| Version Title/Number
| Date of Addition
| Additions Summary
|
| r1095
| 12/02/11 |
- NPC Path Block released.
- Adds the ability to have camera blocks not pause the game.
|
| r1089
| 09/30/11 |
- Storage blocks will correctly save out again tile entities.
|
| r1087
| 09/25/11 |
- Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Access the FOV on an EntityCreature via .fov
- Pathing only simplifies the current segment walking along now.
- Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while.
- Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you.
- Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. (Times are all in milliseconds)
- Store block correctly renders its items and the sky renders correctly now when looking at a store block.
- Bullets from mobs will now no longer come from their feet but instead their waist.
- Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
- Can disable random pathing on EntityCreature's via .canPathRandomly.
- Can adjust random looking on EntityLiving
- canLookRandomly - Will this entity try to look around randomly
- randomLookVelocity - How fast will this entity look when randomly looking
- randomLookRate - How often will the entity try to look randomly in ticks.
- randomLookRateVariation - Max amount of ticks to add to the randomLookRate
- randomLookNext - How many ticks before choosing a new random look velocity
|
| r1062
| 09/20/11 |
- Fixed slime jumping
- Fixed multiple block placing
|
| r1058
| 09/19/11 |
- Fixed a crash bug with scrolling over Piston Heads in the inventory
|
| r1057
| 09/18/11 |
|
| r1056
| 09/18/11 |
- For scripting Vec3's can be created via Vec3(x, y, z) and have a few helpful functions on them
- add(ScriptVec3 other)
- subtract(ScriptVec3 other)
- double length()
- double distance(ScriptVec3 other)
- scale(double s)
- Custom Items can now be created by creating a property file and placing it in the items folder of your map. Each property is assigned by propertyName=propertyValue and they are listed below
- itemID - ID to use for this item
- name - Name of the item
- iconIndex - Index into the item.png to use for the icon
- maxItemDamage - Maximum amount of damage this item can take
- maxStackSize - The max amount this item can be stacked
- onItemUsedScript - Name of the script file to use for when the item is clicked with
- itemUsed is filled with the item being used on script execution
|
| r1048
| 09/15/11 |
- Player's move speed is effect now by moveSpeed
- Move speed greater than 1 will allow faster movement than 1 now
- Changing rifle to use rifle ammo again and not pistol ammo
- Adds the ability to execute a script on the various movement key presses and stop them from occurring
- keyID has the key pressed and keyState has whether the key was pressed down/up
- If the last line returns false then it will be as if the player didn't press that key
- keyboard.keyForwardScript - Script to run when pressing forward
- keyboard.keyBackScript - Script to run when pressing back
- keyboard.keyLeftScript - Script to run when pressing left
- keyboard.keyRightScript - Script to run when pressing right
- keyboard.keyJumpScript - Script to run when pressing jump
- keyboard.keySneakScript - Script to run when pressing sneak
- Added functions/variables to EntityLiving
- gravity - Controls how fast this entity falls
- jumpVelocity - The upward y velocity upon jumping
- jumpWallMultiplier - The upward y velocity upon jumping against a wall will be this number multiplied by jumpVelocity
- jumpInAirMultiplier - The upward y velocity upon jumping in the air will be this number multiplied by jumpVelocity
- shouldJump - Says whether this entity should be trying to jump or not
- airControl - The multiplier for how much the player can effect their horizontal velocity while in the air
- void fireBullet(float spread, int damage) - Fires a bullet using the entities position and facing. Spread effects how much randomness is added to the bullets trajectory.
- Added to Entity
- hitVec3, blockHit, entityHit = rayTrace(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null. This will ignore this entity during the ray trace.
- hitVec3, blockHit, entityHit = rayTrace(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null. This will ignore this entity during the ray trace.
- Added to World
- hitVec3, blockHit, entityHit = rayTrace(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null.
- hitVec3, blockHit, entityHit = rayTrace(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null.
- hitVec3, blockHit = rayTraceBlocks(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If a block is hit then hitVec3 has the position hit and blockHit the block's coordinates.
- hitVec3, blockHit = rayTraceBlocks(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If a block is hit then hitVec3 has the position hit and blockHit the block's coordinates.
|
| r1040
| 09/11/11 |
- Entities can now path through triggered and unlocked doors.
|
| r1039
| 09/11/11 |
- Full weapons will show their ammo bar.
- Shotgun muzzle flash works once again.
- Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started).
- Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround).
- Pathing improvements with regards to clip blocks, fences, and paths requiring jumping.
- Creatures will now actually use their paths if they have a target
- Zombie and skeleton firing slightly altered. The "Score" will no longer print when you die.
- Spawning should no longer pop you up above a block 2 blocks higher
- Moving blocks can now squeeze through 1x1 holes in the ground without converting into items
|
| r1027
| 09/05/11 |
- Adds better reloading to the shotgun, pistol, and rifle.
- AdventureCraft sound resources can now be automatically downloaded. (Just helpful for adding sounds for new versions)
- Can deactivate an active cutscene via effect.cancelCutscene().
- Automatically changing the sound string's from Javascript to lower case.
|
| r1022
| 09/05/11 |
- Fix for terrain2.png and terrain3.png sometimes loading as white textures.
- Can no longer crash minecraft with /cameraadd if a nonnumber is supplied.
- Glass can now take translucent textures.
- '\n' will create line breaks with the UILabel now.
- Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
|
| r1017
| 09/04/11 |
- The map download screen no longer goes crazy.
|
| r1016
| 09/04/11 |
- Models can be attached to each other by the variable .modelAttachment on them.
- Cave sounds disabled.
- Can specify the texture width and height on models at model creation time Model(texWidth, texHeight).
- UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
|
| r1010
| 09/02/11 |
- Replace the MC logo on the main menu.
- Entities have on them now .isFlying which can be set True for them to fly around.
- Can edit the time of camera points with an editbox by right clicking them.
