100% in-game footage recorded in one take - no cuts, edits, or special effects added in post. Let's go! 😎
Stay tuned for more details! 😊
Release Notes for v1.0.7.2
Free Movement Updates:
Added initial implementation of free melee attacking for the player character (left mouse button to attack at any time)
Added ability to create custom collision shapes in the Voxel Editor for tiles and objects (using cubes and prisms, more to come)
Added "Collision Override" option for objects in the Voxel Editor to allow use of the new collision shape functionality
Added "Physics" tab to the gameplay section of the Game Configuration dialog for adjusting physics-related settings
Added "Jumping" and "Vertical Velocity" settings to the "Physics" tab for toggling jumping and adjusting the vertical velocity for jumping
Added "Sprinting" and "Speed Multiplier" settings to the "Physics" tab for toggling sprinting and adjusting the speed multiplier for sprinting
Updated collision functionality so that NPCs can now trigger scripts assigned to an object's "Character Collides" event when touching the object
Updated collision shapes for characters to be per animation frame and to be box-shaped for better collision detection
Updated player movement functionality to trigger "Character Enters Tile" and "Character Exits Tile" scripts
Updated player movement functionality so that hostile NPCs will now attempt to attack the player from adjacent tiles
Updated player movement functionality to properly support the auto-hiding feature (i.e. hiding groups with the "-hide" suffix)
Updated debug console so "self" will reference the entity within interaction range that the player is looking at while in first-person mode
Fixed issue where "Character Interacts" scripts could not be triggered when assigned to objects configured as passable
Fixed issue where damage/healing numbers were displaying at the center of the map instead of over top of the player character
Fixed issue where the "player.direction" variable was not returning the proper cardinal direction when referenced in a script
Fixed issue where maps could fail to load when they contained any passable objects configured as billboard sprites
Fixed issue where "self" was not returning the player entity when used in the debug console with the cursor over the player character
Fixed issue where the collision box for a player character with a smaller/larger default scale was not being created at the correct size
Fixed issue where a player character with an empty model or consisting of only attachments would cause the game to not start
New Features/Changes:
Added "Field of View" camera setting to the gameplay section of the Game Configuration dialog for adjusting the camera's field of view in degrees
Added ability to customize the default player attack cooldown and the default NPC attack cooldown from the Combat Editor's general section
Added ability to configure a custom "miss" sound effect in the Combat Editor (played whenever a character misses their attack)
Added "Line Mode" setting for text fields to indicate whether it should behave as a single-line field (e.g. for player name entry) or a multi-line field
Updated "Character Collides" event for object scripts so that NPCs can now trigger them upon entering the tile with that object (grid-based movement)
Updated first-person mode to hide any objects attached to the player character if a view model is defined in the Game Configuration
Updated first-person view model functionality to auto-attach an equipped item's object model to the view model if a matching attach point exists
Removed old "Free Movement" setting from the experimental section of the Game Configuration dialog as it's now been replaced by the new system
Bug Fixes:
Fixed issue where items could not be crafted in-game unless the recipe's ingredients/materials were in numerical order by item ID
Fixed issue where the "Move Player" scripting function would no longer work properly and would instead display an error in the debug console
Fixed issue where using the "Set Dialogue" function to change a spawned NPC's dialogue could affect other NPCs when both were using "Standard" behavior
Fixed issue where modifying the "Triggerable by NPCs" script setting would affect other entities of the same type that had a default script when added to the map
Fixed issue where character stats and skills were not being properly restored after loading a saved game (needs a new save to work)
Fixed issue where widget text elements were incorrectly showing the placeholder expression after loading a saved game (needs a new save to work)
Fixed issue where text fields that had been edited by the player were not being properly restored when loading a saved game (needs a new save to work)
Fixed issue where certain widget elements could not be clicked on with the mouse after loading a saved game where the widget was visible when saved
Fixed issue where mouse input was being interfered with in the editor when a widget in the active project contained a text field with scrollbars
Fixed issue with the stairs in the house of the Default Example Game project template being positioned one voxel too high above the floor
Documentation:
