Releases: CSharpGodotTools/Template
v1.0.11
❗ ❗ 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
- Fix major flaws with setup process by @valkyrienyanko in #198
- Expose Game.cs and Autoloads.cs to game dev by @valkyrienyanko in #199
- Fix major issues with Visualize by @valkyrienyanko in #200
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
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
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
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.csthat is only done in non-release builds - Improved readability of several scripts
Contributors: @valkyrienyanko
Related PR: #189
Git Diff: v1.0.7...v1.0.8
v1.0.7
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()orGame.Audio.PlaySFX - Added convenience methods for scene switching in
SceneManager
Removed
- Removed singleton pattern from all manager scripts (access them through
Game.csnow) - Removed all
GodotUtilnamespaces 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
AudioManagernot 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
- 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,VisualizeAutoloadandVisualizeAttribute. - 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
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
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
- New restart btn, script changes and bug fixes by @valkyrienyanko in #185
Full Changelog: v1.0.2...v1.0.3
v1.0.2
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
What's Changed
- Use relative path for project icon by @valkyrienyanko in #181
- Improve options theme by @vaggelismsxp in #182
- Improve the main project theme by @valkyrienyanko in #183
New Contributors
- @vaggelismsxp made their first contribution in #182
Full Changelog: v1.0...v1.0.1