- The sound in cutscenes is now based off the cutscene camera not the player's position.
|
| r1004
| 08/28/11 |
- Fixes a crash when a cutscene plays in the second save/map you play within a single session of AdventureCraft
- Adds effect.fovModifier which adjusts the FOV used for rendering
|
| r1002
| 08/28/11 |
- Cutscene camera is cleared upon quiting a map.
- UI Labels can now have their position be set as floats.
- The HUD can be enabled/disabled via ui.hudEnabled.
|
| r998
| 08/21/11 |
- Bullets and arrows no longer collide with ladders.
- Hit particles now render with the correct texture for blocks using terrain2.png and terrain3.png.
|
| r995
| 08/21/11 |
- Fixes a crash involving bad images with animated textures.
- Adds the ability for explosions via effect.explode(ScriptEntity owner, double x, double y, double z, float strength, boolean flaming)
|
| r993
| 08/20/11 |
- Store block is now render pass 2 so it can be translucent.
- Store block's GUI text can all be replaced via the lang file.
- A couple trigger crash fixes (edge cases with storage blocks).
- All ladder directions render correctly their back side now.
- Pistons properly render pushed blocks with terrain2.png or terrain3.png.
|
| r987
| 08/20/11 |
- Sand will be placed correctly when generating maps from terrain images now
- Removed the height factor with populating snow for terrain image based maps
- F3 Debug Info will have information from the terrain image displayed
- Can toggle if fluids are collidable by clicking on them via /fluidcollision
|
| r983
| 08/11/11 |
- Animated fire, lava, portal, and water textures can be replaced now.
- Animated fire, lava, portal, and water textures will automatically scale down now if they are larger than the destination image.
|
| r982
| 08/10/11 |
- Fixes rendering issues with the player being stunned.
- Fixes issues with replacing a texture with one of a different resolution.
- Ignores texture replacements that have already been done.
|
| r977
| 08/07/11 |
- Adds the ability for animated textures.
- Either via animations.txt in the map's directory
- animName, textureToUpdate, animationTexture, x, y, width, height
- Example: sword, /gui/items.png, /swordanim.png, 32, 64, 16, 16
- effect functions
- registerTextureAnimation(String animName, String texName, String animatedTex, int x, int y, int width, int height)
- Example: effect.registerTextureAnimation("sword", "/gui/items.png", "/swordanim.png", 32, 64, 16, 16)
- unregisterTextureAnimation(String animName)
- Example: effect.unregisterTextureAnimation("sword")
- Items can be store and saved with more than 127 items (up to 2^31-1).
|
| r971
| 08/06/11 |
- Paintings won't pop off once again if they are missing blocks behind them
- Portals won't take you to the nether anymore
- HD Texture Support (Was a pain since did it from scratch)
- custom_fire.png
- custom_lava_flowing.png
- custom_lava_still.png
- custom_portal.png
- custom_water_flowing.png
- custom_water_still.png
|
| r965
| 08/05/11 |
- Reductions to map sizes
- Cactus no longer grow.
- Grass decaying to dirt won't result in the chunk being saved out.
- Leaves won't decay anymore.
- Generating Chunks won't result in them being saved till they get changed.
- Players by themselves won't result in chunks being saved.
|
| r962
| 08/02/11 |
- Adds a URL Block when triggered will ask the player if they want to goto the specified URL (Note you can paste a URL into the GUI)
- Can ask the player if they want to goto a URL from scripts
- script.openUrl(String url)
- script.openUrl(String url, String msg)
- Can copy and paste into the chat bar
|
| r960
| 08/01/11 |
- Just changing the behavior slightly for the download map screen to immediately start the map once its done downloading. Also no longer can back out of downloading since it didn't actually back out and could result in issues.
|
| r958
| 08/01/11 |
- Redid the main screen splitting up creating new saves, loading saves, and editing maps.
- Loading into a file should always result in map editing and debug mode being disabled now.
- Adds an arrow class for scripting.
- int getInBlockID()
- ScriptVec3 getInBlockCoords()
- boolean getIsPlayersArrow()
- void setIsPlayersArrow(boolean b)
- ScriptEntity getOwner()
- Can now get the entityID of entities in scripting (via .entityID) as well get entities by their ID with world.getEntityByID.
|
| r954
| 07/31/11 |
- Launcher should now work fine for those experiencing issues with DJ on MacOS
- Furnace Fixed so it works properly again
- Shop Block can be used with a sword
- Shop Block will give its item now if you have the exact amount and its in your hand and becomes the first free slot.
|
| r951
| 07/30/11 |
- Fixed pathToEntity (curses for no one telling me it didn't work).
- Can spawn entities in scripts via world.spawnEntity(entityType, x, y, z).
- Current types you can spawn : Arrow, Snowball, Item, Painting, Creeper, Skeleton, Spider, Giant, Zombie, Slime, Ghast, PigZombie, Pig, Sheep, Cow, Chicken, Squid, Wolf, PrimedTnt, FallingSand, Minecart, Boat, Egg, Fireball, FishingRod, SkeletonSword, SkeletonBoss, Bat, Rat, NPC, SkeletonRifle, SkeletonShotgun, ZombiePistol, Bomb, Boomerang, Bomb Arrow, Hookshot, and Script
- UIContainer, UIRect, and UISprite changed to allow floating point numbers for position and height.
- Can now create models in scripts via the Model Class
- addBox(String boxName, float offsetX, float offsetY, float offsetZ, int width, int height, int depth, int u, int v)
- addBoxExpanded(String boxName, float offsetX, float offsetY, float offsetZ, int width, int height, int depth, int u, int v, float expand)
- setPosition(double newX, double newY, double newZ) - Sets the previous position as well so it won't lerp between the old and new
- moveTo(double newX, double newY, double newZ) - Sets just the current position so it will lerp over a tick
- moveBy(double moveX, double moveY, double moveZ) - Moves the model taking into account the rotation.
