|
|
|
#state_MainMenuState {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
flex-direction: column;
|
|
|
|
|
|
|
|
// background: #aaacb4 center center / cover !important;
|
|
|
|
background: #bbc2cf center center / cover !important;
|
|
|
|
|
|
|
|
.topButtons {
|
|
|
|
position: absolute;
|
|
|
|
@include S(top, 20px);
|
|
|
|
@include S(right, 20px);
|
|
|
|
display: grid;
|
|
|
|
grid-auto-flow: column;
|
|
|
|
@include S(grid-gap, 15px);
|
|
|
|
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|
|
.settingsButton,
|
|
|
|
.exitAppButton,
|
|
|
|
.languageChoose {
|
|
|
|
@include S(width, 25px);
|
|
|
|
@include S(height, 25px);
|
|
|
|
pointer-events: all;
|
|
|
|
cursor: pointer;
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: uiResource("icons/main_menu_settings.png") center center / contain no-repeat;
|
|
|
|
}
|
|
|
|
transition: opacity 0.12s ease-in-out;
|
|
|
|
@include IncreasedClickArea(2px);
|
|
|
|
opacity: 0.7;
|
|
|
|
&:hover {
|
|
|
|
opacity: 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.exitAppButton {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/main_menu_exit.png");
|
|
|
|
background-size: 90%;
|
|
|
|
}
|
|
|
|
|
|
|
|
.languageChoose {
|
|
|
|
@include S(border-radius, 8px);
|
|
|
|
border: solid #222428;
|
|
|
|
@include S(border-width, 2px);
|
|
|
|
background-color: #222428 !important;
|
|
|
|
background-size: contain !important;
|
|
|
|
background-position: center center !important;
|
|
|
|
opacity: 0.8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.fullscreenBackgroundVideo {
|
|
|
|
// display: none !important;
|
|
|
|
z-index: -1;
|
|
|
|
position: fixed;
|
|
|
|
right: 50%;
|
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|
|
bottom: 50%;
|
|
|
|
min-width: 100%;
|
|
|
|
min-height: 100%;
|
|
|
|
|
|
|
|
opacity: 0;
|
|
|
|
display: none;
|
|
|
|
transform: translate(50%, 50%);
|
|
|
|
filter: blur(D(3px));
|
|
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|
|
|
|
$opacity: 0.07;
|
|
|
|
&.loaded {
|
|
|
|
display: block;
|
|
|
|
opacity: $opacity;
|
|
|
|
|
|
|
|
@include InlineAnimation(0.1s ease-in-out) {
|
|
|
|
0% {
|
|
|
|
opacity: 0;
|
|
|
|
}
|
|
|
|
100% {
|
|
|
|
opacity: $opacity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.mainWrapper {
|
|
|
|
@include S(padding, 0, 10px);
|
|
|
|
align-items: start;
|
|
|
|
justify-items: center;
|
|
|
|
|
|
|
|
@include S(grid-column-gap, 10px);
|
|
|
|
display: grid;
|
|
|
|
|
|
|
|
&[data-columns="1"] {
|
|
|
|
grid-template-columns: 1fr;
|
|
|
|
}
|
|
|
|
&[data-columns="2"] {
|
|
|
|
grid-template-columns: 1fr 1fr;
|
|
|
|
}
|
|
|
|
|
|
|
|
.standaloneBanner {
|
|
|
|
background: rgb(255, 75, 84);
|
|
|
|
@include S(border-radius, $globalBorderRadius + 4);
|
|
|
|
box-sizing: border-box;
|
|
|
|
border: solid rgba(#fff, 0.15);
|
|
|
|
@include S(border-width, 4px);
|
|
|
|
@include S(padding, 15px);
|
|
|
|
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
|
|
|
|
strong {
|
|
|
|
font-weight: bold;
|
|
|
|
@include S(margin, 0, 4px);
|
|
|
|
}
|
|
|
|
|
|
|
|
h3 {
|
|
|
|
@include Heading;
|
|
|
|
font-weight: bold;
|
|
|
|
@include S(margin-bottom, 20px);
|
|
|
|
text-transform: uppercase;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
|
|
|
|
p {
|
|
|
|
@include Text;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
|
|
|
|
ul {
|
|
|
|
@include S(margin-top, 5px);
|
|
|
|
@include S(padding-left, 20px);
|
|
|
|
li {
|
|
|
|
@include Text;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.steamLink {
|
|
|
|
align-self: center;
|
|
|
|
justify-self: center;
|
|
|
|
width: 100%;
|
|
|
|
@include S(height, 40px);
|
|
|
|
@include S(width, 180px);
|
|
|
|
background: #171a23 center center / contain no-repeat;
|
|
|
|
overflow: hidden;
|
|
|
|
display: block;
|
|
|
|
text-indent: -999em;
|
|
|
|
cursor: pointer;
|
|
|
|
@include S(margin-top, 30px);
|
|
|
|
pointer-events: all;
|
|
|
|
transition: all 0.12s ease-in;
|
|
|
|
transition-property: opacity, transform;
|
|
|
|
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.9;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.logo {
|
|
|
|
display: flex;
|
|
|
|
flex-grow: 1;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
|
|
|
|
flex-direction: column;
|
|
|
|
@include S(padding-top, 20px);
|
|
|
|
img {
|
|
|
|