Updated "Import Resources" built-in docs to include info about dragging and dropping files onto the application window
Release Notes for v1.0.7.1
New Features/Changes:
Added ability to modify the "hostility" setting of an NPC via script (e.g. self.behavior["hostility"] = "always", see docs for all values)
Added ability to set an NPC's behavior to null to clear out their behavior via script (as an alternative to assigning an empty string)
Added ability to call global functions from the in-game debug console (i.e. those defined in the Game Configuration dialog)
Added ability to retrieve or modify a specific position of a string by numeric index (e.g. $x = "Text"; $x[2] = "s"; print($x); will print "Test")
Updated "Move Character" scripting function to add an optional third parameter (boolean) to indicate if it should pause until the movement is complete
Updated "Behaviors" section in the Game Configuration dialog to no longer redundantly store the name of the behavior preset within its settings
Removed "Experimental" from the Global Illumination setting label located on the Map Properties panel in the Map Editor
Bug Fixes:
Fixed issue where colors were being applied to the default texture instead of the current one when painting in the Voxel Editor with "Voxel" or "Face" mode
Fixed issue where quick slots with items assigned were not being properly restored after loading a saved game (needs a new save to work)
Fixed issue where scripts assigned to entities via "Set Entity Script" were not being properly restored after loading a saved game (needs a new save to work)
Fixed issue where widgets that were visible when a game was saved were not being displayed after loading (needs a new save to work)
Fixed issue where the visibility of elements in a widget was not being properly restored after loading a saved game (needs a new save to work)
Fixed issue where entities added to groups or removed from groups were not being properly restored after loading a saved game (needs a new save to work)
Fixed issue where entities could be added to the same group multiple times when using the "Add To Group" scripting function
Fixed issue where real-time enemies were not attacking the player if given a new behavior with "Attackable in Real-Time" enabled
Fixed issue where the "Experience Points" value wasn't being saved when editing behaviors from the Game Configuration dialog
Fixed issue where using the "Move Character" scripting function would cause a script to get stuck and not execute the rest of the script
Fixed issue where the default scale was not being applied to placed characters or objects in the Map Editor when configured as billboard sprites
Fixed issue where player choices would not be visible in dialogues if the "Typing Effect" game configuration setting was disabled
Fixed issue where the text of a widget's text field or text label was no longer being updated when modified via script
Fixed issue where interactions via space bar were not working for item containers without a script or objects with a character on the same tile
Fixed issue where the interaction controls would incorrectly display when the player was adjacent to an object with a collision script
Documentation:
Updated "NPC Behavior" built-in docs to include info about the "hostility" setting and its possible values
Updated "Move Character" and "Scripting Reference" built-in docs to include info about the optional "pause" parameter
Release Notes for v1.0.7
New Features/Changes:
Added base implementation (v0.1) of the new free movement system, enabled per map from Map Properties (most gameplay will not work yet, use at your own risk!)
Added "Character Collides" trigger event for object scripts to the Entity Properties tab in the Map Editor (for both grid-based and free movement)
Added "Pitch Control" camera setting to the Game Configuration dialog for allowing the player to control the pitch, with min/max settings
Added "Focal Offset" camera setting to the Game Configuration dialog for vertically offsetting the camera's focal point in third-person views
Added "Locked Axes" camera settings to the Game Configuration dialog for locking the X, Y, and/or Z-axis (e.g. lock the Y-axis for a sidescroller effect)
Added "Top-Down Camera" as an option for the Map Editor's default camera (available from the Editor Settings dialog)
Added "jump" as an option to the list of predefined animation names when defining a character animation in the Voxel Editor
Added debug console command for adjusting the player's jump height in free movement maps (e.g. "jump X", where X is from 0 to 10)
Added "Spotlight" as a light source option to the Voxel Editor, with initial settings for range (in voxels) and angle of the spotlight
Added "Hostility" behavior setting for NPCs to determine how they behave when attackable (always hostile, hostile if attacked, or never hostile)
Added ability to apply noise to existing voxels in the Voxel Editor (all or selection), with option to save presets and set the seed value
Added ability to select all voxels of a specific color in the Voxel Editor via Alt + Left Click while the selection tool is active
Added ability to use the "Capture Image to File" feature while in "Mesh Preview" mode in the Voxel Editor (useful with Marching Cubes, etc.)