- setRotation(float newYaw, float newPitch, float newRoll)
- rotateTo(float newYaw, float newPitch, float newRoll)
- rotateBy(float rYaw, float rPitch, float rRoll)
- removeFromRendering() - Stops the model from rendering
- addToRendering() - Adds the model for rendering
- Undo/Redo stack saves the cursor now.
|
| r942
| 07/28/11 |
- All stairs can form corner stairs with each other now
- Adds corners in for slopes
|
| r940
| 07/27/11 |
- Fixes the palette
- Fixes the sleep script command
|
| r938
| 07/27/11 |
- Adds 14 new stairs
- Adds 16 slopes
- Can execute scripts from other script files via script.runScripts(fileName). The other script can't sleep but if you want to sleep then create a function in another file on loading and sleep within the function.
- Adds a new module called keyboard to scripting
- bindKey(int keyID, String scriptName) - Executes the specified script whenever the specified key is pressed
- unbindKey(int keyID) - Removes the script bound to the specified keyID.
- bindAllKeyScript(String scriptName) - Whenever any key is pressed, the specified script is run. The variable keyID contains the ID of the key pressed.
- unbindAllKeyScript() - Removes the binding to the script for all key presses.
- isKeyDown(int keyID) - Returns if the specified key is down.
- getKeyName(int keyID) - Returns the name of the specified keyID
- getKeyID(String keyName) - Returns the ID of the specified key name.
|
| r933
| 07/22/11 |
- Was looking to see if I could squeeze in slopes I want to get a little more work in them before their release. Corner stairs will occur automatically which means you won't be able to do whatever you want with them but the most common cases should be covered fine. What this will mean is shortly I will be giving you a bunch of various stair blocks. Diagonal fences are also automatic and should work fairly well.
|
| r929
| 07/21/11 |
- Torches were being broken by nudging, pasting, and falling blocks but have been fixed.
|
| r926
| 07/21/11 |
- Added a Paste tool.
- Added a Nudge tool.
- Can change the reach of tools in debug mode with the Alt+Mouse Wheel.
|
| r919
| 07/20/11 |
- Add Undo/Redo which can be controlled either via Ctrl+Z and Ctrl+Y or /undo and /redo.
- Water and Lava are now easy to destroy.
|
| r917
| 07/20/11 |
- Fixes Tile Entities not having their changes saved out if its the only thing that changed in a chunk.
- NPC's won't talk if their text is set to nothing.
- Can destroy chests again in debug mode
|
| r914
| 07/19/11 |
- Pegasus Boots changes:
- Can no longer wall jump off clip blocks
- The camera view shifts gradually instead of immediately after a wall jump
- Launcher for Linux will no longer keep trying to download SWT though it also won't use the launcher browser either.
|
| r911
| 07/17/11 |
- Added Pegasus Boots for wall jumping and double jumping.
- Can open chests with swords now.
- Items no longer swap if left clicking with no item in the offhand.
- EntityLiving has new additional varibles:
- canWallJump - Can this entity wall jump or not by jumping when colliding against a wall
- timesCanJumpInAir - How many times can this entity jump in the air
- jumpsInAirLeft - How many jumps are remaining for this entity in the air (this gets reset to timesCanJumpInAir upon landing)
- item_onAddToSlot_%d.js, item_onAddToSlot_%d_%d.js, item_onRemovedFromSlot_%d.js and item_onRemovedFromSlot_%d_%d.js are new scripts that get executed when the specified item is added/removed from a slot. slotID is loaded with the slot number that the item is being removed/added to.
|
| r901
| 07/15/11 |
- Storage Block Crash Fixes
|
| r900
| 07/14/11 |
- Fixes storage block loading tile entities correctly. (Fixes Argeria)
- Fixes items in store block being lit incorrectly.
- Iron doors can be reached through on their top block (Fixes Basel Heit and other maps that might have used that once upon a time).
|
| r897
| 07/14/11 |
- Fixed various issues with the map download screen
|
| r895
| 7/12/11 |
- Fixes Crash Bug with chests
|
| r894
| 7/11/11 |
|
| r893
| 7/07/11 |
- Tile Entity Bug Fix
- Sound Override Bug Fix
|
| r892
| 7/07/11 |
- You can now control thunder with weather blocks or in scripts via weather.thunder.
- Also won't start randomly raining anymore
|
| r891
| 7/06/11 |
|
| r887
| 7/04/11 |
- Can now rate maps from one diamond to five diamonds in game.
|
| r886
| 7/04/11 |
- Map Download is getting its information from www.adventurecraft.org
- Can see the author of a map when you hover over a map
- Can see the number of downloads of a map in game (note the first several days of downloads are currently missing for the maps)
- Download status bar won't show anything till the map actually starts to download
|
| r883
| 7/03/11 |
- Fixes a crash bug in r882
|
| r882
| 7/03/11 |
- Adds getLightValue to world for scripting
- Adds the ability to trigger with world
- triggerBlock(int blockX, int blockY, int blockZ) - Quick trigger on and off for the specified block coords
- triggerArea(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) - Quick trigger on and off for the specified area.
- setTriggerArea(int blockX, int blockY, int blockZ, int minX, int minY, int minZ, int maxX, int maxY, int maxZ) - Enables an active trigger for the specified area from a specified block. Trigger area will remain active till its removed.
- setTriggerArea(int blockX, int blockY, int blockZ, int areaID, int minX, int minY, int minZ, int maxX, int maxY, int maxZ) - Enables an active trigger for the specified area from a specified block with a specified areaID. Trigger area will remain active till its removed.
- removeTriggerArea(int blockX, int blockY, int blockZ, int areaID) - Removes a trigger for a specified block coord and areaID.
- removeTriggerAreas(int blockX, int blockY, int blockZ) - Removes all triggers for a specified block coord.
- Map download screen supports more than 6 maps now at the normal resolution
- Simple variables in scripting get saved out now (includes strings, booleans, and number variables).
- onInteraction is now accessible from scripts for EntityLivingScript
|
| r876
| 6/29/11 |
- Fixes a crash with clicking on the timer block UI
|
| r874
| 6/28/11 |
- Adds a new ingame Map Downloading screen.
- UISprite can specify the image's width/height.
- UI Label's won't render now if their alpha is set to zero.
