(0.6.3) Status for Friday, April 11, 2014

(0.6.3) Status for Friday, April 11, 2014

Postby lugdunon » Thu Apr 10, 2014 11:16 pm

/etc files altered in this update:
  • quests.json


Release Notes:
  • Toggle Options Dialog / Clear Target keybinding now also closes dialogs that support onclose().
  • Environment light map now is now applied via a multiply composite operation instead of an overlay.
  • Began laying the groundwork for the in-game quest editor.
  • net.lugdunon.state.quest.QuestDefinitions now hosts lists of progress, resolver, trigger, completion and abandon condition implementation classes in addition to the quests themselves.
  • Refactored the structure of ~/etc/quests.json to contain a list of progress, resolver, trigger, completion and abandon conditions.
  • Added support for quest progress, resolver, trigger, completion and abandon conditions to net.lugdunon.state.mod.Mod.
  • Added an overwrite directive for quests.json to net.lugdunon.server.worldgen.defaults.DefaultWorldGen.json
  • Added game.getQuesting() to the client-side API to provide access to the quest definitions object.
  • Added net.lugdunon.state.quest.condition.abandon.IAbandonCondition to the client-side code base.
  • Added net.lugdunon.state.quest.condition.completion.ICompletionCondition to the client-side code base.
  • Added net.lugdunon.state.quest.progress.IProgress to the client-side code base.
  • Added net.lugdunon.state.quest.progress.BaseProgress to the client-side code base.
  • Added net.lugdunon.state.quest.progress.CraftItem to the client-side code base.
  • Added net.lugdunon.state.quest.progress.ItemCollection to the client-side code base.
  • Added net.lugdunon.state.quest.progress.KillNPC to the client-side code base.
  • Added net.lugdunon.state.quest.progress.NPCProximity to the client-side code base.
  • Added net.lugdunon.state.quest.progress.PlaceItem to the client-side code base.
  • Added net.lugdunon.state.quest.resolver.IResolver to the client-side code base.
  • Added net.lugdunon.state.quest.resolver.BaseResolver to the client-side code base.
  • Added net.lugdunon.state.quest.resolver.NPCResolver to the client-side code base.
  • Added net.lugdunon.state.quest.trigger.ITrigger to the client-side code base.
  • Added net.lugdunon.state.quest.trigger.BaseTrigger to the client-side code base.
  • Added net.lugdunon.state.quest.trigger.NPCTrigger to the client-side code base.
  • Added net.lugdunon.state.quest.QuestDefinitions to the client-side code base.
  • Moved net.lugdunon.state.quest.Quest from the client to the server.
  • Moved net.lugdunon.state.quest.QuestData from the client to the server.
  • Moved net.lugdunon.state.quest.QuestProgress from the client to the server.



Now that blend modes are supported by the canvas' 2d context globalCompositeOperation, I am finally able to make the light map in Lugdunon look as it was originally intended. Here are a few snapshots illustrating the difference:



Comparison between the old (overlay, on the left) and the new (multiply, on the right) light map application.
Image


Old Light Map Application Mode (Overlay)
Image


New Light Map Application Mode (Multiply)
Image
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