ReleasesΒΆ
Past releases and future plans for prism. Open an issue on GitHub or talk to us on Discord to give input on priorities!
Release notes
Added
Compatibility for Lua 5.1, enabling web builds via love.js
Tests for all of the data structure classes
Better dark mode syntax highlighting in the documentation
A how-to on
SpriteAtlas
Fixed
Geometer fill tool crashing when used on the edge of a level
A bug with
SparseArray:remove()SparseMap:removeAllnot keeping track of countSparseMap:removenot completely removing the objectMany missed API changes in the tutorial, thank you to new users for reporting them!
Release notes
Fixed
Targets not validating when
falsewas the actual value passed inSystems actually checking their requirements
Release notes
Breaking
prism.Ellipserenamed toprism.ellipseprism.BreadthFirstSearchrenamed toprism.breadthFirstSearchprism.Bresenhamrenamed toprism.bresenham
Added
The lighting extra module
onComponentAddedandonComponentRemovedsystem hooksGeometer can now use a display separate from the level state / game
Exposed
prism.djikstraDisplay:putFG@drewwwConditionHolder:hasto easily check for condition typesRender passes to
Display, motivated by the lighting moduleNon-idle animations can now respect senses
Cost callbacks to algorithms
Fixed
Targets not validating when
falsewas the actual value passed inSystems actually checking their requirements
Throw an error when
Object:isis called with an instanceTarget:optional()checking was reversedDisplay:rectangle()line/fill mode was reversedSight is now computed from each tile in a multi-tile actor
Unify querying for actors and cells
Unify the
ControllerandDecisionAPIRework targets to be named rather than positional
Rewrite Geometer and support live component modification
Expand the
extramodule library with lighting, sound, smell, and auto tiling modules