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Releases: CSharpGodotTools/Template

v1.0.11

01 Jan 01:18

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❗ ❗ Important ❗ ❗

I'm not going to be uploading new releases as much as it takes time, please instead make use of GitHub's Use This Template feature or clone this repo recursively with all submodules using git clone --recurse-submodules https://github.com/CSharpGodotTools/Template (latest commits should be very stable, more stable then these prior releases)

Changelog

  • Exposed Game.cs and Autoloads.cs to the game developer
  • Fixed bug where namespaces were not being renamed during setup process
  • Fixed bug where setup script was being modified during setup process
  • Fixed bug showing missing icons when using Visualize
  • Fixed bug causing Visualize to error out when clicking on the Visualize icons
  • Removed params from PreSceneChanged and PostSceneChanged due to an inconsistency
  • Added more documentation to setup scripts

Merged PRs

Visualize

I've ran into two common mistakes that can cause lots of confusion when working with Visualize. Unfortunately I have no easy fix for these on my end so you will just have to take care.

If the script with the Visualize code is placed on a Node2D or Control but the script itself does not extend from Node2D or Control the visual panel will be placed at (0, 0). There is no way for me to check for this, you will just have to remember to make the script extend from the appropriate type.

If Visualize.Register(this) is called in _EnterTree, you will get a null reference exception. This is because Visualize did not have time to initialize and you must instead call it in _Ready.


Contributors: @valkyrienyanko
Git Diff: v1.0.10...v1.0.11

Major Tween Overhaul

23 Dec 23:17

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Changelog

GodotTween is now called NodeTween, NodeTween2D or NodeTweenControl. There is also NodeTweenProp, ShaderTween, ShaderTweenProp. (see https://github.com/CSharpGodotTools/Template/wiki/Simplified-Tweens for how NodeTween is used).

NodeTween2D and NodeTweenControl add additional helper methods for their respective types (e.g. AnimateColor(...), AnimatePosition(...), AnimateGlobalRotation(...), and so on...) (dev note: these were made because not every property in a Node2D is shared across a Control, the only properties shared between the two are the CanvasItem properties because both extend from CanvasItem).

Fixed a bug where ShaderTween would only work on Node2D and not Control.

Added more documentation to tween scripts.

Related commits and PRs from GodotUtils

Add NodeTween2D and NodeTweenControl types
Major refactor to Godot tween helper scripts


Contributors: @valkyrienyanko
Git Diff: v1.0.9...v1.0.10

v1.0.9

14 Dec 09:38
d0f3687

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What's Changed

  • Added animated focus outline,
  • Added titles to option sections
  • Improved button neighbor navigation

See full changelog here.

Contributors: @valkyrienyanko
Related PR: #191
Git Diff: v1.0.7...v1.0.9

Preview.mp4

v1.0.8

03 Dec 23:18
ee41d88

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Changelog

  • Changed the gray theme to a darker theme
  • Removed visual artifacts from pressed buttons by setting anti aliasing to false
  • Removed the visual button pressed state from all OptionButton's as it did not look right
  • Fixed the text "MOUSE_SENSITIVITY" in options not being translated
  • Fixed crash on startup in credits scene along with other improvements
  • Added extensive error checking to Game.cs that is only done in non-release builds
  • Improved readability of several scripts

Before:
image

After:
image

Contributors: @valkyrienyanko
Related PR: #189
Git Diff: v1.0.7...v1.0.8

v1.0.7

03 Dec 19:31
cd31ae6

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What's Changed

  • Remove singleton pattern, add static game class, pool sfx players, cleanup events, docs and more by @valkyrienyanko in #188

Full Changelog

Added

  • Added static game class for ease of access to all manager scripts e.g. Game.Scene.SwitchToMainMenu() or Game.Audio.PlaySFX
  • Added convenience methods for scene switching in SceneManager

Removed

  • Removed singleton pattern from all manager scripts (access them through Game.cs now)
  • Removed all GodotUtil namespaces and changed them to __TEMPLATE__

Fixed

  • Fixed Godot not restarting on completing setup process
  • Fixed Godot corrupting [Export]'s after completing setup process
  • Fixed crash from game console being assigned too early in popup menu
  • Fixed SFX players not being cleaned up properly
  • Fixed SFX players in AudioManager not being pooled to save a ton of performance

Documentation

  • All XML documentation in GodotUtils is now exposed (before it was not even showing up)
  • Improved documentation for AudioManager

Git Changelog: v1.0.5...v1.0.7

v1.0.5

01 Dec 01:17

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  • Visualize had around 100 public classes that did not need to be public. Those public classes are now marked internal and only 3 classes are exposed (made public) to the game developer. The exposed public classes are Visualize, VisualizeAutoload and VisualizeAttribute.
  • In order to even make the above possible, Visualize and GodotUtils needed to be put in separate assemblies. So they now live as DLLs under res://addons.
  • This required drastic changes to the templates folder structure. As a result, you will not be able to upgrade to this version from a previous version. You will need to re-clone the entire template. If you are using this template for the first time you can just ignore this.

I forgot to include a release zip for this one sorry!

Contributors: @valkyrienyanko
Related PR: #187
Git Diff: v1.0.4...v1.0.5

v1.0.4

29 Nov 21:42
b3b8704

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What's Changed

  • Godot update, new extensions, restored original black setup style, bug fixes and cleanup by @valkyrienyanko in #186

Full Changelog: v1.0.3...v1.0.4

v1.0.3

07 Sep 22:08
23b7805

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If updating from v1.0.2 you will need to delete the res://Localization folder as this now lives in res://Framework/GodotUtils/Localization. Everything else should be fine.

What's Changed

Full Changelog: v1.0.2...v1.0.3

v1.0.2

28 Aug 05:54

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If updating from a previous version using version control, please re-clone the entire repo as if you were just starting fresh again. I don't think big changes like this will happen anymore in the future as 95% of everything resides in GodotUtils submodule and you can just update the submodule instead of having to start over again.

What's Changed

  • Improve performance, fix bugs, organize assets, update documentation by @valkyrienyanko in #184

Full Changelog: v1.0.1...v1.0.2

v1.0.1

17 Aug 20:40

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What's Changed

New Contributors

Full Changelog: v1.0...v1.0.1