- Cancels all scheduled block updates in blocks being replaced by a storage block.
- Fixing the option on Timer blocks being able to swap between Triggering the target and resetting the target.
- Timers can be inputted with text box entry.
- Scripted Entities and NPCs can have a script set for when the player interacts with them (onInteraction).
|
| r855
| 6/25/11 |
- Spawn blocks save the yaw the player was facing as they are activated.
- Fixing damage items being picked up correctly.
- World config now loads its light values from world info.
- Fixing crash with using the paint brush on gravel.
- Handling rendering items that don't actually exist.
- Can drop trees without the game crashing now.
- Adds to effect getLightRampValue(int i), setLightRampValue(int i, float f), and resetLightRampValues().
|
| r848
| 6/21/11 |
- Improved the launcher
- It should be better about reporting issues with the minecraft.jar (has mods/missing etc)
- Won't allow you to press start till its been installed correctly now (and removes installing once its correctly installed)
- Fixed running out of memory due to writing stats out to file (just disabled it for now).
- Fans update correctly as they get rotated.
- Can configure the light brightness ramp in /config.
- Can set full bright in debug mode via /fullbright
- NPC's can be scripted now.
- NPC's can be set to be attackable now.
- Exposed script variables on EntityLivingScript to scripts.
- onCreated
- onUpdate
- onPathReached
- onAttacked
- onDeath
|
| r834
| 6/17/11 |
- attackStrength works with bats, skeletons, skeleton bosses, skeleton guns, slimes, wolves, and zombie pistols. attackStrength controls the explosion radius of creepers and ghast fireballs. Added slime- and wolf-related methods.
- NPC now uses the scripted's pathing code instead of its own for pathing home
- Can toggle NPC pathing home on and off
- Scripting functions of getPathToHome/setPathToHome
- Adds a track player option for head tracking
- getTrackPlayer/setTrackPlayer
|
| r830
| 6/16/11 |
- Fixes crash with saving while the fishing hook is out.
- Fixes crash with unable to load up bad chunks.
- Fixes crash with loading bomb arrows.
- Movement speed is exposed on EntityLiving via getMoveSpeed/setMoveSpeed.
- Additional UI commands
- getScale() - The scale factor for the UI
- getGUIHidden()/setGUIHidden()
- getThirdPerson()/setThirdPerson()
- getFancyGraphics().
- NPCs are being prepped for scripting themselves as well.
- They now inherit from the scripted entities
- Have variables exposed to scripting (EntityNPC)
- name - Name over the NPC's head
- chatMsg - Message displayed when clicked on
- spawnX, spawnY, and spawnZ - Coordinates that the NPC will path back to
- Scripting blocks now have their coordinates loaded into xCoord, yCoord, and zCoord.
|
| r818
| 6/15/11 |
- Scripted Entities are defined by txt files in the entity directory of a map.
- They consist of a list of properties which are used to initialize the entity or determine which script is executed on events. Note all scripts have access to the entity with the ***variable named entity.
- health - How much health this entity starts with
- texture - The texture to initialize the entity with
- height - Height of the entity
- width - Width of the entity
- onCreated - Script run when an entity of this type is created (on either first spawn or reloading a saved map)
- onUpdate - Script ran once a tick for the entity
- onPathReached - Script ran once the pathed to target is reached
- onDeath - Script upon the entity dieing
- onAttacked - Script executed whenever this entity is attacked. The variable attackingEntity has the entity performing the attack and attackingDamage the amount of damage being taken. If the last line executed of this script is false then the rest of the attack doesn't go through.
- Has the functions:
- isPathing()
- clearPath()
- pathToEntity(Entity e)
- and pathToBlock(x, y, z)
- All UI Elements can have their parent specified as their last argument in the constructor.
- Paths being followed are rendered in debug mode and can be enabled outside of debug mode with /renderpaths
|
| r799
| 6/11/11 |
- 32 New Plant Blocks
- 2 New Lights
- 4 New Grass Variants
- 3 New Sand Variants
- 7 Overlay blocks (thin block that sits on top of another block could be used for plates, clock, etc)
- Fixed where crafting in the inventory is located
- Added hurtTime-, hurtTimeResistance-, and heldItem-related methods to scriptEntityLiving.
- Fixes eggs, fireballs, and snowballs so they can go through clip blocks.
- Fixed the missing wools in the palette
- Fixing brush and paint bucket resulting in their changes for the blocks to actually update
- Added ScriptEntityMob with attackStrength methods.
|
| r782
| 6/10/11 |
- Scripts on mob spawners for triggering get excuted if any mobs are spawned upon logging in.
- Missed integrating code for sound overrides.
- Fixed rendering of snow and rain.
- Fixed arrows resulting in print spam.
- Fixed launcher not being able to launch for non 1.6 versions of Java.
|
| r778
| 6/10/11 |
|
| r777
| 6/9/11 |
- I believe I have the running out of memory now fully tackled.
- I've also reduced with a new launcher I'm about to upload the memory it allocates from 1024MB to 512MB
|
| r774
| 6/9/11 |
- Makes eggs, fishing hook, hookshot, and snowballs able to pass through clip blocks by default.
- Adds mappings to getClassType for hookshot and fishing rod entities.
- Exposed the texture attribute for EntityLiving in scripts.
- getSlotContainingItem() will now return the armor slots if the item is in them, rather than -1.
- Added getSlotContainingItemDamage, returns the first slot containing an item with a specific damage.
- Lots of reductions in memory spikes
- Encouraging the GC to collect more often now
|
| r766
| 6/7/11 |
- Fixing up refreshing of textures that aren't available with other maps. (Was causing crashes)
- Adds UIContainers which can contain UI elements.
