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Releases: dgcor/DGEngine

DGEngine v1.2

22 Dec 12:42
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- add logging

- add publish preset optimized for release
- add tests
- fix static builds and add mingw support
- remove cmake_modules
- update CMakeLists.txt
- update CMakePresets.json
- update DGEngine.core
- update gamefiles
- update stlastar
- use LazyImageContainer from DGEngine.core

DGEngine v1.0

08 Sep 22:44
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Full Changelog: v0.5.1...v1.0

Edit: 1st December 2022: update artifact to use ubuntu 20.04 instad of 22.04 to work on older versions

DGEngine v0.5.1

15 May 13:39
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DGEngine v0.5.1 Pre-release
Pre-release
- update to latest DGEngine.core
- add support for SFML 2.6.0
- fix default automap visibility
- fix drawable position when out of screen flicker
- fix stlastar warnings
- integrate MPQ support into DGEngine and add it using physfs's public API
- load stormLib in unix
- refactor defines
- remove vcpkg ports
- remove wininet from StormLib
- update BindableText (add BindingFlags)
- update CI
- update LevelSurface
- update PhysFSArchiverMPQ
- update StormLib
- update file ops
- update gamefiles (translations, fixes)
- use custom regex engine
- zoom without zooming level drawables

DGEngine v0.5

09 Jan 11:40
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DGEngine v0.5 Pre-release
Pre-release
- refactor game to use DGEngine core
- add FileBytes resource type
- add Shape UIObject
- add action to delete audio
- add bindWhenHidden property to BindableText
- add portable mode
- add rightClick actions to Button
- add scale4xhq and xbrz4x shaders
- add support for BitmapFontTexturePacks with more than 256 chars
- add vcpkg port for physfs and sfml
- add x64 to project
- fix errors
- load grayscale palette on error
- override SFML wave implementation with one using dr_wav (faster)
- refactor CompositeTexture as a TexturePack
- refactoring to remove composite element parsing
- remove android build support
- remove rectpack2D
- rename Keyboard to InputEvent
- set default texturePack directions to 1
- setSmooth textures
- support for utf8 in FileUtils
- support for utf8 strings in BitmapText and StringText
- update gamefiles
- update to new lighting system using circles and BlendMode
- use more c++20
- use string_view in parsers

DGEngine v0.4.9

12 Nov 21:09
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DGEngine v0.4.9 Pre-release
Pre-release
- initialize PhysFSStream to nullptr

- make file.exists use lowercase fallback

DGEngine v0.4.8

12 Nov 12:43
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DGEngine v0.4.8 Pre-release
Pre-release
- fallback to lowercase names if file not found

DGEngine v0.4.6

12 Nov 12:36
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DGEngine v0.4.6 Pre-release
Pre-release
- fallback to lowercase names if file not found

DGEngine v0.4.1

03 Oct 15:22
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DGEngine v0.4.1 Pre-release
Pre-release
- fix clang errors

DGEngine v0.4.0

30 Sep 11:06
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DGEngine v0.4.0 Pre-release
Pre-release
- add itemCount to Inventory

- apply light radius from items to player
- update BUILD.txt
- update lighting
- update project
- use override instead of virtual
- update gamefiles

DGEngine v0.3.7

31 Jul 22:32
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DGEngine v0.3.7 Pre-release
Pre-release

Release for Windows

requires a C++17 compiler.

- add action to set scrollable speed
- add animation.set action
- add BlendMode to sprite and ImageContainers/TexturePacks
- add color to FreeTypeFont
- add CompositeSprite
- add CompositeTexture
- add DC6 image decoder from Worldstone
- add DCC image decoder from Worldstone
- add drawable bringtofront/sendtoback actions
- add horizontalAlign to string Text
- add offsets to imagecontainers
- add palette to BitmapFontTexturePack
- add rapidjson functions to get string and string_view
- add support for diablo 2 fonts
- add support for diablo 2 palettes
- add support to linking without Diablo file format support
- always calculate Panel's draw position and size
- copy sf::text from SFML and add align code to it
- drawable.move
- fix BindableText bug
- fix video hang with diablo2 videos
- increase framerate limit
- proper align string text
- refactor BitmapFont to use vertex array (faster for big texts)
- refactor BitmapText
- refactor Image
- refactor inputEvents to support keyRelease events and combinations of input events
- refactor key press to support repeated key presses
- refactor LoadingScreen to extend Animation
- refactor player walk code
- refactor ScrollableText into generic Scrollable for any UIObject
- refactor Sprite2
- refactor text classes
- refactor TexturePacks and ImageContainers
- remove isIndexed from TexturePack (assume it is, if it has a palette)
- rename player.moveToClick to player.walkToClick
- set window size to be minimum size if lower than minimum size
- store all resources in unordered_multimap
- store songs separate from other resources
- update A*
- update Animation
- update BaseAnimation
- update gsl
- update player animation range to use TexturePacks
- update rapidjson with string_view support
- update refSize and minSize after window is open
- use string_view in ParseUtils
- use texturePacks in images/buttons

- update gamefiles
- add flare player textures for all equipped weapon types in diablo
- initial diablo 2 gamefiles (requires DIABDAT)
- update flare credits
- walk using arrow keys

- add F1-F8 keyboard actions to add/remove gold, life, mana, experience (for testing purposes)
- add some initial quests (poisoned water, ogden's sign, farmer's orchard, etc)
- add all default levels (Diablo + Hellfire)
- add automap for all level types + flare

In Hellfire, to enter the crypt, drop the cathedral map near the church tomb. To enter the hive, talk to lester after reaching level 15 - press F7/F8 to change experience (and level).

Note: This is a work in progress. Some things aren't perfect and that's known.
Delete previous saves to avoid errors caused by changes.