Releases: Phazorknight/Cogito
v1.1
What's Changed
- cogito_button: Added class_name CogitoButton to allow scripts to inherit it by @BrodyB in #365
- Bug fix for current build: Update cogito_player.gd by @Vroodot in #368
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Cogito Attributes: Enhanced functionality and implementation. These can now be invisible, and each interaction can be set to check for a certain attribute. Will follow up for a more in depth explanation soon. Also see #376
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Dual Interaction: Fixed unlocked doors not working without key.
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Keypad: Now saves proper state and entered coe.
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Cogito Scene: added option to force save temp save state
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Deathscreen: Added load save and back to menu buttons
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InteractionComponent and CogitoObject: Some new parameters. Should not break anything.
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PlayerInteractionComponent and PlayerHUD: Update to the interaction prompt display mechanism. Shouldn't break anything but if you've changed these, you might need to watch the merge carefully.
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Doors: Update to how rotation is handled to make it more user friendly and just better in general. This will require you to update all your door scenes that are rotation based!
Known potential issues:
There's a few that still need some testing and tweaking. If you find any more / new bugs, please open an issue and make sure to share your used Godot and Cogito version.
- Death screen: Load save / back to menu buttons don't seem to work in the Legacy demo scene.
- Cogito_scene: "Auto save on enter" does nothing at the moment
- CogitoAttribute: AttributeVisibility.Interface does nothing at the moment
New Contributors
Full Changelog: v1.0...v1.1
v1.0
v1.0 release
Special thanks to all contributors and collaboratos!
Special thanks to @niefia , @OvercastInteractive and @mrezai for the help of getting 1.0 over the finish line.
While not 100% bug-free, Cogito is now in a good-enough place to be used as a template for game projects.
There'll still be bugfixes and improvements coming, but at a reduced frequency.
Auto generated changelog below:
What's Changed
- Fix null check guard typos by @pcbeard in #6
- Add interaction_text_when_locked by @pcbeard in #8
- Remove .godot directory, update .gitignore by @pcbeard in #10
- Reload config after resuming from pause by @pcbeard in #9
- Update to input_helper v4.3.1 by @pcbeard in #11
- Add "Drop" interaction prompt when carrying an object by @pcbeard in #7
- Cache all component paths from the code into @onready variables by @pcbeard in #14
- Refactor test motion by @pcbeard in #15
- Add option for bi-directional door swing (using rotation tween) by @grgp in #22
- Bringing Experimental into Main by @Phazorknight in #24
- Sprint, crouch, and walk footstep volume by @ac-arcana in #50
- Dynamic Footstep System by @ac-arcana in #58
- Improving jump functionality by @FailSpy in #69
- Add multiple surface functionality for meshes in Footstep System by @FailSpy in #70
- Improve in-air behavior for crouch and slide jumps by @FailSpy in #82
- QOL: Add keypad shortcuts so users can type with keyboard by @FailSpy in #85
- Lightzone Switch component by @kk1201 in #88
- Remove .godot folder and its remaining files still in git tracking by @grgp in #92
- fix ladder impulse by @widoyzra in #91
- Implement intent-sensitive ladder snapping, sprinting by @FailSpy in #96
- Use unix timestamps instead of strings by @FailSpy in #103
- Update Readme.md by @ksjfhor in #113
- Scaling viewport appropriately by @FailSpy in #111
- [WIP] Add GUI scale setting to options by @grgp in #90
- Added a toggle for Bunnyhopping by @ksjfhor in #115
- Grammar and spelling fixes for README by @aredshift in #100
- Make interactions be blocked by Environment safely by @FailSpy in #114