- UIContainer(x, y)
- Offset is x, y
- add(UIElement) - Adds a ui element to be rendered by this container
- addToBack(UIElement) - Adds a UI element to be rendered by this container to the back
- remove(UIElement) - Removes the UI element from rendering
- clear() - Clears everything from this container
- There is a default container called screen which everything gets added to by default
- Adds collidesWithClipBlocks to ScriptEntity
- Can retrieve the width of strings in scripts now with ui.getStringWidth
- Adds an option to center UILabels with the variable centered
|
| r760
| 6/6/11 |
- Fixed a crash bug with trying to load too large of an image
- Fixed a one off crash bug related to the music GUI with selecting the last song
- UI Elements get cleared when returning to the main screen
- Clip blocks don't collide now with arrows, boomerangs, and fireballs
- Falling sand was spawning with a height of 1.8 which has been fixed to be 0.98
|
| r755
| 6/6/11 |
- Fixes light bulbs not working
- Fixing tiny view distance
- Time now has a getTime and setTime function in addition to the get/set on it
- Adds UILabel(text, x, y) which displays text at the x and y position.
- red, green, blue, alpha control the color and alpha
- shadowed is true/false and controls if there is a shadow
- Can reposition with x, y
- Text can be changed via .text
- Adds UIRect(x, y, width, height, red, green, blue, alpha) which is a rectangle with the specified color
- Has variables with all the names from the init
- Adds UISprite(texture, x, y, width, height, u, v) - Displays a texture on the screen
- red, green, blue, alpha control the color and alpha
- Args are also all variables on UISprite
- All UI elements also have the below functions
- addToScreen
- removeFromScreen
- pushToFront
- pushToBack
|
| r747
| 6/5/11 |
- Music stops when quitting a map
- Music Blocks can stop music now
- Message blocks won't add a new line to the chat window when they have an empty string, now
- Fixes a crash when converting old maps due to the trigger manager hasn't been created yet
- Can now play sound and music with the "sound" module in javascripts
- sound.playSoundUI(soundName) - Plays a normal 2d sound
- sound.playSoundUI(soundName, volume, pitch) - Plays a 2d sound with a set volume and pitch change
- sound.playSound3D(soundName, x, y, z) - Plays a sound at the specified 3d position
- sound.playSound3D(soundName, x, y, z, volume, pitch) - Plays a sound at the specified 3d position, volume, and pitch change.
- sound.playMusic(musicName) - Plays the specified music
- sound.playMusic(musicName, fadeOut, fadeIn) - Plays the specified music, with fading out the current playing music over x ms and fades in the new music over y ms.
- sound.stopMusic() - Stops the current music
|
| r738
| 6/4/11 |
- Adds in the map icon and thrown fishing rod icon.
- Fixed the map rotating with pitch.
- Added tall grass subtypes
|
| r736
| 6/4/11 |
- Store blocks correctly render items with damage now
- Fixes bullets hitting nonliving entities
- Umbrella nerfed to be more reasonable its knockback
- Updates to 1.6.6
- Added getCursorItem() and setCursorItem() to player inventory.
|
| r720
| 5/29/11 |
- Whenever you hit an entity then hitEntity gets set to the entity hit.
- Whenever you hit a block then hitBlock will have a Vec3 with the block coordinates hit. Otherwise they get set to null if they aren't hit.
|
| r719a
| 5/29/11 |
- Fixed obfuscation issues causing TileEntity data to not be loaded.
|
| r719
| 5/29/11 |
- Changing setBlockMetadata to setMetadata and setBlockIdAndMetadata to setBlockIDAndMetadata
- Needed to store the damage for store blocks
- Player name can be set from the world config screen
- Disabled downloading of player skins and cloaks
- Can set/remove cloak texture on the player via getCloak/setCloak/removeCloak
- Adding to effect
- getOverlay
- getReplaceTexture which returns the replacement for a specified texture
- Fixing returning of items with itemID of 0 to instead return undefined
- When items are used AC will try to execute a script called item_%d.js (%d is the itemID) or for items with subtypes item_%d_%d.js (the second %d is the "damage")
- lastItemUsed will contain the item that just got used (make note if its the offhand then the items have been swapped so you will want to always treat the item like its in the main hand during this scripts execution)
- Scripts execute after the main code executes
- Dye is now in the palette
- Adds swingMainHand and swingOffHand to the player
- Adds getClassType to ScriptEntity which returns a string of what type of class this entity is
|
| r700
| 5/21/11 |
- Effect scripting is added (effect)
- ScriptEntity spawnParticle(String particleType, double x, double y, double z, double arg1, double arg2, double arg3)
- boolean replaceTexture(String textureToReplace, String replacement)
- revertTextures()
- setOverlay(String overlay)
- clearOverlay()
- setFogColor(float r, float g, float b)
- revertFogColor()
- setFogDensity(float start, float end)
- revertFogDensity()
- Script Block OnUpdate only occurs now if the block is triggered
- Adds global scripts
- OnNewSave - First time a save is created this runs
- OnLoad - Every time a save is created or loaded this runs next
- OnUpdate - Runs at the start of every tick
- AdventureCraft shouldn't crash now if missing version.txt
- Adds a new config screen via /config to configure global scripts
- getItemInSlot and decrementItem will return undefined back if there is no item
|
| r693
| 5/21/11 |
- Fixes the issues with heartPiece.png and powerGlove.png causing crashes
|
| r691
| 5/20/11 |
- Overlays persist through saves
- Replacement textures persist
- Can replace biomeMap.png, waterMap.png, grass/foliage color images (unfortunately can't change pine/birch tree foliage)
- Bomb damage was calculated incorrectly so was dealing 5 times as much damage as intended. Decreased it to max of 20 from the max of 50 it was previously.
- getCurrentItem and getOffhandItem for scripting return back undefined if nothing is held in that hand
|
| r684
| 5/17/11 |
- Effects block can have overlay textures from the overlays folder in the maps folder
- Textures can be replaced via the effect block by having a text files in the textureReplacement folder. Example of a replacement below
- /terrain.png,/mterrain.png
- Fixed bullets not being effected by difficulty for damage taken.
