Releases: VideojogosLusofona/OkapiKit
Releases · VideojogosLusofona/OkapiKit
V1.16.0
- Updated OkapiKit to Unity 6 (should work with previous versions)
- Added grid system
- Unity Grid component can have a Grid System component, that allows for the Okapi Kit to use it for grid-based actions and movement.
- Objects can now have a Grid Object component, that adds some functionality regarding grid based movement and actions like pushing
- Most Movement components have a Grid counterpart now that acts as the original, but adapted for grid-based movement
- New conditions that can test for Tiles or Tilesets at a specific position
- New Change Tile action that allows users to changes tilemaps during runtime
- Improved Path UI in general
- Numpad + now inserts points
- Paths and points can be selected directly from the scene view
- Fixed some bugs with error reporting with animators
- Added animator control on MovementXY component
Full Changelog: V1.15.2...V1.16.0
V1.15.2
- 'Else' trigger on conditions and input will no longer throw an exception when an action is null
Full Changelog: V1.15.1...V1.15.2
V1.15.1
- Trigger will no longer throw an exception when an action is null
- Removed some GC from condition evaluation
- Renamed 'Box' mode on camera follow to 'Camera Trap'
- Added Exponential Decay camera mode, which is like Feedback Loop, but frame independent
- Added function to convert a path to world/local space, plus the ability to do that in multiple objects at the same time
Full Changelog: V1.15.0...V1.15.1
V1.15.0
- Added "any key" option to OnInput trigger
Full Changelog: V1.14.1...V1.15.0
V1.14.1
- Fixed issues with builds
Full Changelog: V1.14.0...V1.14.1
V1.14.0
- Added InputRotatesSprite and VelocityRotatesSprite to Flip Behaviour on platformer controller. Rotating instead of scaling changes the actual objects direction, so it can affect other movement systems, for example.
- Movement components can now have conditions built in which take care of activating/deactivating that movement
- Added Dash action, which enable short bursts of movement, using variables or values
- Improved display of title on Change Value action
- Probes now uses OkapiValues (can use numbers, or variables, etc)
- Probes now support using colliders for probe - can only detect intersections between active objects!
- Added Change Collider action, which allows to set the trigger option of a collider
- Fixed issue with Platformer movement - only non-trigger colliders can set the ground property
- Probes can now be identified by tag
- Follow path can now happen in normalized space, instead of constant speed
- Change transform action now can be scaled with time, can multiply/divide and can affect scaling as well as position
- Fixed bug with enums on editor
- Added snippets demonstrating a fuzzy aim system, and a alternate world game mechanic
Full Changelog: V1.13.0...V1.14.0
V1.13.0
- Added multi-variable text display (you can now use as a formatter something like "XP {0}/{1}", and use a MultiValueDisplayText component to provide multiple variables)
- Created structure to allow for in the future variables, literals or functions to be used as values for most things (internals)
- Added deprecated directories for scripts that will eventually be phased out
Full Changelog: V1.12.0...V1.13.0
V1.12.0
- Change Value action now can add/subtract a Variable/ValueHandler
- Change Value action can now set now assign to Variable/ValueHandler the value of another Variable/ValueHandler
- Change Value action can now multiply/divide, besides adding/subtracting
- Fixed a series of bugs with variable instances
- Comparisons can now include variables instead of just literal values
- Run Tagged Actions can now search on the object with which a collision just happened
Full Changelog: V1.11.3...V1.12.0
V1.11.3
- Fixed bug with coyote time enabling double jump
Full Changelog: V1.11.2...V1.11.3
V1.11.2
- Can now build games made with Okapi Kit
- Inertia on Movement_XY only appears when Input control is turned on
- Disabled colliders can't be used as spawn points
- SetParameter action is having issues detecting an animation parameter
- Fixed bug with selecting scene name when only one scene exists on Change Scene action
- Custom inspector for variables
- Custom inspector for hypertags
- Scale/Speed variance on spawner with more generous limits
- Blink now refers what the on/off duration do
- Blink throws warning with lack of renderer
- Target tag on Shake now disappears when an object is set
- Shake is now linked to target (through a Shaker behaviour), not to action itself - now we can destroy the object with the action when it's triggered
- Shake returns object to initial state
- Added warning when a button name is not defined (or doesn't exist)
- Added warning when destroy action is not the last action in the list
- Added warning when actions are not sorted properly
Full Changelog: V1.11.1...V1.11.2