Added ability to set a custom position for a character's HP bar by defining an attach point named "hp_bar" in the first frame (or others to override)
Added ability to retrieve the tool items currently held in a character's inventory (e.g. "player.tools", returned as an array of codices)
Added ability to get and set a character's active tool (e.g. player.active_tool = "ITEM_0001", when retrieving the active tool the item codex will be returned)
Added ability to retrieve and modify the current view model for the camera using "camera.view_model" (e.g. camera.view_model = "cam_mech")
Added ability to retrieve the current camera type via script using "camera.type" (value will be either STANDARD, ISOMETRIC, or FIRST_PERSON)
Added ability to retrieve the configured gameplay settings as a codex via the "global.gameplay" syntax (values are read-only for now)
Added gameplay setting to the Game Configuration dialog to allow loading/continuing from the game menus when saving is disabled (e.g. for checkpoint systems)
Added "Typing Effect" setting to the Game Configuration dialog for disabling the dialogue typing effect (i.e. any spoken text will instantly display)
Added "Codex" as an option to the expression builder in the Script Editor, with a wizard for adding key/value pairs to the codex
Added icons for each option in the expression builder in the Script Editor to provide more visual distinction between each expression type
Added description box to the bottom area of the expression builder in the Script Editor for displaying helpful information about the selected type
Added support for directional animations when the attack animation override setting is used for a weapon item (e.g. "sword_swing_east")
Added "Stop Sound" scripting function for stopping a sound using its ID returned from the "Play Sound" function, with optional fade out (e.g. stop_sound(0, 2))
Added "Stop Music" scripting function for stopping any music that's currently playing, with optional fade out (e.g. stop_music(2))
Added "Clear Log" scripting function for clearing all text from the message log (i.e. any text displayed via the "Log Message" function)
Added ability to retrieve and modify an object's XYZ offset via script (e.g. self.offset = array[1, 2, 5], self.offset_x = 3, etc.)
Added ability to retrieve and modify an object's XYZ rotation via script (e.g. self.rotation = array[10, 0, 45], self.rotation_z = 25, etc.)
Added ability to manually set the current value and maximum value of a progress bar via script using "value" and "max_value" syntax (e.g. $my_element.value = 10)
Added ability to retrieve or change an object's display name via script using the built-in "name" property (e.g. entity["book01"].name = "New Name")
Added four new effect presets to the Effect Editor: fountain, portal, rain, and snow (available when creating a new effect)
Added "Preprocessing Time" setting to the Effect Editor, which processes the particles in advance by the specified number of seconds
Added "Explosiveness" setting to the Effect Editor, which determines how many of the particles emit at once (at max, all emit simultaneously)
Added "Fixed FPS" setting to the Effect Editor, which can be used to limit the framerate of the effect's particles
Added "Randomness" setting to the Effect Editor for applying randomness to the scale of the generated particles
Added "Local Space" setting to the Effect Editor, which when enabled will lock particle movement to the parent object's local space
Added ability to press the ESC key to cancel out of the capture when capturing an image or character portrait in the Voxel Editor
Added options to the "Import Resources" dialog for selecting all, selecting none, and changing the model type for all selected models
Added several assets from Stumpy the Squirrel's "How to Make a Game" tutorial series to the built-in Asset Library
Updated in-game widget system to significantly improve performance when using placeholder expressions in text labels and text fields
Updated "Play Sound" scripting function to include support for looping the sound and setting a play interval (e.g. play_sound("sound.wav", true, 1))
Updated "Play Sound" scripting function to return a unique sound ID for later referencing the sound (e.g. to stop via "Stop Sound")
Updated "Play Music" scripting function to include two new optional parameters, fade in (in seconds) and loop mode (true = loop, false = play once)
Updated "Missing Dependencies" dialog in the Map Editor to auto-select resources whenever there's a single match on the name (e.g. in a subfolder)
Updated Voxel Editor to only generate meshes for frames that have applicable changes instead of every frame when saving a model
Updated attach points dropdown in the Voxel Editor so it will attempt to keep the same one selected when switching between animation frames
