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Releases: Laumania/FireworksMania.ModTools

v2022.1.1

16 Jan 11:42
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How to upgrade Mod Tools

Unity is not currently able to update .git packages with the Package Manager (a feature tht should come in the future) - you have to do it manually.
To update a .git package, you simply just add the package again.

So just add the .git url again to the Mod Tools.


v2022.1.1

  • Added "IgnorePhysicsToolBehavior" component that you can add to gameobjects you don't want the player to be able to interact with via the Physics Tool. The "IgnorePhysicsToolBehavior" have 3 options:
    • "Always" meaning the player will never be able to use the physics tool on this gameobjects
    • "Only When Kinematic" Kinematic is Unitys name for what we in the game call "static", it means it not affected by physics force. This option will not allow the player to interact with the gameobject when it's "static". So lets say an gameobject is static, player can't move it. An explosion happens and the object is no longer static/kinematic, now the player can pick it up - however - if the player puts it back to static, the player can again not move it with the Physics Tool
    • "Only When Kinematic Once" is it the same as above, except once the object have not been static once, the player can use the Physics Tool on it, even if its static. This one is useful for object that should seem solid and none moveable until exploded
  • Added "IgnoreExplosionPhysicsForcesBehavior" which is basically the same as above, only this is related to explosion forces. Useful if cases where you want the player to move it around, but don't want it to be affected by explosion forces. An example here could be the "Boat" mod, to avoid the boat falling down if placed static and fireworks goes off
  • Added new EntityType "Hidden" which can be applied to EntityDefinitions that you don't want to show up in the Inventory because you spawn it yourself via code
  • Added new EntityType Smoke and Fountains - so you can put your stuff under these too
  • Made various changes to try and remove the majority of errors showing up in Unity when you hit play in your mod project
  • Moved some of the none-fireworks behaviors into an "Others" folder in the Unity UI when to try to add an component to an gameobject. Trying to make navigatin in that menu easier this way
  • Removed the FuseConnectionPointIndicatorPrefab as we are not actually using it anymore and it have been removed from the main game too
  • Added logic that should prevent you from putting multiple "SaveableEntity" components on an gameobject

v2021.11.6

04 Dec 14:10
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  • Nothing major, just upgraded the UMod version, shouldn't have any big impact

v2021.11.5

26 Nov 09:30
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  • Added validations on Fuse so it will log an error in Unity if you are missing particle effect etc. on the Fuse
  • Added "Random Pitch" to GameSoundDefinition so the game can add a random pitch to your custom sound to "fake" variations. Per default it is set to -0.1 and 0.1 which is what I also use default in the build in sounds and that seems to add a good variation, so for most of you, just leave it at that
  • Added "Fade In/out" to GameSoundDefinition so you custom sound can have a fade in/out. In most cases this is not needed, for like explosions etc. however, for sounds that kind of "start" and "end" more fluent, it might come in handy, ex. could be some of the "Fire Machine" sound where they right now stops kind of "too fast", a little fade would be good here I think - play around with it

v2021.11.4

14 Nov 17:27
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  • Changed the validation on the "IgnoreRigidbodies" to be a warning instead of an error, as the mod can actually work with this issue, it is just recommended to fix it

v2021.11.3

13 Nov 15:10
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  • Added more validation to the ParticleSystemExplosion and ParticleSystemSound to help inform that you are missing an ParticleSystemObserver component, as they need that to be able to work
  • Added validation to inform about if you have an empty/null item in yoru list of "ignore rigidbodies" on ExplosionPhysicsForceEffect, so you can either assign the fireworks own rigidbody to it, which you in most cases want, or remove the item for the list. Both are valid ways to fix this problem
  • Renamed "Layers" to "Affected Layers" on ExplosionPhysicsForceEffect to be a bit descriptive. The tool tip is still all wrong, but it is an Unity bug which should be fixed in a upcoming version
  • Added posibility to include "custom sounds" in your mod via the "Game Sound Definition". This means you can now include your own sounds in your mod and use them in all the scripts where you pick a sound from the drop down. First you need to drag in an audio file with the sound (typically .wav file) into your mod folder. Then you need to create an: Fireworks Mania -> Definitions -> Game Sound Definition. Then you drag in your audio clip from before into the game sound definition and set the various properties

v2021.11.2

06 Nov 16:19
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  • Fixed missing collider on the Dummy Fountain in the included ModSamples

v2021.10.3

01 Nov 21:10
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  • Reorganized how the github repo for the package to remove all that it is not specifically a part of the pack. This also means the .git url have changed - the new .git path can be found in the new README
  • Updated Readme to have much more info on how to get started creating mods. It takes you through all the basic setup stuff and to build your first mod
  • Changed logic in SaveableEntity so it now always tries to set the EntityDefinition by itself, if it finds an component that implements IHaveBaseEntityDefinition. This basically means that you do not have to set this anymore when creating a firework. Only for props this this needs to be set

v2021.10.2

19 Oct 22:00
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Change log

List of changes for each version of the Fireworks Mania Mod Tools.

How to upgrade Mod Tools

Unity is not currently able to update .git packages with the Package Manager (a feature tht should come in the future) - you have to do it manually.
To update a .git package, you simply just add the package again.

So just add the .git url again to the Mod Tools.


v2021.10.2

  • Added possibility to create Firecracker, Fountains, PreloadedTube, RomanCandle, SmokeBomb, Whistler and Zipper
  • Added "Dummy" prefabs as samples for all the above in the ModSamples folder. These are meant to be used as a starting point. Drag the Dummy prefab to the hierchy and Prefab-Unpack and create your own from there (I will do a video of this soon :))
  • Upgraded UMod to 2.8.6 (There is still the bug that the old mods prior to v2021.10.1 have to rebuild with the latest version. However, after a long dialog with the UMod creator, it actually looks like this might be a Unity bug. It have been filed as a bug to Unity
  • Removed the "locked" part of the EntityDefinitions, as the locked logic in the game is now done in another way
  • Added Developer references to the Mod Tools to point to this repository
  • Removed Muzzle and Trail materials from the Mod Tools as they were never meant to be there