- Ladder collision fixes and buffer timer by @FailSpy in #117
- Add automatic leave() for deleted carried objects by @FailSpy in #118
- Impact Attribute Damage by @ac-arcana in #109
- Automatic shader tools for easy disabled clipping on viewmodels (ViewmodelSpace) by @FailSpy in #119
- Sliding Sound by @ac-arcana in #125
- Correct spelling mistakes in Lobby scene hints by @samaritan-sw in #132
- Fix COGITO_O1_Demo.tscn scene load error by @samaritan-sw in #133
- Fix for sliding sound when jumping mid slide by @ac-arcana in #135
- Add "is_carryable_while_wielding" property by @samaritan-sw in #139
- Instantiate nodes using position instead of global_position by @samaritan-sw in #141
- Extend particle lifetime to avoid render server error by @samaritan-sw in #142
- Fix laser angle when shooting close to walls by @samaritan-sw in #145
- Player script style changes by @ac-arcana in #143
- Pause Menu Style Changes by @ac-arcana in #146
- Fix typos in "description" property of pickup items by @samaritan-sw in #147
- item charge no longer shows if item has the no_reload tag by @brian-holsters in #153
- Base Tab Menu by @ac-arcana in #157
- Enhancement/wieldable decouple by @brian-holsters in #151
- Footstep sounds in sync with head wobble, wobble intensity is adjustable by @BrodyB in #161
- Cogito_Switch style changes and Player Hud Style Changes by @ac-arcana in #162
- Cogito Door Style Changes plus Close Door Without Interactor by @ac-arcana in #163
- refactor: Store player attributes in Dictionary instead of Array by @aronand in #165
- Turn on television_modern.tscn by @ksjfhor in #149
- Simplifies interaction input handling and refactors reload logic to be more performant by @aronand in #169
- Add lock_state_changed signal to CogitoDoor by @ac-arcana in #177
- Separates interactable updating from PlayerInteractionComponent to InteractionRayCast by @aronand in #173
- CarryableComponent Improvements by @ac-arcana in #188
- Setup read the docs by @ac-arcana in #191
- Fix typo in yaml file by @ac-arcana in #198
- Read the docs by @ac-arcana in #199
- Read the docs errors by @ac-arcana in #200
- Added Grid Inventory that can be enabled or disabled by @PeterD23 in #194
- Fix loading a existing scene state by @mrezai in #224
- Fix rifle firing, prevent it when reload animation is playing by @mrezai in #225
- Fixes some player's physics issues. by @mrezai in #226
- Fix - cogito_health_attribute.gd by @PasterLak in #231
- Fix player rotation after scene transitions by @mrezai in #233
- fix readme under development warning by @yoshimatsudev in #235
- Flashlight turn on/off while walking fix + more features by @KrysisDK in #236
- Flashlight: Better Commenting + Restructuring by @KrysisDK in #240
- Fix FootstepSurfaceDetector raycast bug by @mrezai in #248
- Fixed fridge inventory update by @antono2 in #256
- Fixed player detection for Pressure Plates by @niefia in #258
- Fall/Jump Landing Audio by @niefia in #253
- Added Footstep system to NPC by @niefia in #262
- NPC Door handling by @niefia in #270
- Fixed backwards text on Platform by @niefia in #275
- Fix - Out of ammo hint to use Ammo name by @niefia in #279
- Fix - Audio volume change update signal by @niefia in #282
- Added Physics save/load to RigidBody CogitoObjects by @niefia in #284
- Interaction Ray + Shapecasting for easier object interaction by @OvercastInteractive in #281
- PR to merge updates from phazor_wip into main by @Phazorknight in #286
- Remove & gitignore .tmp files by @niefia in #287
- Spawn on Death Array + NPC corpse by @niefia in #289
- Fixes for Currency update by @niefia in #290
- Fixed issue where Projectile would spawn at world orgin instead of bullet_point in Godot 4.3 by @JohnnyThunder2 in #285
- Added projectile stick_on_impact by @niefia in #291
- Lightmeter options + improvements by @niefia in #295
- Quick Fix for issue #283 by @niefia in #299
- Cogito Sittable by @niefia in #265
- Prevent sound_on_damage_taken playing on Death by @niefia in #301
- Saves try crouch to avoid issues on save ...