Updated Effect Editor to properly support transparent colors for effects using cubes, spheres, or billboards without an image assigned
Updated limit for the camera zoom's minimum value in the Game Configuration dialog to 10 instead of the previous limit of 30
Updated "Offset" camera setting in the Game Configuration dialog so it's available for the perspective camera type even when rotation is disabled
Updated Map Editor to support copying and pasting of entity properties between two different maps instead of only within the same map
Updated light attenuation setting in the Voxel Editor to have a minimum value of 0.01 to prevent potential lighting issues in maps
Updated game cursor to automatically refresh whenever the "Set Entity Script" function is called (in case the cursor is hovering over that entity)
Updated Game Explorer to allow the creation of a new effect from the context menu when right-clicking the "Effects" folder
Updated Script Editor to display a confirmation dialog when attempting to close the script when there are pending changes to the Bauxite source code
Updated About dialog to include credit for the default game UI font (PixelMplus) on the "Resources" tab with a link to the creator's website
Updated expression builder in the Script Editor to automatically select the corresponding expression type and values when an expression is manually entered
Changed name of the variable expression builder in the Script Editor to "Expression Builder" to better represent what the dialog is used for
Changed name of the "Variable" option in the variable expression builder to "Local Variable" to help clarify its scope and usage
Removed "None" from the "Navigation Type" dropdown of the "Replace Navigation" visual scripting node since it's not applicable for that parameter
Bug Fixes:
Fixed issue where "party.member["player"]" syntax would return null instead of the main player character after saving and loading a game
Fixed issue where the player's quests would be missing after saving and loading a game (i.e. "player.quests" would return an empty array)
Fixed issue where the player was no longer able to right-click consumable items to use them after saving and loading a game
Fixed issue where objects and characters added and then removed prior to saving a game would still be present after loading (at center of map)
Fixed issue where "nonexistent signal: storage_slot_item_changed" error message would sometimes display when loading a saved game
Fixed issue with positioning of objects in the Map Editor when rotating one with an offset assigned or using Alt + Click to pick it in place mode
Fixed issue where null was being returned instead of the skill ID when attempting to access a skill slot via script
Fixed issue where mouse interaction on an entity would stop working after using the "frame" property to change its current frame
Fixed issue where using the group scripting syntax on the left side of a contains expression would not evaluate as true even if the entity was in the group
Fixed issue where the "substr" scripting function would not work properly if the third length parameter was omitted
Fixed issue where custom functions were not yielding when called unless storing a return value into a variable via assignment
Fixed issue where appending a value to an array using a binary "+" operation would incorrectly result in the original array's data being modified
Fixed issue where global properties were being reset to null after a game was restarted (e.g. via player defeat or the "Restart Game" function)
Fixed issue where calling the "Give Item" function from a widget button's script would fail if item icon popups were enabled
Fixed issue where a character's level, MP, Max MP, and custom stats were not being carried over when using "Set Entity Model" to change their appearance
Fixed issue where the "Character is Damaged" global event script wasn't being triggered when the player dealt melee damage to an enemy in real-time
Fixed issue where "initiator" always referred to the player character instead of the attacking character when an enemy used a ranged weapon in real-time
Fixed issue where calling "Give Item" or "Remove Item" function with the character specified and storing the return value was not being accepted as valid
Fixed issue where attempting to call "Reset Entity Rotation" without having first called "Rotate Entity Towards" wasn't being properly caught and logged
Fixed issue where the "Put Player" scripting function was not triggering a visibility update for any groups auto-hidden via the "-hide" suffix
Fixed issue where the "Configure Attached Objects/Effects" dialog was not remembering any attached objects residing in subfolders when returning to the dialog
Fixed issue where any effects that resided in subfolders were not being listed properly in dropdown boxes (e.g. "Attach Effect" visual script node, etc.)