@include S(width, 350px);
|
|
|
|
}
|
|
|
|
|
|
|
|
.demoBadge {
|
|
|
|
@include S(margin, 10px, 0);
|
|
|
|
@include S(width, 100px);
|
|
|
|
@include S(height, 30px);
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: uiResource("demo_badge.png") center center / contain no-repeat;
|
|
|
|
}
|
|
|
|
display: inline-block;
|
|
|
|
}
|
|
|
|
|
|
|
|
position: relative;
|
|
|
|
.updateLabel {
|
|
|
|
position: absolute;
|
|
|
|
transform: translateX(50%) rotate(-5deg);
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
color: #fff;
|
|
|
|
@include PlainText;
|
|
|
|
font-weight: bold;
|
|
|
|
@include S(right, 40px);
|
|
|
|
@include S(bottom, 20px);
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
background: $modsColor;
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
@include S(padding, 0, 5px, 1px, 5px);
|
|
|
|
|
|
|
|
@include InlineAnimation(1.3s ease-in-out infinite) {
|
|
|
|
50% {
|
|
|
|
transform: translateX(50%) rotate(-7deg) scale(1.1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.betaWarning {
|
|
|
|
@include S(width, 400px);
|
|
|
|
@include PlainText;
|
|
|
|
background: $colorRedBright;
|
|
|
|
@include S(padding, 10px);
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
color: #fff;
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
border: #{D(2px)} solid rgba(0, 10, 20, 0.1);
|
|
|
|
}
|
|
|
|
|
|
|
|
.sideContainer {
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
@include S(width, 300px);
|
|
|
|
|
|
|
|
.standaloneBanner {
|
|
|
|
flex-grow: 1;
|
|
|
|
@include S(margin-bottom, 10px);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.puzzleContainer {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
flex-direction: column;
|
|
|
|
background: $colorBlueBright;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
grid-row: 1 / 2;
|
|
|
|
grid-column: 2 / 3;
|
|
|
|
position: relative;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include S(padding, 20px);
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
|
|
|
|
> .badge {
|
|
|
|
color: #fff;
|
|
|
|
text-transform: uppercase;
|
|
|
|
font-weight: bold;
|
|
|
|
position: absolute;
|
|
|
|
@include S(top, 10px);
|
|
|
|
@include S(right, 10px);
|
|
|
|
|
|
|
|
transform: translateX(50%) rotate(10deg);
|
|
|
|
@include Heading;
|
|
|
|
font-weight: bold;
|
|
|
|
|
|
|
|
@include InlineAnimation(1.3s ease-in-out infinite) {
|
|
|
|
50% {
|
|
|
|
transform: translateX(50%) rotate(12deg) scale(1.1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .hint {
|
|
|
|
@include SuperDuperSmallText;
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
@include S(width, 200px);
|
|
|
|
}
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
> .dlcLogo {
|
|
|
|
@include S(width, 190px);
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
}
|
|
|
|
|
|
|
|
> button {
|
|
|
|
@include S(margin-top, 20px);
|
|
|
|
@include Heading;
|
|
|
|
@include S(padding, 10px, 30px);
|
|
|
|
background-color: #333;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
|
|
|
|
&.notOwned {
|
|
|
|
p {
|
|
|
|
@include PlainText;
|
|
|
|
color: #333;
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
@include S(width, 190px);
|
|
|
|
}
|
|
|
|
> button {
|
|
|
|
box-sizing: border-box;
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
@include S(width, 190px);
|
|
|
|
@include S(padding, 10px, 20px);
|
|
|
|
}
|
|
|
|
}
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.modsOverview {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
flex-direction: column;
|
|
|
|
background: #fff;
|
|
|
|
grid-row: 1 / 2;
|
|
|
|
grid-column: 2 / 3;
|
|
|
|
position: relative;
|
|
|
|
text-align: left;
|
|
|
|
align-items: flex-start;
|
|
|
|
@include S(width, 250px);
|
|
|
|
@include S(padding, 15px);
|
|
|
|
@include S(padding-bottom, 10px);
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
|
|
|
|
.header {
|
|
|
|
display: flex;
|
|
|
|
width: 100%;
|
|
|
|
align-items: center;
|
|
|
|
@include S(margin-bottom, 10px);
|
|
|
|
|
|
|
|
.editMods {
|
|
|
|
margin-left: auto;
|
|
|
|
@include S(width, 20px);
|
|
|
|
@include S(height, 20px);
|
|
|
|
padding: 0;
|
|
|
|
opacity: 0.5;
|
|
|
|
background: transparent center center/ 80% no-repeat;
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/edit_key.png") !important;
|
|
|
|
}
|
|
|
