gamemode event PlayerTeamUpdate
  • Added base gamemode callback GetPlayerColor
  • Added match.BroadcastChatMessage(message)
  • Element:AddSprite now accepts a repeatTexture boolean
  • Scoreboard:RegisterPlayer now takes a table parameter
  • match.BroadcastPacket now has a second optional parameter to disable ready check
  • match.GetPlayers now longer returns connecting players
  • Replaced Entity:Kill() by Element:Kill()
  • Elements and gamemode events can now be disconnected using the Disconnect method
  • Player entities are now detected using a IsPlayerEntity boolean on their table
  • Fixed gamemode overriding of the Musics table
  • Fixed entity_burger_ai only targeting entity_burger (will now target any entity having .IsPlayerEntity = true)
  • Fixed weapon_graspain grapple force (is now based on entity mass)
  • Fixed static entities movement not being sent to clients
  • Fixed a lot of small issues

Beta 0.1.1

27 Dec 13:07
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Changelog

Beta 1.1

General

  • Reworked assets and scripts downloading (assets can now be downloaded directly from server).
  • Console colors are now supported on Linux
  • The game is now able to load pre-beta maps
  • Fixed crash on exit

Config

  • Added Debug.ShowVersion (true by default) which shows the game version in a corner
  • Added GameSettings.FastDownloadURLs config
  • Renamed Assets.ResourceFolder to Resources.AssetDirectory
  • Renamed Assets.ScriptFolder to Resources.ScriptDirectory

Build

  • Enabled /w44062 on MSVC (switch case not handled warning)
  • x86 builds are now supported

Beta 0.1

13 Dec 17:00
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Changelog:

  • Added CI and nightlies for Windows and Linux

  • Burgers now explode in parts when dying

  • Cloves mines no longer explodes on layer update

  • Added powerups

  • Entities can now be scaled

  • Lowered weapon_sword_emmentalibur cooldown

  • Improved network synchronization:

    • All entities are now predicted and reconciliated client-side
    • Improved bandwidth using a priority queue server-side
    • Improved client-side reconciliation performance
  • Added callstack dump on crash (Windows)

  • Crash fixes

  • Fixed client-side entities inheritance

  • Added /teleport command for admins

  • Local players are now admins by default

  • Grapple will now release when switching to another weapon.

  • Added beta_map

  • Escape now closes the chatbox (#42)

  • Added cancel button when connecting (#38)

  • Reworked player collider box

  • Added spawn-kill protection (#43)

  • Grapple will no longer collide with triggers and powerups (#39)

  • Added version info

Scripting:

  • Remade event and entities systems
  • Reworked gamemode handling
  • Gamemodes can now have properties and be inherited
  • Added Sprite::SetColor
  • Vec2::Normalize|GetNormalized now works
  • Added [Incoming|Outgoing]NetworkPacket::[Read|Write]CompressedInteger
  • Added [Incoming|Outgoing]NetworkPacket::[Read|Write]Double
  • Added [Incoming|Outgoing]NetworkPacket::[Read|Write]Entity
  • Added [Incoming|Outgoing]NetworkPacket::[Read|Write]Single
  • Added [Incoming|Outgoing]NetworkPacket::[Read|Write]Vector2
  • Added Element::GetPlayerMovementSpeed and Element::UpdatePlayerMovementSpeed
  • Added Element::GetPlayerJumpHeight and Element::UpdatePlayerJumpHeight
  • Added Element::Disable, Element::Enable and Element::IsEnabled
  • Added Element::SetScale
  • Added Rect:GetSize()
  • Added Camera class
  • Added debug.DrawRect
  • Added weapons switch on and switch off events.
  • Added Tilemap class
  • Added Music class
  • Added pprint (pretty print function) and tostring second parameter
  • Fixed coroutines issues

Internal:

  • Switched from Premake to xmake
  • Reworked properties
  • Players no longer own weapons, the entity they control do
  • Removed *.moc files from the repository
  • All standard exceptions are now catched before being thrown out, ensuring objects destructions
  • Normalized line endings
  • Updated sol to v3.2.1
  • Maps are now part of the repository
  • Every lua function is now wrapped in a try/catch block to prevent exceptions from corruption Lua internals and to convert them to Lua errors.
  • Upgraded map version to 1

MapEditor:

  • Added entity prefabs (WIP)
  • Added multiple entities selection
  • Entity info dialog now shows entities unique ids.
  • Fixed map data corruption when saving

Alpha 0.6 - A lot of stuff

17 May 15:45
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  • Executables have been renamed
  • Remade prediction
  • Switch to a perspective camera (allowing 3D models)
  • Add 3D models
  • Add particles
  • Add camera zones
  • Add scoreboard
  • Add escape and option menu
  • Add patator
  • Player nickname and volume are now saved
  • Fixed black lines
  • Add map editor grid
  • A lot of fixes (+ some new bugs)
  • Add undo/redo to the map editor
  • Add cloves mines

Known bugs:

  • Map editor may sometimes overwrite another entity than the one you're editing

Alpha - 0.5 release - mostly fixes

04 Jan 11:47
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Pre-release

Adds:

  • CrashHandler (Windows-only for now, generates a dump in case of crash)
  • Chatbox colors
  • Logsystem now print time and ticks
  • Match is now allowed to discard ticks to catch-up realtime
  • Debug connection informations (ping, bandwidth, data usage)
  • Window settings options (vsync, fps limit, size, fullscreen, antialiasing level)

Fixes:

  • physics constraints (grapple/physics bun) not being deleted sometimes
  • collider_box client synchronization failure
  • A lot of warnings
  • chatbox scrollbar showing up from nowhere
  • coroutines are now recycled
  • Linux compilation
  • visibility stuff (health bar passing to zero for some objects and some other not having their health updated)
  • asset downloading
  • some silent errors/crashes now trigger a log instead
  • logger fixes

0.4 release - big layer update

04 Jan 11:40
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Pre-release

Adds and fixes a lot of stuff, including but not limited to:

  • layers
  • script hot-reloading
  • asset downloading
  • prediction
  • logger system
  • entity cloning in map editor
  • burger dynamic faces
  • grapple!
  • physics bun
  • entity property type
  • santa hat
  • a lot of stuff

0.3 release - weapon update, now with multiples weapons

04 Jan 11:36
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v0.3

Update Player.hpp

0.2 release - chatbox release

04 Jan 11:34
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Pre-release
v0.2

Temp fix for chat

0.1 release - running and shooting

04 Jan 11:32
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v0.1

And again