Fixed issue where the "Permanent" setting for Fog of War would not display until the Game Configuration dialog was closed and opened again
Fixed issue where changing the Y and Z scale values for attach points in the Voxel Editor would sometimes fail to update the attached object's scale
Fixed issue where the Y and Z scale values for attach points would be switched when using the "Copy Settings" and "Paste Settings" buttons
Fixed issue where an undo action would trigger in the Voxel Editor when attempting to press the "Accept" button during an image/portrait capture
Fixed issue where the "F4" and "4" Voxel Editor shortcut keys were not switching to the fill tool while in texturing mode
Fixed issue on the Model Properties panel where enabling the "Light Source" setting would not properly scroll the light settings panel fully into view
Fixed issue where the Effect Editor was sometimes being incorrectly marked as having changes when first opening an effect
Fixed issue where a text label's alignment in the Widget Editor would reset to "Left" after changing the font size of the text
Fixed issue where widget buttons could be inadvertently activated via space bar after being pressed once (as a result of capturing keyboard focus)
Fixed issue where widgets would potentially not have updated values immediately after loading a map (e.g. a character's coordinate)
Fixed issue where enemy spawn timers would be started again every time the player returned to a map with spawns (resulting in the enemy limit being exceeded)
Fixed issue where a map could fail to load if an enemy spawn assigned to a group in that map had been removed from the Combat Editor
Fixed issue with the shake effect applied to characters not bumping the damaged character in the correct direction when hit
Fixed issue where setting an attack animation override for a weapon in the Item Editor would cause tactical turn-based battles to become stuck
Fixed issue where the built-in player HP bar would stop working properly when using the "Player Override" map setting to change the character model
Fixed issue where the player character model was not reverting back to the default player character when travelling to a map with no override assigned
Fixed issue where dragging a nested player node onto its parent player choice node could result in a dialogue with broken connections
Fixed several issues in the Dialogue Editor related to modifying and saving values for the "Go To" node while in compact mode
Fixed issue where dialogues added as favorites were not being displayed on the "Favorites" tab (only highlighted in the Game Explorer)
Fixed issue where the "Projectile Object Model" field in the Item Editor wouldn't initially display after switching a weapon's type to "Ranged"
Fixed issue with the attack animation of the "goblin" character from the built-in Asset Library not being configured properly
Fixed issue with the "sk_bush_02" object model failing to open in the Voxel Editor after being imported from the Asset Library
Fixed issue where the incorrect editor would sometimes be displayed when clicking on the main editor tabs along the top of the application
Fixed incorrect date for the v1.0.6.5 release in the "What's New in RPG in a Box!" dialog (year shown was 2022 instead of 2023)
Documentation:
Added initial version of "2D Games" tutorial that walks through setting up a 2D project similar to the Kenney Tiny Dungeon template
Added initial version of built-in docs for "Free Movement" with details about current functionality, issues, and planned features
Updated "Vehicles" built-in docs to remove the known issue listed at the bottom now that the issue has been fixed
Updated "Tile" built-in docs to include properties that return connected tiles (e.g. $my_tile.north_tile is tile to the north)
Updated "Character" built-in docs to include info about the "skills" and "quests" properties for getting a character's skills and quests
Updated "Map Properties" built-in docs to include info about the "Player Override" setting only changing the visual appearance
Updated "Entity Properties" built-in docs to include info about $object variable that's available to the pushing-related tile scripts
Updated "Data Files" built-in docs to include .json file extensions in Bauxite examples since an extension is now required
Updated "Scripting Reference" built-in docs to include info about referencing main player character via "party.member["player"]"
Updated "Scripting Reference" built-in docs to include "Stop Music" function and updated signatures for "Play Music" and "Play Sound"
Updated "Scripting Reference" built-in docs to include info about retrieving gameplay settings as a codex via "global.gameplay"