|
@include DarkThemeInvert;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
h3 {
|
|
|
|
@include Heading;
|
|
|
|
color: $modsColor;
|
|
|
|
margin: 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
.dlcHint {
|
|
|
|
@include SuperSmallText;
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
width: 100%;
|
|
|
|
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: 1fr auto;
|
|
|
|
grid-gap: 20px;
|
|
|
|
align-items: center;
|
|
|
|
}
|
|
|
|
|
|
|
|
.mod {
|
|
|
|
background: #eee;
|
|
|
|
width: 100%;
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
@include S(padding, 5px);
|
|
|
|
box-sizing: border-box;
|
|
|
|
@include PlainText;
|
|
|
|
@include S(margin-bottom, 5px);
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
|
|
|
|
.author,
|
|
|
|
.version {
|
|
|
|
@include SuperSmallText;
|
|
|
|
align-self: end;
|
|
|
|
opacity: 0.4;
|
|
|
|
}
|
|
|
|
.name {
|
|
|
|
overflow: hidden;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.modsList {
|
|
|
|
box-sizing: border-box;
|
|
|
|
@include S(height, 100px);
|
|
|
|
@include S(padding, 5px);
|
|
|
|
border: D(1px) solid #eee;
|
|
|
|
overflow-y: scroll;
|
|
|
|
width: 100%;
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
pointer-events: all;
|
|
|
|
|
|
|
|
:last-child {
|
|
|
|
margin-bottom: auto;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.mainContainer {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
grid-row: 1 / 2;
|
|
|
|
justify-content: center;
|
|
|
|
flex-direction: column;
|
|
|
|
background: #fafafa;
|
|
|
|
@include S(padding, 20px);
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
// border: #{D(2px)} solid rgba(0, 10, 20, 0.1);
|
|
|
|
height: 100%;
|
|
|
|
width: 100%;
|
|
|
|
box-sizing: border-box;
|
|
|
|
|
|
|
|
.buttons {
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
align-items: center;
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
width: 100%;
|
|
|
|
}
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.modeButtons {
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: repeat(2, 1fr);
|
|
|
|
@include S(grid-column-gap, 10px);
|
|
|
|
align-items: start;
|
|
|
|
height: 100%;
|
|
|
|
width: 100%;
|
|
|
|
box-sizing: border-box;
|
|
|
|
}
|
|
|
|
|
|
|
|
.browserWarning {
|
|
|
|
@include S(margin-bottom, 10px);
|
|
|
|
background-color: $colorRedBright;
|
|
|
|
@include PlainText;
|
|
|
|
color: #fff;
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
@include S(padding, 5px);
|
|
|
|
@include S(width, 300px);
|
|
|
|
}
|
|
|
|
|
|
|
|
.playButton,
|
|
|
|
.continueButton {
|
|
|
|
@include SuperHeading;
|
|
|
|
@include S(min-width, 130px);
|
|
|
|
@include S(padding, 15px, 20px);
|
|
|
|
letter-spacing: 0.3em !important;
|
|
|
|
@include IncreasedClickArea(0px);
|
|
|
|
font-weight: bold;
|
|
|
|
color: #fff;
|
|
|
|
background-color: $colorGreenBright;
|
|
|
|
transition: transform 0.12s ease-in-out, background-color 0.12s ease-in-out;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
background-color: darken($colorGreenBright, 4);
|
|
|
|
opacity: 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
&.continueButton {
|
|
|
|
@include Heading;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.outer {
|
|
|
|
@include S(margin-top, 15px);
|
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.importButton {
|
|
|
|
@include IncreasedClickArea(0px);
|
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.newGameButton {
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include IncreasedClickArea(0px);
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include S(margin-left, 10px);
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.modsButton {
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include IncreasedClickArea(0px);
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include S(margin-left, 10px);
|
|
|
|
|
|
|
|
// @include S(width, 20px);
|
|
|
|
|
|
|
|
// & {
|
|
|
|
// /* @load-async */
|
|
|
|
// background-image: uiResource("res/ui/icons/mods_white.png") !important;
|
|
|
|
// }
|
|
|
|
background-position: center center;
|
|
|
|
background-size: D(15px);
|
|
|
|
background-color: $modsColor !important;
|
|
|
|
background-repeat: no-repeat;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
}
|
|
|
|
|
|
|
|
.savegames {
|
|
|
|
