Couple new builds of interest, going to do some dev discussions on IRC tomorrow (Saturday) US afternoon / German evening, and naming a few new leads
Stable build 17 is out with a bunch of changes:
More updates to the project readme and wiki coming soon (need to reflect the changes to the console, for instance)
Stable build 17 is out with a bunch of changes:
- BIG NOTE (after previous stable build): Commands in the console now need to start with a / and those with multiple parameters need to be space-separated, no commas needed. Examples:
- /help
- /help "listBlocks"
- /giveBlock "Clay" "Slope"
- Overhauled console - looks different, preps chat functionality, its help system is growing up, etc. Some info in the wiki but beware of stable vs develop differences
- Initial Procedural Architecture Grammar system by Skaldarnar - see its forum thread for more details, in short it starts us toward a grammar system to "write" buildings and more in plaintext
- Lots of GUI framework stuff mostly by miniME89 that's hard to see as it is mostly behind the scenes
- Shiny new inventory by Adeon does stick out, it is even animated!
- Basic creature model animation system, get your animated pony today!
- Bits of build system / version / logistics fun
- Added a block picker screen (F5 for now)
- BIG NOTE: Library jar files changed. Run gradlew idea once or use a fresh workspace with develop. You might also need to poke the new bundled mods with a stick to get everything to work running from source, we'll look into making this easier
- Left/right mouse buttons got switched around again. One of these days we'll settle on something
- Fancy: Moving toward annotations to define input mapping defaults and such
- "Internal" mods are now handled as sub-projects / modules. At the moment in IntelliJ they may need to be explicitly compiled once
- More stuff is supported for actual mods, like the Entity System stuff
- A'nW taking over as art lead from glasz who'd rather focus on art than the rather thankless organizing work - which we're still thankful for
- miniME89 getting tagged as GUI lead - more a formality at this point after recent framework effort and collaboration with Adeon and x3ro
- Nym Traveel as procedural world lead - focused around the framework and world map stage, helping us get set up to where we can add new and additional detail generators both to core and as mods
More updates to the project readme and wiki coming soon (need to reflect the changes to the console, for instance)