Calamity engine devlog 3
we back baby
Fixed the github workflow!!
I finally figured out what was going on with the github workflow! The issue was that I was using an outdated version of download-emscripten and the emscripten version being downloaded was fried and that would mess up the loading. In the process of fixing the runner, i also migrated it to an arch container for no specific reason other than I like arch.
New examples and refactoring
I refactored every example (except graphics-settings and multi-window) to run on console platforms and work with controllers! The code in the examples is now a better resource for learning the ins and outs of Calamity Engine.
Input service fixes
You can now see what modifiers are active in a key event now (look at InputEventWithModifiers)
visible and enabled properties on Nodes
Before alpha 1.1, components (i.e. sprites) handled visibility individually but I decided that I don’t like that and now visibility a property of the node class! It is also inherited down the node tree to the children of the node.
I also added the enabled property to Nodes! While visibility affects the rendering, the enabled property basically stops all lifetime functions such as update, physicsUpdate and input along with render.
Full Windows support
Windows is now fully supported and every issue I have encountered is ironed out. The console is now hidden in release builds, etc, etc
New examples
I added the graphics-settings, multi-window, button and raycast examples. You can check these out on the website (except for graphics-settings and multi-window because those are desktop specific)!
Alpha 1.1
And with this devlog, I will be publishing Calamity Engine 1.1! i really don’t know what else to say so i attached a video of the new node-tree example
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