- Player name is set to ACPlayer (probably will be map specific with skin downloading disabled in the future)
- Effect block has entry in the lang file now
|
| r678
| 5/15/11 |
- Added Effects block with the current features: fog manipulation and particles.
|
| r668a
| 5/15/11 |
- Ensured multiple time.sleep()s work in one script.
|
| r668
| 5/14/11 |
- Added the following commands to Entity:
- getImmuneToFire()
- setImmuneToFire(boolean)
- getFireLevel()
- setFireLevel(int seconds)
- getFireResistance()
- setFireReistance(int divisor)
- getAir()
- setAir(int ticks)
- getMaxAir()
- setMaxAir(int ticks)
- getStunned()
- setStunned(int ticks)
- Moved attackEntityFrom() to the base Entity class for scripting.
- Shouldn't be able to take damage from multiple spikes at the same time any more (resulted in skeleton bosses dieing really quickly).
- Can disable mobs burning in daylight by issuing the command /mobsburn.
|
| r661
| 5/14/11 |
- Fixed time.sleep() breaking the scope of scripts. You can now have multiple sleeps in one script.
- Fixed music block sliders.
- Added isInsideOfWater() and isInsideOfLava() functions and dropItem(Item item) to Entity.
|
| r656
| 5/10/11 |
- Message block GUI is fixed so it won't try to access beyond the sound list.
- Scripting Java files have been moved so Rhino can find them correctly (means you can actually create Items now).
- Scope is now separate for scripting on a per scripting object (Script Blocks, mob spawners, etc).
|
| r653
| 5/9/11 |
- Fix for being able to attack a stun target multiple times (also addresses Skeleton bosses dieing almost instantly on spikes).
|
| r652
| 5/9/11 |
- Sounds can be overridden with a different extension than the original sound.
|
| r651
| 5/8/11 |
- Sounds can be overridden by being placed in the soundOverrides directory (needs to be the same folder structure as the resources directory).
- Message and Music blocks when editing can have multiple pages for sounds.
- Music being played is saved on exiting a save and stopped then restarted when loading the save again.
- New items can be created in script either via Item(itemID), Item(itemID, quantity), Item(itemID, quantity, damage).
- Changed getBlockId to getBlockID and setBlockId to setBlockID.
- Can sleep scripts via time.sleep(seconds) (note if you do this currently with OnUpdate scripts you will have multiple ones executing at the same time till I change it so you can only have one per block/entity at a time).
|
| r642
| 5/8/11 |
- Fixes addItem(Item item) and swapOffhandWithMain() not working.
- Adds the AdventureCraft version number in game.
- Multiplayer button removed.
- (Silent update, these update notes were included with r651)
|
| r639
| 5/7/11 |
- Adds several new scripting commands, mostly for inventory manipulation. However, some are for controlling creatures.
|
| r633a
| 5/7/11 |
- Fixes the batch file to use ACBin.jar (only for the new downloads and not the update).
- Fixes obfuscation error r633.
|
| r633
| 5/7/11 |
- Fixes fast rendering so it renders correctly.
- Script block GUI works correctly again.
- Initial spawn points for new worlds should be set better now.
- World script functions will now work (forgot to make them public).
|
| r629
| 5/6/11 |
- The launcher can now update the game (except for sound files yet).
- Mob spawners with 0 spawns set will now trigger and detrigger.
- Ctrl + Mouse Wheel will change the offhand.
|
| r627
| 5/3/11 |
- Sword skeletons won't crash the game when you kill them now.
- Store blocks can have a trigger when a trade is executed.
- Store block can have either the buy item or sell item missing now.
- Pushed blocks are visible again.
- Armor is now at 25% per armor level.
- More than 10 heart containers can be displayed.
- Mac Client hopefully works now
|
| r618
| 5/3/11 |
|
| r610
| 5/1/11 |
- Fixed graphics options for auto far clip and 3d grass.
- Fixed rendering w/ smooth shading disabled. Fixed duplicating of entities when changing from very far to far view distance.
- Going backwards through view distances won't break if you try to go from very far to tiny.
- Adjusted render updates to match closer to base Minecraft code.
- SWT should now be downloaded for other OSs and JVM's beyond just win32.
|
| r605
| 4/30/11 |
This update is mainly for bugs that crept in with the 1.5 update but I threw in some mobs quickly that use guns for those who are making maps with guns. Nothing too special just skeletons and zombies with weapons.
- Fixed redstone texture.
- Fixed trigger memory to not render like grass.
- Hookshot and umbrella icon updates correctly now.
- Adds some new mobs: Skeleton w/ Rifle, Skeleton w/ Shotgun, Zombie w/ Pistol.
|
| r592
| 4/29/11 |
- Updated to work with Minecraft 1.5_01.
|
| r585
| 4/25/11 |
- Fixed a bug where you couldn't play maps without a scripts directory.
|
| r584
| 4/24/11 |
- Adds tons of additional new scripting commands.
- Music Instruments now can be played by right clicking then pressing 1 through 0 keys and using shift for sharps. Musical songs can trigger scripts.
- Mob spawners can have scripts for on spawning, on death, and on tick updates.
- Mob spawner UI revamped and added 3 additional OnDeath triggers.
- Sample musical scripts with the biome test with the file called musicScripts.txt and scripts in the script directory.
- Fixed a OnDeath trigger bug.
|
| r563
| |
- Animated fan texture can be replaced.
- Muzzle flash added to guns.
- Adding several new scripting commands.
- Adds a script block which can execute code OnTrigger, OnDetrigger, and OnUpdate.
- Some launcher improvements so won't try to popup a webpage if SWT doesn't work.
|
| r555
| | Timers with delay of zero now work correctly and redstone power will glow when triggered.
Also, the palette should work properly now.
|
| r553a
| | Started work on the new launcher. The installs are slightly larger but soon a feature for updating from the launcher will be created. Then just the update files will be releasing (the new jar and resources)
|
| r553
| | Fixing startup issues - Was some bugs due to new jar required to be in the classpath and a reobf issue.
|
| r552
| |
- Adds the starting of scripting. Currently can only be used when typing a text command and not having a / in the front. Only thing you can really do is set or get the time with time.set, time.get, time.setRate, and time.getRate.
