All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
- Keep filtered entities inactive when changing tabs #301
- Increased special level layers to render at level 100 instead of 10 #309
- Snap size inputs to defined range only after input loses focus, enabling smoother manual entry #295
- Fixed Editor not resizing when zooming in/out in the Browser #265
- Layers on same level are rendered based on their position in the list
- Show exact match at first position in search #296
- Changed GlowingLine Step size from 16 to 8 #276
- Moving an Entity is now tracked in the history #270
- Adding a new level in Map Settings guesses the correct level instead of using 0 #255
- Added UI for Entity Grid (hotkey G) with additional settings #292
- Added proper support for the event steps
SHOW_MODAL_CHOICE
andSET_MSG_EXPRESSION
. - Added rendering of text colors in relevant events (such as
SHOW_MSG
).
VarConditions
now use the string editor, as opposed to the JSON editor.- Improved support for event/action step property previews - specifically for
Vec2
,Vec3
,Offset
,Entity
,EnemyType
,NumberExpression
,StringExpression
,BooleanExpression
,VarName
,Effect
, andAnimation
.
- Events with children/branching steps (such as
IF
,SHOW_CHOICE
,SHOW_MODAL_CHOICE
, etc.) will no longer fully refresh upon any edits, causing focus to be reset.
- Updated Angular and Electron versions.
Should include some performance improvements when running the electron build
- Render dimensions when selecting multiple tiles #310
- Increased font resolution for entity names
- Toggle in settings that also shows the vanilla maps in the map selection menu
- Fix map "heat/special/cursed-temple" not loading
- Fix WallHorizontal/WallVertical having the wrong default size
- The editor won't freeze if a mod's package.json is invalid.
- The confirm dialog now no longer shows up after discarding changes
- Added confirm dialog if there are any unsaved changes when closing a map
- Layer level selector now also supports selecting all the named layer levels:
first
,last
,light
,postlight
,object1
,object2
, andobject3
. - Added support for parallax layers (
distance != 1
) - The size of every individual layer can now be changed instead of using the map size
- Added preview to see how the parallax effect would look ingame
- added graphical selection widget to
person-expression
- Added checkbox to "Offset Map" to optionally include entities #279
- Named layer levels will now appear in the layer selector as opposed to a layer appearing on level 0 or 10.
- Added manual input field to graphical selection widget for
Prop
,Enemy
,NPC
,ItemDestruct
- event
person-expression
now only shows characters that have a face #284
- Layers on the
first
level should now properly render as though they are below level 0. - Layers with different sizes are now saved properly #272
- Fixed the langlabel widget not updating its size when resizing the detail panel.
- New graphical selection widget for some entities:
Prop
,ScalableProp
,Enemy
,ItemDestruct
,NPC
- Made panning more smooth
- Keep Layer visibility when using history undo/redo #273
- Updated Phaser to 3.60.0
- Entity copy/paste now uses the clipboard to make it easier working with multiple editor instances #267
- Changed default Vec2 values to 0 instead of 1 #257
- New Entities are now generated with a default size of 16x16
- All
Prop
Entities should now be rendered correctly - Improved
ScalableProp
rendering.ends
are now rendering correctly. - Improved
NPC
rendering. - Releasing mouse button outside the canvas now properly triggers. Avoids having issues like continue dragging entities even if the mouse button was released
- Made Event
SHOW_SIDE_MSG
prettier. image - Double clicking an event now opens the event editor
- Double clicking an npc now opens the npc state editor
- Fixed
enemyInfo
properties not saving properly when created through the map editor.
- Fixed
lighter
property in layers not rendering properly
- Updated all dependencies. This has lead to minor style changes.
- Fixed a bug where pasting an entity would insert those entities twice.
- Changed the internal filestructure of the project.
- Replaced
hide
property of NPCs withhidden
, which is now saved correctly as a boolean value. - Fixed buggy behaviour when two checkboxes that refer to properties with the same name are visible at the same time (#240).
- Clicking the label of a property now no longer selects the input for that property.
- New editor for
langlabel
properties.
WallHorizontal
andWallVertical
are now created with the correct default size on their non-resizable axis.
- Typo in settings panel.
- Fixed compatibility with the newer Electron versions.
- Enemy editing popup no longer bugs out when editing enemies inside event steps.
- Fixed copy-pasting of
IF
steps and other steps with branches. - Fixed inability to edit certain
String
properties of various event and action steps.
String
inputs for event steps, action steps, and entity properties, as well as the map creation dialog now also allow values different from the suggested ones.
- Add coordinate display for the cursor in entity view
- Full event editor support for
quest
,shop
,arena
andtrade
events - Ability to view and edit
OPEN_QUEST_DIALOG
event branches - Ability to view and edit
START_NPC_TRADE_MENU
event branches
- Changes in the number of choices of
SHOW_CHOICE
events now update the branches visible in the event editor immediately
- Setting to wrap long lines in the event editor over multiple lines
- Angular update (10.2 -> 12.0)
- reset camera position on map load (centers map)
- moved button "New Map" to "File/New Map"
- increase max zoom for high res displays
- remember event detail width after closing/opening the event editor
- Fixed wrong click area in string widgets: #211
- Fixed crashes on startup when upgrading Electron.
- Updated event step and action step definitions.
- Support for enemies.
- Add CTRL as a control to pan the camera
- Moved directories to the top of the map load dialogue.
- Reworked event editor. It now features drag and drop, edit history, live updates and more.
- Improved tile drawing by drawing a line of points instead of single points. Avoids holes when drawing fast. #189
- Added keyboard controls to list search overlay (add new entity / add new event)
- Changed Continuous Integration to Github Actions
- Automated release build. Should result in more frequent releases.
- 3d view for all maps
- Unnecessary files in binary
- Updated dependencies
- Generate unique mapId's for every new entity
- Initialize tiles with 0 instead of -1 in new layers, #165
- Resize and offset should now work properly again
- Fixed changing layer tileset causes previously made changes to be lost
- Level heights being stored as strings instead of numbers
- Freeze when loading another map while editing entities
- Placements of npcs not working
- Wrong size when changing scalable prop definition
- Basic mod support
- Entity filter
- Support for destructibles
- New maps saved inside the assets folder by default
- Map folders that only contain one subfolder displayed as one entry
- Tileset selector
- Map not rendered properly when resizing the window
- Map download not being a proper
.json
extension - Some item-destructs not showing correctly
- Action step widget Image
- more autotile definitions for jungle
- Bug where events would sometimes not show
- delete in event editor sometimes deleting the whole entity
- SET_MSG_EXPRESSION should work now, #118
- New map selector
- Support for Autotiles (Autotiles are automatically used if a tile from the autotile sheet is selected. When holding shift autotiles are ignored)
- Proper save for maps. Overrides the map at the original location.
- Properties to all events Image
- Properties to all entities Image
- History for Entity create/delete/edit, #88
- Upgrade from Phaser 2 CE to Phaser 3
- Height Map generation now supports autotiles and different terrain
- Hide menu in release build, because most settings don't work. fixes #93
- Removed preloading of assets. Improves initial loading time
- Opening multiple instances of the Map editor now works as intended
- Keep editor mode (layer/entities) after map reload #89
- Prop entities with animated/multiple sheets now display properly
- ?