Releases: ColormaticStudios/quality-godot-first-person-2
v2.6
Here is v2.6 with some new features and documentation.
Changelog:
- Descriptions were added to the options in the inspector tab (bd60397)
- Controller sensitivity is now configurable (14a3fb1)
- Pitch is now invertible (40f5d21)
- The debug panel can now be activated with F7 (6c719b5)
- Improvements to the editor module (3567b15)
- A guide to staircase support was added to the wiki (54a07cc) - (b57da36)
As always, I encourage updating your projects for the latest features and bugfixes.
v2.5.2
Here is a fix for the camera jitter that I didn't even know was a problem, credit to @Knockturnal for pointing this out.
Changelog:
- Camera rotation is now handled in the physics process, so it can be executed synchronously (8a398ba)
- Controller head turn handling is moved to the new
handle_head_rotation
function (a8d151d)
That's all for this patch, hope you enjoy. Remember to update your projects to fix the camera jitter!
v2.5.1
Aand, here comes v2.5.1.
Changelog:
- The
crouch
andsprint
export variables were changed to contain their default in the code rather than in the scene, which would override all values in the script. (2d654f7) - A RESET animation value was not what it is supposed to be, so that was fixed. (be0001e)
- A couple minor things (6257f07), (c64deaa)
I encourage everyone to update their projects to this latest version, and thanks for 99 stars as of writing!
v2.5
Sooner than expected, here is release 2.5!
Changelog:
- A copyright comment was added to the top of the main script (12cf4d63abbde3c8930ac0ca08fbd7ab9b21bff2)
- There is now a gravity toggle in the options (468ff36f4d55caf9b9dfc00be36a0a1cd5aeedb5)
- Many comments were added to help beginners understand how it works (b928d6c76b251fbdf4ace466f5a5a834ed2887f1)
- The
_init
function now only resets vertical rotation instead of all rotation (c44be3fbfb04b5ea7f4ecc08203dd98f02d160c5) - The headbob animation now only resets when it is playing while the player isn't moving (02018a0105dcbaa6c98842193d9a55c07a92eeeb)
- An
if
statement was changed to amatch
statement in the mouse capture code (53935057cdc06f184cf21944c10aa9810fd001dc) - A cool new in-editor module has been added (2879337ad271112043dcea642e92e14c587d177a)
- Have an empty line, you deserve it. (80476b27571b296f2927b983c63b84f216644b6d)
Version 2.5 has some pretty cool new features and improvements, I recommend updating your project.
Also, thanks for the 87 stars as of writing!
v2.4.1
Here comes release v2.4.1, with a couple bug fixes, and one breaking change.
Here is the changelog:
- If you have unbound controls, it will send one debug message in stead of one every frame (issue #8) (bb36e697e45a83ae37c79a4cc79b310cf728b60f)
- The member variable
initial_facing_direction
was replaced with a function that takes the rotation of the body and moves it to the head. (11b41ea13dd17c3dba46740c478121c3add5122f) (Breaking change) - When you interrupt the landing or jumping animation, it will smoothly transition to the new animation instead of snapping (11958e502031b2bd9fdf9dabdbf27e7677168aba)
There are no major changes that were made, so this is just a minor release.
v2.4
Version 2.4 is here!
It brings a couple new features to this project, like new animations and easier reticle switching.
Changelog:
- I made an overhaul of the movement animations to make the controller feel more fresh and alive (3b78a2fcf8c33bfc796ff8d0ea9f2709b71f1343)
- I moved the immobility toggle out of the feature settings because it isn't a feature (eee84d84cca1417643e4fc076eb2d55639f073ef)
- I added a function to change the reticle during runtime and easily select one in the editor instead of having to manually change it (7de0801802c8247e27f54445dab5091d5473643c)
And that's all for this release. I know this isn't anywhere near the amount of changes that 2.3 had, but I want these cool new features to be in the hands of you guys as soon as possible, and I don't know when I'll make the next batch of changes.
I encourage everyone to update to this version from 2.3 because it offers cool new features.
Also, thanks for the 46 stars as of writing!
v2.3
This is release 2.3. It brings many fixes and changes to this project.
Changelog:
- I added an animation for jumping and landing that slightly rotates the camera up and down whenever you jump and land
- I decreased the brightness of the sun because the environment looked like it was almost peaking
- I made an overhaul of the crouching system. Instead of lerping between two values every frame for the camera height, it now uses a proper AnimationPlayer node. (In my opinion, the animation looks a lot better too). This also allowed me to fix the crouch ceiling detection system. Previously, the collision mesh was being scaled down without being moved down, so the player's origin was in the floor. This is now fixed. The crouch ceiling detection system now uses a sphere shapecast instead of a raycast, so you won't have any glitches if you stand up right underneath a low ceiling. I also fixed the bug where you could start sprinting while crouching underneath a low ceiling, and that would make you glitch.
- I changed how debug values are arranged, added one more, and adjusted readability
- I completely overhauled the test environment, however that will only effect first impressions and won't effect games. The first version I made had a great test environment, and before now this one sucked.
- The initial direction (left to right) that the headbob animation goes in is now random
- If you hold sprint before moving with the toggle sprint setting, it will now let you sprint
- The player is no longer able to jump when there is a low ceiling that requires for the player to crouch