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2 commits

5 changed files with 14 additions and 6 deletions

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@ -1,14 +1,21 @@
# v0.12.0-dev
# v0.12.0
- Implement tidal locking of moons
- Implement space suit thruster particle effects
- Overhaul pizzeria asteroid
- Implement thruster particle effects (only in AR, as they'd be invisble in RL)
- Implement space suit modding (flashlight, thruster, light amp, reactor)
- Implement tidal locking of moons
- Change flash light cone to a smaller one
- Add textured high-poly models for ring moons (Thebe/Amalthea/Adrastea/Metis)
- Add solar panel texture to satellite
- Add temporary battery damage when overusing thruster booster
- Add radiation damage
- Add sfx volume controls
- Add unlimited power in god mode
- Add power drain to HUD/AR. It now shuts down when battery is empty.
- Remove asteroid "Lum" (it was just there for testing)
- Fix radio stations
- Fix the whale's engines glowing 1000x too bright
- Improve dialogs
# v0.11.0

2
Cargo.lock generated
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@ -3045,7 +3045,7 @@ dependencies = [
[[package]]
name = "outfly"
version = "0.12.0-dev"
version = "0.12.0"
dependencies = [
"bevy",
"bevy_embedded_assets",

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@ -10,7 +10,7 @@
[package]
name = "outfly"
version = "0.12.0-dev"
version = "0.12.0"
edition = "2021"
homepage = "https://codeberg.org/outfly/outfly"
repository = "https://codeberg.org/outfly/outfly"

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@ -1290,6 +1290,7 @@ fn update_avatar(
asset_server: Res<AssetServer>,
q_avatar: Query<(Entity, &SceneInstance), With<PlayerAvatar>>,
q_player: Query<Entity, With<actor::Player>>,
mut ew_updatemenu: EventWriter<menu::UpdateMenuEvent>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
if settings.ar_avatar >= PLAYER_AR_AVATARS.len() {
@ -1297,6 +1298,7 @@ fn update_avatar(
}
prefs.avatar = settings.ar_avatar;
prefs.save();
ew_updatemenu.send(menu::UpdateMenuEvent);
let ava = if let Some(ava) = PLAYER_AR_AVATARS.get(settings.ar_avatar) {
ava

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@ -630,7 +630,6 @@ pub fn handle_input(
MenuAction::ChangeARAvatar => {
settings.ar_avatar += 1;
ew_updateavatar.send(hud::UpdateAvatarEvent);
ew_updatemenu.send(UpdateMenuEvent);
}
MenuAction::ModLightAmp => {
prefs.light_amp += 1;