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- ##
- ## GCSx ( http://sourceforge.net/projects/gcsx/ )
- ##
- **
- ** Copyright (C) 2003-2006 Janson
- **
- ** This program is free software; you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation; either version 2 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- Version 0.0.6.X:
- + Added 'idle' command (may become a function or remain a command)
- + Added object/entity member access- ex: this.sprite.x or simply sprite.x
- + Fixed several bugs relating to placing sprites in editor (invalidates old .gcs files)
- + "Select All" selects all sprites on a layer, if a sprite tool is active
- + Fixed import of images with alpha
- + Fixed resource, script, etc. names to always be case insensitive
- + Can use 'compile' and 'decompile' in console window with script names containing spaces
- + Added 'void' return type for functions
- + Added some more shortcut keys to common menu items
- * Various bug fixes, loose ends, optimizations in scripting language compiler / bytecode / interpreter
- * Generalized several code modules (mostly GUI) to share with another project I'm working on
- * Fixed precompiled headers to work under Windows or Dev-C++; Haven't adjusted Unix makefile to match
- + GUI tweaks- Color tweaks, scrollbars/sliders depress while held
- + Console commands disabled when inappropriate (gameplay vs editor mode)
- * Terminology changes- "Image/Tile Set", "Font", "Animation Group", "Function Library" (not using Library to mean several different things)
- (working on rewriting world browser, including context menus, folders, and "new" menu)
- Version 0.0.6.1328:
- - Resource names are "sometimes" case sensitive still, currently working on it
- + Lots of revamping to the scripting language, bytecode, and compiler (new reference being written as gcs-lang.html- consider all documentation works-in-progress at this time)
- + Added 'debug' command to scripting language to output anything to the debug console
- + Rewrote applicable portions of bytecode compiler- now at same stage it was previously (support for local and global variables of basic types, local functions, expressions, if/else, and do/while/until/break/continue/restart)
- + Proper script parse/compile/link "as needed" and "on demand"; stores bytecode in file if compiled
- + First version of bytecode interpreter, running at 100-150x speed of C (handles basically everything the compiler can do)
- + Added ` as hotkey to toggle debug console, during editor and gameplay; removed ` as key for second tool, instead used right-shift
- + Fixed alt+hotkey and shortcuts not working if you had clicked on desktop
- Version 0.0.6.710:
- + Force power-of-two texture sizes (fixes obscenely slow rendering on some systems)
- + Fix obscure memory leak/bug in file open dialog (fixes crashes when loading a game, changing resolution, and loading another game)
- + Added miniscule delay to game loop until I get proper FPS/vsync working, should prevent 100% CPU for now
- + Properly updates script/etc indexes when name changes in editor (was preventing use of 'compile' on newly created scripts)
- + Fixed resource names to be case insensitive (was affecting 'compile' command again)
- + Fixed under/overflow/error display in FPS meter
- Version 0.0.6.684:
- + Word wrap, block indent/unindent, beginnings of auto-indent
- + Proper internal indexing of all world resources (for quick lookup by ID, name, etc.)
- + Spawning of sprites/objects
- + Gameplay display of scenes, tiled layers, and sprites (including optional wraparound and some basic effects like flip, mirror, rotate, alpha, colored tiles)
- + Use cursors to scroll scene (one pixel at a time) in pseudo-gameplay mode; use ESC/F12 to toggle menu overlay
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