@include S(max-height, 105px);
|
|
|
|
overflow-y: auto;
|
|
|
|
@include S(width, 250px);
|
|
|
|
pointer-events: all;
|
|
|
|
@include S(padding-right, 5px);
|
|
|
|
display: grid;
|
|
|
|
grid-auto-flow: row;
|
|
|
|
@include S(grid-gap, 5px);
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
|
|
|
|
.savegame {
|
|
|
|
background: #eee;
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
@include S(padding, 5px);
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: 1fr 1fr auto auto;
|
|
|
|
grid-template-rows: auto auto;
|
|
|
|
@include S(grid-column-gap, 4px);
|
|
|
|
@include S(grid-row-gap, 1px);
|
|
|
|
|
|
|
|
.playtime {
|
|
|
|
grid-column: 2 / 3;
|
|
|
|
grid-row: 2 / 3;
|
|
|
|
@include SuperSmallText;
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
.level {
|
|
|
|
grid-column: 1 / 2;
|
|
|
|
grid-row: 2 / 3;
|
|
|
|
@include SuperSmallText;
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
.name {
|
|
|
|
grid-column: 1 / 3;
|
|
|
|
grid-row: 1 / 2;
|
|
|
|
@include PlainText;
|
|
|
|
display: inline-flex;
|
|
|
|
align-items: center;
|
|
|
|
|
|
|
|
> span {
|
|
|
|
display: inline-flex;
|
|
|
|
@include S(max-width, 140px);
|
|
|
|
overflow: hidden;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
button.resumeGame,
|
|
|
|
button.downloadGame,
|
|
|
|
button.deleteGame,
|
|
|
|
button.renameGame {
|
|
|
|
padding: 0;
|
|
|
|
align-self: center;
|
|
|
|
justify-self: center;
|
|
|
|
@include IncreasedClickArea(0px);
|
|
|
|
background: #44484a center center / 40% no-repeat;
|
|
|
|
}
|
|
|
|
|
|
|
|
button.resumeGame {
|
|
|
|
background-color: #44484a;
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/play.png");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
button.downloadGame {
|
|
|
|
grid-column: 3 / 4;
|
|
|
|
grid-row: 1 / 2;
|
|
|
|
background-color: transparent;
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/download.png");
|
|
|
|
}
|
|
|
|
@include S(width, 15px);
|
|
|
|
@include IncreasedClickArea(0px);
|
|
|
|
@include S(height, 15px);
|
|
|
|
background-size: 80%;
|
|
|
|
align-self: start;
|
|
|
|
opacity: 0.4;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
@include DarkThemeInvert;
|
|
|
|
}
|
|
|
|
|
|
|
|
button.deleteGame {
|
|
|
|
grid-column: 3 / 4;
|
|
|
|
grid-row: 2 / 3;
|
|
|
|
background-color: transparent;
|
|
|
|
@include IncreasedClickArea(0px);
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/delete.png");
|
|
|
|
}
|
|
|
|
@include S(width, 15px);
|
|
|
|
@include S(height, 15px);
|
|
|
|
align-self: end;
|
|
|
|
background-size: 80%;
|
|
|
|
opacity: 0.4;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
@include DarkThemeInvert;
|
|
|
|
}
|
|
|
|
|
|
|
|
button.renameGame {
|
|
|
|
background-color: transparent;
|
|
|
|
@include IncreasedClickArea(2px);
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background-image: uiResource("icons/edit_key.png");
|
|
|
|
}
|
|
|
|
@include S(width, 10px);
|
|
|
|
@include S(height, 10px);
|
|
|
|
align-self: center;
|
|
|
|
justify-self: center;
|
|
|
|
|
|
|
|
background-size: 90%;
|
|
|
|
opacity: 0.4;
|
|
|
|
@include S(margin-left, 4px);
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
@include DarkThemeInvert;
|
|
|
|
}
|
|
|
|
|
|
|
|
button.resumeGame {
|
|
|
|
grid-column: 4 / 5;
|
|
|
|
grid-row: 1 / 3;
|
|
|
|
margin: 0;
|
|
|
|
@include S(width, 32px);
|
|
|
|
height: 100%;
|
|
|
|
@include S(margin-left, 4px);
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
background-color: lighten($darkModeControlsBackground, 10);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.bottomContainer {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
flex-direction: row;
|
|
|
|
@include S(padding-top, 10px);
|
|
|
|
height: 100%;
|
|
|
|
width: 100%;
|
|
|
|
box-sizing: border-box;
|
|
|
|
|
|
|
|
.buttons {
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: repeat(2, 1fr);
|
|
|
|
@include S(grid-column-gap, 10px);
|
|
|
|
align-items: start;
|
|
|
|
height: 100%;
|
|
|
|
width: 100%;
|
|
|
|
box-sizing: border-box;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#crosspromo {
|
|
|
|
position: absolute;
|
|
|
|
@include S(bottom, 50px);
|
|
|
|
@include S(right, 20px);
|
|
|
|
@include S(width, 190px);
|
|
|
|
@include S(height, 100px);
|
|
|
|
pointer-events: all;
|
|
|
|