- Fixes crash bug with the lantern in the offhand.
- Adds a pistol, assault rifle, and shotgun.
|
| r542
| | A bunch of small changes
- Music blocks no longer mess up if they have an empty name set.
- Timers can have a delay before triggering upon activation.
- Armor no longer is damageable.
- Entities no longer update during cutscenes.
- The time of day is seperated from world time and the time rate for time of day can be adjusted by weather blocks.
- Ladders can be freestanding now.
- Lights bulbs can be have their light value set by right clicking in debug mode on them.
- Adds a 5th trigger to the mob spawners that activates upon the spawns being killed.
- Adds a lantern that requires oil to stay lit (lasts 1 minute per unit of oil).
- Readds back the options for autofarclip and 3d grass.
- The size of decorative plants can be adjusted by right clicking in debug mode.
|
| r528
| | Updated to 1.4_01. (Make sure to delete your bin directory if you are extracting to an existing AdventureCraft install). The new light items now cast light when carried. Improved the memory handling of the handheld light sources
|
| r523a
| | Ladder Fix
|
| r523
| | Added 4 Stone Chairs, 16 Ladders, 12 Lights
|
| r520 | | New java launchers that should work better for people having issues in Windows. Fixes obfsucation issues (in particular the sliders not working on the palette screen). NPC Stick works again.
|
| r516 | | Upgrades to 1.4. Adds ropes and chains which can be climbed with spacebar if they are vertical and can walk on horizontal ropes/chains. Wolves can also be spawned from the mob spawners.
|
| r508 | | Adds chairs and tables. Fixed AO light blending to be correct for blocks that don't fill the entire cube. Spikes are now directional. Hookshot can now attach to the new wood blocks.
|
| r496 | | Performance improvements to the torch. Added the ability to have multiple terrain images be available for blocks. Adding 218 new decorative blocks.
|
| r481 | | Addresses mob spawners getting activated by a mob spawner being reset and detriggering its targets.
|
| r480 | | Fixes teleport messing up maps. Mob spawners properly reset.
|
| r477 | | Fixing triggers deactivating. Spawn blocks can now be triggered to set. Adds a heal/damage block. Adds a teleport block.
|
| r472 | | Bug fixing! Fixing trigger bounds to be saved correctly (fixes trigger states across saves). Fixes trigger pushables to have a name and saving activation state across saves. Fixing block activations to only return true if GUI isn't displayed (for trigger stick). Adds a trigger stick which lets you trigger blocks by left clicking or checking trigger states by right clicking.
|
| r464 | | Refactored triggering to work better. Adds a darkness block that is invisible but absorbs 2 light instead of a single unit of light. Adds a trigger that activates when a pushable block that is the same color becomes neighbors with it. Adds a block that is essentially block storage, it saves the state of all blocks within its area and when activated by a trigger will then load those blocks up. Fixed the boomerang size to behave how it looks. Fire no longer spreads in debug mode. Maps can include their own specific lang file.
|
| r453 | | Camera points can be deleted and have the interpolation method set for how it changes going to the next point. The cutscene camera path is rendered out as a curved line. Can set whether a camera interpolates from the player's view point or not and how. Player inventory will show how many heart pieces are picked up. Fixes bugs with resetting number of heart piece containers via /health and reaching four pieces.
|
| r441 | | Fans are animated now. Fans can be shut off by applying redstone power to them. Redstone power properly updates its direct neighbors on power changes. Fixes timer block resetting properly. Fixes timer block deactivating proeprly with 0 time. NPC skins will be shown in 3 columns.
|
| r432 | | Adds NPC's which just say a single line of text. To place them use the NPC stick and left click on them in debug mode. NPC textures are loaded from the "npc" directory within the current map directory. Changed water & lava to be destroyed more easily. Changed grass rendering to render 3d grass through blocks not being rendered.
|
| r420 | | Fixes cutscene camera flipping out with its rotation. Also fixes camera block freezing at the end. Third person camera state remains through activating a camera block. Redstone power blocks can now trigger doors properly.
|
| r416 | | Adds a cutscene camera, still some bugs with it left but mostly there. Right click on a block and then use "/cameraadd #" to add a camera point and "/cameraclear" to clear them all. Also adds a light bulb block that is invisible normally and can be turned off by being triggered.
|
| r398 | | Fixes bug with creating new worlds. Paintings will no longer auto pop off surfaces. Changed the redstone power model. Added half step subtypes to palette. No clip no longer deals damage or displays the block the player is within.
|
| r392 | | Terrain images can be loaded from the save directory if they fail to load them the map directory (for conversions). Fixes loading of map texture overrides. Adds a wrench which can be used to swap nonredstone/trigger blocks with a clicked on block. Wood and wool subtypes now in palette. Adds a couple new colors for coloring. Can toggle ice melting via /togglemelting and toggle leaves decaying via /toggledecay.
|
| r385 | | Fixes advancing the page on the palette
|
| r384 | | Can create random maps now when selecting a new world. Infinite stacks will display as infinite. Trigger memory should reset properly now. Hammer copies its metadata from its source to the targets. Destroying blocks can have extra width and depth settable in the palette. Mouse filtering on F8 is disabled (conflicted with next page of palette). No clip will enable flying if its not enabled. Skeleton boss health halved and fire will deal damage 4 times a second on him instead of once a second.
|
| r368 | | Fixed handheld torch performance and fully integrates optimine (will uses optimine's render updating code when not holding a torch). Mob spawners work correctly across saves (was double incrementing an index resulting in half the mobs not being found).
|
| r365 | | Upgraded to work with 1.3_01. Fixes mob spawner spawn bug and zombie button now works. Redstone trigger should handle resets properly if its active.
|
| r357 | | Fall damage code adjust so you can survive better landing in water. Mob spawners when are reset will reset the mobs spawned and mobs are now saved across saving/loading. BlockTimers can be reset now. Health of bats and rats reduced to more reasonable amounts. Fluids can be targeted/destroyed while in debug mode. Blocks no longer drop items when destroyed.
