* Switch to npm in electron/
May change resolved package versions.
* Remove redundant electron-notarize dependency
The number of dependencies stays the same. Only direct mention in
package.json is removed.
* Assume Node.js 22.x and clean up dependencies
Targeting Node.js 22.x allows using the new fs.glob* functions, which
can replace the glob module. It is still downloaded as there are other
packages using it, but is no longer included in devDependencies.
Also remove @types/filesystem, as this API is not used anywhere in the
code, it is non-standard and some of it was removed from Chromium. Was
likely used with Cordova for YORG.io 3 mobile support.
* Update linting stack
Install the latest versions of the following packages:
- @eslint/js (^9.24.0)
- eslint (^9.24.0)
- typescript-eslint (^8.29.1)
and remove packages that are no longer used:
- @types/eslint__js
- yarn
Config files were not modified.
* Switch root package to npm
npm is able to resolve packages using yarn.lock as a resolution hint.
Note that files other than those included in this commit are
intentionally kept outdated, as they may need a bigger change.
Yarn seems to complain due to my hand-edited package.json, but
TypeScript packages are out of sync if I let it update the electron one.
To avoid these issues, update both packages.
* Migrate Electron wrapper to ESM
Use ESM syntax for main process, move some fs usages to fs.promises,
switch to import.meta.url/import.meta.dirname to handle file paths;
clean up redundant code.
* Add TypeScript support to Electron wrapper
The support is very basic, tsc is used to transpile code. Build scripts
are modified to not copy any Electron code other than preload.cjs and
use an extremely cursed setup to call the TypeScript compiler.
* [TS] Rename platform/storage
* Rewrite Electron wrapper
MVP, missing some features from the old wrapper and most planned
features. Some of the functionality hasn't been verified.
Many configuration files in this repository were created a long time
ago, then were modified as problems occurred. Now that there is
TypeScript support, it makes sense to clean up this mess, at least by
making small steps. This configuration is based on strict settings, but
most of these are currently disabled - otherwise it would be too hard to
work with existing JavaScript code. The downside of this change is
pollution of files with warnings and errors, even though they are valid.
- ESLint/TypeScript upgraded
- TS configuration is now shared between arbitrary Node scripts, Gulp
files and the Electron wrapper
- A few eslint-disable comments are removed
* Update Electron dependencies
This will break some mods and a few things were deprecated, but the
Electron wrapper will be replaced anyway.
* Add macOS and arm64 packaging tasks
As @chunkybanana has tested the general approach to building shapez on
macOS, I can now add these tasks. Aside from that, now there are tasks
to build for the 64-bit ARM variant of each system and a task that
builds packages for all platforms and architectures at once. A bug where
localConfig wasn't created when building for the first time was also
fixed.
The gulpfile is in a subdirectory and the scripts need to take that into
account. While there's already one such script, I forgot to add the
arguments in the new ones.
* Unify the version source
Changes the development config to use version from package.json and
makes the production config use the same utility function. Also removes
the version file as it's no longer needed.
* Remove some Steam references from build process
Removes files needed to publish the game on Steam and related tasks that
can be only used by the developer anyway. Only the build process is
affected, the actual game part still supports Steam integration.
* Refactor/add packaging tasks
Adds new Gulp tasks to create a distributable package of the game. A
task for macOS is not provided because signing needs to be figured out
first. Package creation tasks are also aliased in package.json for
future usage in external tools or CI. Aside from that, alternative
methods of downloading the libGDX Texture Packer are dropped.
* 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>
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict