
Posted June 25, 2018 by Lowscope




Update log:
X Added comments to GridManager.cs and all systems
X Created component menus for: events, systems, entity components, user interface
X Added a error message within the ScriptableAssetDatabase in case there is any duplicate GUID that gets added
X Renamed ScriptableAssetPostProcessor to ReferenceableAssetPostProcessor
X Moved scripts within the Scripts/Misc folder to Scripts/Events/Listeners
X Optimized code in ReferenceAssetPostProcessor and ScriptableObjectInitializer.
X Added version indicator text within main menu
X Made it so that all saveables are instantiated as a child of the SaveablePrefabInstanceManager, to add clarity for developers.
X Removed duplicate gameobject (Instance Manager) in Level_Farm
X Moved the data for the RPG Farming Framework tools to the Scriptable Objects folder
X Scriptable Object Initializer has now been turned into a seperate plugin, and is called Scriptable Object Updater.
X Item slots now display a functional energy bar
X Added a water can that enables you to water dirt, and that refills when use use it on water tiles
X Added a toggle box on the Health component called "Start Invulnerable"
X Renamed item actions in creation box
Bug Fixes:
X Fixed issue within inventory that made it possible to place items upon items.
X Fixed issue in SaveablePrefabInstanceManager that made it possible for saveable prefabs to get removed when stopping the game.
Examples of the saveable prefabs are : Trees, Bushes etc.
X Duplicate GUID files now automatically get assigned a new GUID and saved within the editor.
X Removed collider in scene Grid Manager -> Dirt Hole. Because the current system does not utilize colliders.
X Made it possible to water the dirt
X Changed option name from Allow Duplicate Damage to Hit Multiple Targets in ItemAction_Attack
X Scythe can now hit multiple targets
X Time System now temporarily stops when warping between scenes
X Item amount did not get saved
X Watered grounds become dry again after a day.
X Added RefreshItem method on Inventory.cs
X Added a IFreezeMovement interface
X Mover now Dispatches information to all listers of IFreezeMovement
X Use item on the inventory can no longer be executed when the character is frozen