Say hi to 0.1.4.0. It features lots of useful new keyboard shortcuts (F5 to export! Ctrl+W to close a tab!), a refined scripting API with raycasting functions and the usual assortment of bug fixes!
This new release introduces a version number for the scripting API which will be incremented when compability-breaking changes are made. This will help avoid breaking your game projects too often while the API stabilizes.
You can choose which scripting API version to use for your project in the administration tab. For new projects, I recommend you always use the latest version.
The drop-down list allows choosing which API version to use
The script API version 1 introduced in this release uses Vector3 classes instead of 3 numbers in Transform functions. See the relevant wiki page for details.
You can now press F5 to export your project from anywhere
You can now close tabs by pressing Ctrl+W
You can now open the Create Revision popup in assets by pressing Ctrl+S
Lists and trees can now be navigated using Home / End / Page Down / Page Up keys
You can now delete the selected texture rectangle with the Delete key
Added Vector3, Plane and Ray classes (with plane, model & map raycasting functions)
Add Script API Version switch in administration tab.
The spinning wheel in the asset preview panel is now displayed while a map and its tileset is loading
Introduction requests are now properly enqueue d until a connection to the master server has been established
Fixed initial selection in Create Asset popup
Fixed a bug that prevented setting a Camera component’s render viewport Y position & height properly
Fixed various crashes when a map takes too long to load
Lowered server NAT introduction timeout from 3s to 1s
Use Vector3 classes whenever it makes sense for Transform functions
So after Wednesday’s pretty beefy release, I’ve finally been able to start doing some prototyping for Project Waffle. My current focus is on implementing the gameplay basics with placeholder assets to find out what’s needed to make the game.
The Scripting API lacks several crucial features. Ray casting, game object creation / destruction are some of the most pressing needs. I’ve already started addressing those.
We’ll need some way to properly bind a weapon to a model node so that it can follow along during animations.
I’d like to implement the basics of the built-in store soon so that Project Waffle and other games can be distributed on it. I want to make CraftStudio into a great platform for gaming, game-making and modding and having the store with some free content will provide some great showcase for what’s possible!
Also, we shall have a high score / leaderboard API pretty soon!
If you’re one of the few who contributed to “Backstage access” level or above during CraftStudio’s crowdfunding campaign, you can add Project Waffle to your CraftStudio projects and come chat with us, play with the prototype and look at the project as it evolves (use the Manage button, Add Project… and then connect to “craftstud.io”). Otherwise you’ll just have to wait for a while
This update finally brings automatic NAT traversal to CraftStudio.
What does that mean? In most cases, you should now be able to have other people join your server without fiddling with your router / modem port settings, making collaborating much easier!
Implemented NAT introduction / traversal support
There’s now a status indicator in the menu pane on the left that will let you know whether you are currently connected to the master server (which handles authentication and updates) or not. When disconnected, the client will automatically try to reconnect 3 times with an increasing delay between each try before giving up and switching to offline mode. You can switch the offline mode on and off by clicking the status indicator.
The French and German (thanks sk2k!) translations have been updated.
I fixed a display issue with the (default) gamer picture in the Members pane of the Administration tab.
The cursor in edit boxes has been made thinner by one pixel. Yay!
No new features in these two updates, just some (much needed) fixes / hardening relating to the update system.
In other news, I’m still working on the whole “make inviting people on your server much easier” thing, it’s a complex feature so I’m not sure when it’ll be ready though.
Ok here go the changelogs!
I hardened the launcher’s update system to make sure it handles properly your local server’s Projects folder when updating, even if updating fails because the server is running or some other kind of error happens.
I added a confirmation dialog box when updating the server so you get a chance to back up your Projects folder (located in %APPDATA%\CraftStudio\CraftStudioServer\Projects) before updating.
I fixed the list view scrolling behavior when dragging rows around.
I made the client display an error message if the local server could not be started for some reason.
I spent the night fixing bugs and improving existing features. Here are some fresh updates for your downloading pleasure!
Most notable are the fixes for the game controls editor, the newly-added ability to reorder projects in the Manage popup and the orientation keyframes being fixed, but there’s lots of other cool stuff too. See for yourself:
Client 0.1.1.0 / 0.1.1.1 Changelog
Projects can now be reordered in the Manage popup by dragging them in the list
The user’s project count is now properly updated when a project is added / removed
Game controls editor
Add missing joystick index field for joystick button input source
Fix clipping / scrolling
Models & animations
Fix display bug in pivot offset text fields
Fix a major bug with animation orientation keyframes which made things jump around like crazy
Updated German translation (thanks sk2k!)
A message is now displayed in the chat when you connect / disconnect
The number of project entries downloaded is now displayed while connecting
Fixed some crashes
Runtime 0.1.0.3 changelog
Fixed Lua print() calls appearing in the console only after the game had exited because of buffering