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Releases: scallyw4g/bonsai

v1.4.2

22 Feb 00:24
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  • Added settings.init, which drives some graphics settings at the moment
    Some settings are now dynamic, loaded at startup from settings.init. I
    needed to switch between different graphics settings to get the engine to
    load on my laptop with an integrated GPU, so this was finally necessary.

  • Added GetLexicographicallySortedListOfFilesInDirectory
    The code that loads bitmaps for the UI sprites needed a stable ordering
    across operating systems, which is not natively provided. This function
    addresses the need there.

  • Rename PlatformTraverseDirectoryTree -> PlatformTraverseDirectoryTreeUnordered
    More specific name such that we know the ordering differes across platforms

  • Remove some #defines that are now driven by settings.init

  • Fixed some minor duplication in platform

  • Remove voxel_synthesis_rule_baker from release
    This example needs models I don't have written permissions to redistribute,
    and isn't particularly polished. I'll polish it up and make some models
    that I can ship for in the future.

  • Removed a bunch of assets I didn't have permission to redistribute

v1.4.1

20 Feb 18:17
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  • Fix PlatformTraverseDirectoryTree on Linux snapping pointers to invalid memory

  • Minor gameplay fixes for turn_based

v1.4.0

20 Feb 06:12
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This marks the first stable public release. Downloading pre-built binaries is
expected to work out of the box. If they do not work for you for any reason,
please open an issue.

  • Added the ability to have the game code request to switch to another project

  • Added project_and_level_switcher

  • Tightened up allocations onto specific arenas to support HardResetEngine
    The engine can now be hard-reset (which happens on project switch). Most
    memory arenas get blown away and reinitialized from scratch.

  • Added release packaging to make.sh

  • Fixed a pile of crashes, unexpected behavior

  • Generally polished UI/UX in some places

v1.3.10

16 Feb 23:48
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DISCLAIMER : The engine is not currently in a publicly usable state. Look for the next release 1.3.11 to correct this.

  • Added EntityBrush to WorldEdit panel, which spawns the selected asset as an entity

  • Changed key-light position to be dynamic during day/night cycle

  • Fixed entity LRUFrameIndex getting erroniously set in main thread on locked assets

  • Fixed linux platform crashing on NotImplemented in PlatformTraverseDirectoryTree

  • Improved distribution of skele bitties spawning on impact

  • Fixed skeletons moving to incorrect position relative to standing spot

v1.3.9

11 Feb 23:48
cd352a9
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Merge pull request #35 from scallyw4g/develop

develop

v1.3.8

02 Feb 17:04
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Fix the console redirect on windows

v1.3.7

02 Feb 02:41
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Fix the console redirect on windows

v1.3.6

02 Feb 02:39
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Fix the tar being massive

v1.3.5

02 Feb 02:33
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Add windows artifact

v1.3.4

02 Feb 02:27
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Add tar to release process