border: 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
.footer {
|
|
|
|
display: grid;
|
|
|
|
flex-grow: 1;
|
|
|
|
justify-content: center;
|
|
|
|
align-items: flex-end;
|
|
|
|
width: 100%;
|
|
|
|
grid-template-columns: auto auto auto 1fr;
|
|
|
|
@include S(padding, 10px);
|
|
|
|
box-sizing: border-box;
|
|
|
|
@include S(grid-gap, 4px);
|
|
|
|
|
|
|
|
&.noLinks {
|
|
|
|
grid-template-columns: auto 1fr;
|
|
|
|
}
|
|
|
|
|
|
|
|
&.wegameDisclaimer {
|
|
|
|
@include SuperSmallText;
|
|
|
|
display: grid;
|
|
|
|
justify-content: center;
|
|
|
|
grid-template-columns: 1fr auto 1fr;
|
|
|
|
text-align: center;
|
|
|
|
|
|
|
|
> .disclaimer {
|
|
|
|
grid-column: 2 / 3;
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .rating {
|
|
|
|
grid-column: 3 / 4;
|
|
|
|
justify-self: end;
|
|
|
|
align-self: end;
|
|
|
|
|
|
|
|
@include S(width, 32px);
|
|
|
|
@include S(height, 40px);
|
|
|
|
background: green;
|
|
|
|
cursor: pointer !important;
|
|
|
|
pointer-events: all;
|
|
|
|
@include S(border-radius, 4px);
|
|
|
|
overflow: hidden;
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: #fff uiResource("wegame_isbn_rating.jpg") center center / contain no-repeat;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.author {
|
|
|
|
flex-grow: 1;
|
|
|
|
text-align: right;
|
|
|
|
@include PlainText;
|
|
|
|
color: #888a8f;
|
|
|
|
a {
|
|
|
|
color: #333438;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
@include S(padding, 15px);
|
|
|
|
|
|
|
|
$linkBg: #fdfdff;
|
|
|
|
$linkBgHover: darken($linkBg, 2);
|
|
|
|
$linkColor: #55586a;
|
|
|
|
|
|
|
|
> .boxLink {
|
|
|
|
display: grid;
|
|
|
|
align-items: center;
|
|
|
|
grid-template-columns: 1fr auto;
|
|
|
|
|
|
|
|
justify-content: center;
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: $linkBg uiResource("icons/link.png") top D(3px) right D(3px) / D(9px) no-repeat;
|
|
|
|
}
|
|
|
|
@include S(padding, 5px);
|
|
|
|
@include S(padding-left, 10px);
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
@include SuperSmallText();
|
|
|
|
|
|
|
|
font-weight: bold;
|
|
|
|
box-sizing: border-box;
|
|
|
|
text-transform: uppercase;
|
|
|
|
color: $linkColor;
|
|
|
|
|
|
|
|
transition: background-color 0.12s ease-in-out;
|
|
|
|
pointer-events: all;
|
|
|
|
@include S(width, 120px);
|
|
|
|
@include S(height, 60px);
|
|
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
&:hover {
|
|
|
|
background-color: $linkBgHover;
|
|
|
|
}
|
|
|
|
|
|
|
|
.thirdpartyLogo {
|
|
|
|
display: inline-block;
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@include S(width, 50px);
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@include S(height, 50px);
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background: center center / 80% no-repeat;
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&.githubLogo {
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/* @load-async */
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background-image: uiResource("main_menu/github.png");
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}
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&.discordLogo {
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/* @load-async */
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background-image: uiResource("main_menu/discord.png");
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background-size: 95%;
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}
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}
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}
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> .sidelinks {
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display: grid;
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align-items: flex-start;
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justify-content: flex-start;
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grid-template-rows: 1fr 1fr 1fr;
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@include S(grid-gap, 3px);
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@include S(height, 60px);
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> a {
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color: $linkColor;
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background: $linkBg;