|
| r347 | | Umbrella can push entities. Maps can override any textures by having them in the map directory. Skeletons can spawned riding spiders. Adds /noclip and /help commands. Boomerang can go through clip blocks and activate levers.
|
| r337 | | Rain has particles when it hits blocks now. Adds an umbrella which has a max terminal velocity and extra push from fan blocks. Critters won't spawn automatically anymore. Changes how falling works to be velocity based instead of distance based. Can block fan blocks with other blocks. /removemobs will remove all living entities.
|
| r328 | | Adds the initial fan block. Fixes timer blocks not being initialized correctly on being placed.
|
| r324 | | Adds colored water via the waterMap.png. Each heart is now 4 health. Increased min fall before damage to 4 blocks. Adds a timer block. Adds a message block that can add text to the chat or play sounds (place in the sound directory within a map folder). Triggers will now render lines to what they trigger (starts black and goes to the color of the block it comes from).
|
| r315 | | Fixes a crash bug with the power glove. Spawning should work properly spawning at the point instead of underneath it. Can select slime sizes and minecart types for the mob spawner. Bat size has shrunk so should fit in a 1x1x1 space now. Falling blocks spawn in the center of coordinates now and will fill up an entire spawning area.
|
| r309 | | Adds some rat and bat sounds. Pushable block now fall if nothing is beneath them and put out fires.
|
| r305 | | Adds the power glove which can push/pull the pushable blocks. Mob spawner can be set what type of blocks/items spawn.
|
| r286 | | Mob spawners now can spawn more types of entities. Music fade in and fade out can be controlled and more can be seen. Fixes bug with items not being usable if a block is highlighted and locked doors no longer have lapis on the bottom and top.
|
| r281 | | Chest and locked doors will work now no matter what item is equipped. Bats are no longer synchronized that spawn together. Music no longer auto starts, music fades in from music blocks now, and the music will now loop. Can no longer double select an item with the mouse wheel. Bats flap faster and farther. Entities stunned by the boomerang no longer twitch.
|
| r275 | | New installer that can install via a MC login. Fixes a crash involving being hit by an arrow without an item in one of your hands. Minor adjustment to 3d grass texture to remove an annoying darker pixel. 3d grass will no longer glow if an override texture is set.
|
| r272 | | Adds the music block, 3d grass, and rat mob. Needs proper sounds for the rat.
|
| r268 | | Was missing the dispenser files in the last update :( Adds the bat but not quite done and uses currently ghast sounds.
|
| r267 | | Adds in the updated lang and images for Bomb Arrows. Dispensers work now with infinite items, can't be opened unless in debug mode, and can shoot bomb arrows. Auto far clip can be disabled in the options. Torch updates are reduced if the framerate goes does down.
|
| r261 | | Fixes some dual wielding bugs. Swap mouse buttons for hands. Adds in bomb arrows. BetterGrass can be toggled now. Autofar clip plane adjustments based on FPS (will add an option tomorrow)
|
| r255 | | Adds offhand which can be selected by ctrl + number. Couple Optimine performance improvements added (not the bulk though which improve tesselator and sorting). Left Click uses the main item and right click uses the offhand.
|
| r242 | | Pretty much have finished the hookshot for the moment. Will revisit it when I'm looking at offhanded items. Boomerang will now change icons when thrown to be a boomerang outline.
|
| r235 | | Lots of adjustments to snow and added rain. Weather can be controlled via weather blocks. Fixes blocks being placeable when not in debug mode.
|
| r223 | | Adds N3X15's SnowMod. Fully upgraded to 1.2_02 (mainly means I can update names). Redstone no longer can be placed unless in debug mode. Bombs actually get thrown a short distance now.
|
| r219 | | Adds bomb and destroyable blocks for the bombs. Fixes bug with changing render distance
|
| r213 | | Fixes a couple issues with the hookshot (boomerang interaction and gravity). map.txt is properly deleted on deleting a save. New installer! Misc cleanup refactoring.
|
| r209 | | Map folder has been moved to the root AdventureCraft folder, Humidity is now in the blue channel of biomeMap.png. Fixed it so you can toggle map editing on/off. Hookshot has been improved though still needs a visual pass on making it look right.
|
| r203 | | Fixed the moving fast after dieing bug again. Torch framerate is much better again
|
| r199 | | Works with Beta 1.2_01
|
| r197 | | Fixes issues with tiny render distance. Memory footprint should be smaller now if not using the very far render distance. Fluids now won't flow if debug mode is active making it easier to place them.
|
| r193 | | Fixes trigger inverters properly setting the trigger state on their target for target updates. Adds the redstone trigger and redstone power blocks for going inbetween triggers and redstone powering.
|
| r188 | | Fixes several bugs. Trigger memory can be set to not be reset on death. Trigger inverter's handle death reset correctly now. Map editing is moved to the maps directory. To actually edit the maps use the /mapedit command to enable map editing.
|
| r174 | | Fixes items from the palette being used up after one hit. All the new items and blocks now show tool tips.
|
| r172 | | Fixes locked doors being invisible
|
| r171 | | Add a clip block (invisible block that has collision), fixes items having shadows on invisible blocks, Fixes a couple bugs with reset on trigger.
|
| r162 | | Triggers can now reset their target. Trigger Memory upon being reset if activated will detrigger their target. Terrain images are now loaded from the save directory and if it doesn't have one creates flat terrain. Random gaps and rock on terrain won't be created anymore.
|
| r158 | | First release in the new format and going to use the revision number of the source depository for version numbers
|
| V4 | | Fixes a bug with triggers, add trigger memory and inverters.
|
| V3 | | Adds a palette GUI that can be to add any block/item to your inventory through the use of F7 and then using F7/F8 to scroll through all the items
|
| V2 | | Fixes the bugs involving dieing then moving extra fast and if set on fire the fire is removed before respawning. Also fixes the boss mob spawner to drop a heart container. Mob spawner sliders can now also be moved.
|
| V1 | | Initial Release
|