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Releases: VideojogosLusofona/OkapiKit

V1.16.0

02 Nov 21:09
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  • 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

31 May 10:24
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  • '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

31 May 10:15
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  • 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

29 Mar 12:22
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  • Added "any key" option to OnInput trigger

Full Changelog: V1.14.1...V1.15.0

V1.14.1

07 Mar 09:21
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  • Fixed issues with builds

Full Changelog: V1.14.0...V1.14.1

V1.14.0

01 Mar 18:32
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  • 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

26 Feb 16:59
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  • 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

26 Feb 15:23
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  • 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

19 Feb 17:16
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  • Fixed bug with coyote time enabling double jump

Full Changelog: V1.11.2...V1.11.3

V1.11.2

17 Feb 17:10
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  • 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