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height: 100%;
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&:hover {
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background-color: $linkBgHover;
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}
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@include SuperSmallText;
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text-transform: uppercase;
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width: 100%;
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@include S(padding, 2px, 10px);
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display: flex;
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align-items: center;
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justify-content: flex-start;
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@include S(padding-left, 25px);
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box-sizing: border-box;
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font-weight: bold;
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background-position: #{D(5px)} center;
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background-size: #{D(12px)};
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background-repeat: no-repeat;
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@include S(border-radius, $globalBorderRadius);
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transition: background-color 0.12s ease-in-out;
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&.redditLink {
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/* @load-async */
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background-image: uiResource("main_menu/reddit.svg");
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}
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&.changelog {
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/* @load-async */
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background-image: uiResource("main_menu/changelog.svg");
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}
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&.helpTranslate {
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/* @load-async */
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background-image: uiResource("main_menu/translate.svg");
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}
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}
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}
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}
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@include DarkThemeOverride {
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background: $darkModeGameBackground center center / cover !important;
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.mainContainer {
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background: $darkModeControlsBackground;
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.savegames .savegame {
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background: darken($darkModeControlsBackground, 5);
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color: white;
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}
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}
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Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
.modsOverview {
|
|
|
|
background: $darkModeControlsBackground;
|
|
|
|
|
|
|
|
.modsList {
|
|
|
|
border-color: darken($darkModeControlsBackground, 5);
|
|
|
|
|
|
|
|
.mod {
|
|
|
|
background: darken($darkModeControlsBackground, 5);
|
|
|
|
color: white;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.dlcHint {
|
|
|
|
color: $accentColorBright;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.footer {
|
|
|
|
> a,
|
|
|
|
.sidelinks > a {
|
|
|
|
background-color: $darkModeControlsBackground;
|
|
|
|
color: #eee;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
background-color: darken($darkModeControlsBackground, 5);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.author {
|
|
|
|
color: #bdbdbd;
|
|
|
|
|
|
|
|
> a {
|
|
|
|
color: white;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.thirdpartyLogo.githubLogo {
|
|
|
|
filter: invert(1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|