Updated "Script Syntax" built-in docs to include info about the "Duplicate" function along with some Bauxite code examples
Updated "Stop Player" built-in docs to include a more clear description of how the function affects the player's movement
Updated "Groups" built-in docs to include a note that auto-hiding does not trigger if the Fog of War setting is enabled
Updated "Import Resources" and "Sound" built-in docs to include info about video file support (WEBM and OGV) and OGG support for sound effects
Updated "Widget Editor" built-in docs to indicate that custom widgets are now added to the management screen from the UI Editor's "Screens" tab
FPS in a Box
Hey everyone, I have some exciting news to share! After extensive consideration, I've decided to rename RPG in a Box to FPS in a Box! As part of this transition, I'll be gradually phasing out any RPG-related mechanics and will begin centering the engine around shooters (with a focus on first-person). Keep an eye out for more information coming soon! 😄
How to Make a Game (Episode 7: Layering Wall Tiles)
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create and layer some wall tiles in our map. It's a fun way to learn about the tile coordinate system and how to put things on top of other things!
free_v2.mp4
oh_dear.mp4
Release Notes for v1.0.6.5
New Features/Changes:
Added ability to offset objects within their tile by adjusting XYZ values from the Entity Properties panel in the Map Editor
Added ability to add multiple objects per tile in the Map Editor (Z offset will be automatically set when hovering over an existing object, e.g. a table)
Added ability to rotate objects around the X and Y axes (in addition to the Z axis) from the Entity Properties panel in the Map Editor
Added "View Model" camera setting to gameplay configuration for assigning a model to attach to the camera while in first-person (model needs attach point with ID of "camera")
Added special global property "view_model" as a temporary way of referencing the view model attached to the camera (e.g. play_animation(global.property["view_model"], "anim_name"))
Added "Background Image" option to NPC, Player, and Message nodes for displaying a background image during dialogue (located on node toolbar next to style override)
Added "speak" pre-defined animation for characters that will automatically play whenever they're the active speaker during dialogue
Added "Behaviors" section to the Game Configuration dialog for managing NPC behavior presets without needing to use the Map Editor
Added "Display Name" setting to the Voxel Editor and Map Editor for assigning an object's display name (used when interacting with multiple scripted objects via keyboard)
Added "Custom Properties" section to the Item Editor for defining custom item properties (string, number, or boolean types)
Added "Loading Image Override" setting to the Map Properties panel for overriding the default loading screen image per map
Added popup dialog when enabling free movement from the Game Configuration dialog with information about the feature being in an alpha state
Updated attach point tool in the Voxel Editor to allow attach points to be created by clicking directly on the grid without the need for an existing voxel
Updated "Duplicate Frame" functionality in the Voxel Editor to copy any existing textures to the newly created frame
Updated alpha slider in the Voxel Editor to allow values between 0 and 0.9 and changed the increment value from 0.05 to 0.01 for allow for finer tuning of transparency
Updated alpha slider in the Voxel Editor to include icons on each end of the slider to make it more apparent which end is which (min vs. max alpha)
Updated movement speed setting for tile platforms to allow speeds in increments of 0.1 instead of requiring an integer value
Updated "On Equip" and "On Unequip" item script functionality to store the equipment slot ID in a local variable named $slot for use in the script
Updated "Add Effect" scripting function to properly validate the effect name parameter to ensure the value is a string
Updated "Detach Object" failure message from an error to a warning when attempting to detach an object from an attach point with nothing attached
Updated dialogue functionality to not use typing effect when called from the "Display Choices" function without a speaker entity specified
Updated stretch mode for background image in the Main Menu Editor to default to "Keep Aspect Covered" for best compatibility
Bug Fixes:
Fixed issue that would sometimes cause a crash if the player saved the game after having dealt damage to an enemy or having received damage
Fixed issue where directional attack animations for characters ("attack_north", etc.) were not being properly triggered in certain scenarios
