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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00
Commit Graph

18 Commits

Author SHA1 Message Date
EmeraldBlock
4ceb15051a Improve screenshot dialog and algorithm
The CSS for checkbox and enum form elements is modified to make them fit better.

Map mode is made a separate setting in the screenshot dialog,
and the rendering process is made to match how it is done ingame.
2021-06-05 12:35:45 -05:00
EmeraldBlock
da6b1a437c Improve screenshots
Now renders shapes and optionally wires layer.
The screenshot dialog box gets two options:
Whether or not to show the wires layer,
and the pixel width of each tile.
The bug where onscreen buildings are not rendered is fixed.
2021-06-04 20:28:26 -05:00
tobspr
931c8a5821
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>
2021-05-23 16:32:05 +02:00
EmeraldBlock
c0027778ef
Hide wires layer grid with disable grid option (#991)
When the Disable Grid option is on,
the grid shown on the wires layer also disappears.
This is done by replacing the wires tile grid pattern
with a pure color that is the average color of the tile image.
The color also has the same transparency as the tile image.
The use of a pure color loses the grainy look of the image.
2020-12-07 18:43:58 +01:00
tobspr
e93b475f72 Rebalance, again 2020-09-29 11:14:27 +02:00
tobspr
db6db7caca Add sandbox building, restructure levels, show pinned shapes in constant signal dialog 2020-09-29 10:52:25 +02:00
tobspr
31641bedad Skip fade on low fps 2020-09-28 14:47:23 +02:00
tobspr
d5f7a78386 Allow copying wire values 2020-09-28 14:45:53 +02:00
tobspr
7cd1ee22fd Further fixes 2020-09-24 17:14:15 +02:00
tobspr
bca379ee89 Add setting to show chunk borders 2020-08-29 22:52:52 +02:00
Bjorn Stromberg
6a447e3583 Remove enumLayer and enumItemType 2020-08-15 19:47:01 +02:00
tobspr
75ab655998 Add basic logic gate and improve wires in general 2020-08-13 10:23:50 +02:00
tobspr
e0ba1452b2 Start to work on logical pins 2020-08-10 15:02:49 +02:00
tobspr
1f438e8c65 Minor art rework, update ratios 2020-07-06 22:14:45 +02:00
tobspr
755f4bd2ea Update artwork and minor fixes 2020-06-30 09:27:30 +02:00
tobspr
0967d5114c Initial take on wires 2020-06-28 19:34:10 +02:00
tobspr
17123fd7b9 Further work on the energy generator 2020-06-28 11:44:30 +02:00
tobspr
6677ff0a44 Initial take on wires 2020-06-24 22:23:10 +02:00