Fixed issue where disabling mouse movement controls in the gameplay configuration would prevent tool item scripts from working on tiles
Fixed issue where the player's mouse sensitivity setting was losing the correct sensitivity value after restarting the game
Fixed issue with "When Player Interacts" and "When Next to Player" resource dropdowns not being hidden when an NPC was set to be attackable from their behavior settings
Fixed issue with the obstacle reaction script dropdown on the NPC behavior settings panel not being populated with values until clicked on
Fixed issue with the obstacle reaction script dropdown not being hidden on the NPC behavior settings panel when switching to a move direction of "None" or "Random"
Fixed issue where undo/redo actions were not being created when an entity's scale was changed from the Entity Properties panel
Fixed issue that could occur in-game or in the Map Editor when editing or referencing a tile that previously had a character on it but the character had been removed
Fixed issue in the Map Editor where a tile sometimes couldn't be deleted from the map ("remove_entity_id_lookup" error was displayed in console)
Fixed issue where the Y and Z values of an entity's scale were switched on the Entity Properties panel when selecting an object or character in the Map Editor
Fixed issue where models with transparency could be seen through the marker icons that are shown above entities in the Map Editor
Fixed issue with "Add Object" scripting function where attempting to use an invalid tile coordinate was not being properly handled and displayed in the console
Fixed issue with "Hide Group" and "Show Group" scripting functions not working properly when used to hide/show effects
Fixed issue with "Display Image" scripting function not working properly unless both the duration and background color were explicitly specified
Fixed issue where the "Character enters tile" event wasn't being triggered after the player character was moved with "Put Player" then walked to another tile
Fixed issue where the "Character stops on tile" event wasn't being triggered after the player character was moved with "Put Player"
Fixed issue in Combat Editor where the battle map dropdown was not being updated when switching to a menu-driven turn-based battle
Fixed issue that could occur when attempting to attack with an unlimited use ranged weapon that didn't have an object model defined
Fixed issue where characters configured as "Two-Dimensional" were being rotated when firing a ranged weapon instead of only triggering their directional attack animation
Fixed issue in Dialogue Editor where a player node could be dragged back on itself, which would then result in a broken dialogue
Fixed issue in Dialogue Editor where player nodes would be dragged when attempting to drag and select the dialogue text while in compact mode
Fixed issue in Main Menu Editor where the background image's appearance was not being updated properly when switching images until the editor was resized
Fixed issue with the stretch mode for main menu background images and loading screen images not working properly when the image was larger than the screen size
Fixed issue where changing properties in the Effect Editor would affect another effect after using "Save As" to copy an effect then opening the original effect
Fixed issue with Y and Z scale values on the Model Properties panel being reversed for attach points in the Voxel Editor
Fixed issue with UI theme not being properly applied to equipment slots, shop item slots, and crafting input slots
Fixed issue where the editor was not properly checking for changes to the Quest Editor or clearing out the quest list when closing the project
Documentation:
Added initial version of built-in docs for "Pushing", which includes a basic walkthrough of how to set up a pushable object
Added initial version of built-in docs for "Skill Slot", which includes basic info about the skill slot element and a scripting example
Updated "Scripting Reference" built-in docs to include list of global, map, camera, party, and system variables
Updated "Entity Properties" built-in docs to include descriptions for each tile trigger event (including new events for pushable objects)
Updated "Tile", "Object", and "Character" built-in docs to include info about the "textures" property, which returns an array of textures for the entity
Updated "Tile", "Object", and "Character" built-in docs to include info about "attachment["x"]" and "effect["x"]" properties for referencing attachments and effects
Updated "Character" built-in docs to include info about the "behavior" property for retrieving and modifying a character's behavior
Updated "Map Editor" built-in docs to include info about using Shift and Shift + Alt to add/remove entities from the current selection
Updated "Global Event Scripts" built-in docs to include info about several global event scripts that were missing
Updated "Conditional Expression" built-in docs to include info about the "!contains" syntax (i.e. "doesn't contain")
Updated "Debug Console" built-in docs to include info about using "self" keyword to reference the entity at the mouse cursor's location
Updated "Codex" built-in docs to include a code example of inserting a new key/value pair into a codex
Updated "Array" built-in docs to include info about the "remove" function and a code example of using it with an array
Updated "Give Item", "Remove Item", and "Add Item To Container" built-in docs to include info about return values (i.e. number of items added/removed)
Updated "Add Tile", "Add Object", and "Add Character" built-in docs to include info about return values (i.e. reference to new entity)
Updated "Assign Entity ID" built-in docs to include info about return value (i.e. true if the ID was successfully assigned, false otherwise)
Release Notes for v1.0.6.4
New Features/Changes:
Added initial background map implementation for menu-driven turn-based battles (assigned in Combat Editor, party members spawn starting at center of map going eastward)
Added "Object enters tile", "Object stops on tile", and "Object exits tile" trigger events for tiles for use with pushable objects ($object variable contains object)
Added "On Equip Script" and "On Unequip Script" settings to the Item Editor for equippable items, which get triggered when the item is equipped/unequipped (self is character, $item is item)
Added "Random Speaking Pitch" character setting to the Voxel Editor which will randomize the pitch of a character's voice as they speak
Added "Scroll Wheel Grid Controls" editor setting for the Map Editor to turn off Shift/Ctrl + Scroll Wheel grid level controls
Added confirmation dialog to the Script Editor when pressing ESC or clicking the cancel button and the Bauxite source code field has been edited
Updated "Duplicate Frame" functionality in the Voxel Editor to copy any voxel groups to the newly created frame
Updated menu-driven turn-based battles to play death animations for enemies when applicable instead of immediately removing them from the map
Updated "Replace Navigation" scripting function to force the player to release a pushable object if navigation was removed between them and the object
Updated "Set Entity Model" scripting function to only replace the model when different than the current model in use
Updated Bauxite syntax highlighting to include "map" as a built-name variable name (e.g. when used with "map.name" or "map.groups")
Bug Fixes:
Fixed roguelike issue where mouse movement was inadvertently being allowed even when disabled by interacting with something from a distance
Fixed issue in the Voxel Editor with the option to automatically attach an object in-game not working properly
Fixed issue where voxel groups were not being updated when using the arrow buttons or the move tool to move grouped voxels
Fixed issue in the Map Editor where the scale of the pending character/object couldn't be adjusted with Shift + Scroll Wheel if the grid level was locked
Fixed issue where the new tile's collision override was not being applied when replacing a tile's model with "Set Entity Model"
Fixed issue with navigation paths not being properly updated in some scenarios when the player would push an object to a new tile
Fixed issue with "Duplicate" functionality not working properly when attempting to duplicate an effect from the Game Explorer
Fixed issue with "Reset Entity Rotation" function not properly resetting the character's direction after being rotated with "Rotate Entity Towards"
Fixed issue with "mp" and "max_mp" stats not working properly in-game when attempting to access or modify their values
Fixed issue with "quests" and "skills" character properties not being accepted as valid syntax when used in a "for" expression (e.g. for $quest_id in player.quests)
Fixed issue with the Asset Library where the OK and Cancel buttons were outside of the dialog box when using the Russian localization
Fixed "nonexistent signal" error that would display in the console window when opening an item container
Documentation:
Updated "Map Editor" built-in docs to include info about pressing Delete in Connect/Navigation mode to remove all navigation paths to a tile
Updated "Map Editor" built-in docs to include info about Ctrl and Alt modifiers for picking a resource and/or grid level while in place mode
Updated "Character" built-in docs to include info about "name" property and "portrait" property