Voxel Particles & More: dot big bang v0.9.9 Is Live!

A new version of dot big bang went live this week, bringing a raft of improvements, updates, and new features. Headline items in version 0.9.9 include the arrival of the Voxel Particles system, a batch of super-useful new scripting examples and game-building kits, and many valuable quality of life tweaks to the Game, Voxel, and Script Editors.

Read on for a full rundown of the changes, and keep an eye on our Discord and YouTube for new content that’ll help you put these changes to work in your games!

General

    • Add image placeholder icon which displays as images are loading
    • Format resource created/modified dates in a more clear manner
    • Add link to developers.dotbigbang.com to main burger menu
    • Minor style tweaks to comments panel

Games & Content

    • FPS Kit
      • Now supports teams. Check out the Round Controller for more information!
    • Featured Templates in the bottom bar have been updated!
      • Added Orange Monster Enemy, Green Slime Enemy and Custom Orc Enemy
      • Added Toy Sword and Toy Hammer that can be used to fight the enemies
      • Added Watermelon, Alarm Clock and Turtle hats
      • Added Wolf Costume Package
      • Added Swimming Pool
      • Added Summer Emoji Override
      • Added Game Teleporter With Image
      • Added Campfire with new “Particubes”
      • Added Default Player Template for easier access to it
      • Updated existing hats to all use the same script
      • Updated many scripts to allow for more customization
      • Updated Flower Gun look
      • Removed Light Ribbons until we can fix an issue with the trails
    • Candy Collector Kit
      • New game example featuring collectable candy and doors that are locked until you pay candies to open them
    • Featured Templates
      • New game to provide access to featured template parts
    • NPC Examples
      • Added customizable Orc NPC (changes with sliders)
    • Combat Kit
      • Renamed from “Basic Combat Example”
      • Added “Spawn on Damage Taken” to optional scripts
      • Added “Open Screen on UI Button Press” to optional scripts
      • Fixed interaction arrow sticking on screen after death
    • Doodle Safari Kit
      • Renamed from “Doodle Safari”
      • Added workroom
      • Added example containers & player
      • Made environment collider visible when game is stopped
    • Doodle Safari Templates
      • Reorganized example layout
    • Halloween Fun Templates
      • Added emoji override
      • Updated home button & ambient sound icons
      • Added voxel icon & gizmo to particle emitters
      • Reorganized game to make assets easier to find
      • Added moon with billboard script
      • Made game use the default player
      • Replaced tip cubes with doodle cubes
    • Player Template Examples & Tips
      • Added pride, summer, & pocket garden emotes
      • Updated puppy av to support voxel animations
      • Fixed bug where host would control all players using swimming av
      • Fixed bug where avatar switched characters showed as guests in multiplayer
    • Environment Examples & Tips
      • Replaced tip cubes with doodle cubes
      • Added example of swimmable water
      • Added voxel handles to particle emitters
      • Made collision on rainbow bridges use gizmo script
    • All above Kits and Example games
      • Updated chatty scripts
      • Added swimming support
    • Diamond Wars
      • Fix for a potential exploit.
    • Pocket Garden
      • Swimming added to all bodies of water
      • Ice cream is free on your farm if you purchased an Ice Cream machine
      • Kitchenette decoration is interactable

Editors

    • Voxel Object Editor
      • Add Voxel Object name to Voxel Object Editor – clicking name will now open the save options panel
      • Make Voxel Object Editor animation toolbar always present by default
      • Add ability to view created/modified dates in Voxel Object Viewer
    • Game Editor
      • Add “Recent Items” to resource browsers
      • Add hover preview for resource browser thumbnails
      • Fix issues with hover state in game editor bottom panel
      • Retain state of game editor bottom panel after close/re-open
      • Fix minor issue where the Entity Panel would briefly close and re-open when opening Entity Search
      • In Entity Search, add icon for an Entity with no VoxelObjectRenderer
      • In Entity Search, add icon for Spawn Point
      • Fix issue where the initial click of a number slider could sometimes cause the value to move unexpectedly
      • Fix issue where game Debug Options panel could display incorrect state when re-opening
      • Clicking Game name will now open the save options panel in the Game Editor
      • Expose link to voxel object viewer from Entity Panel
      • Prevent users from selecting uneditable text in all game panels
      • Allow users to see their own scripts which are not “Usable By Others” in the bottom editor panel
        • Warn user if not “Usable By Others” and force them to change permissions
    • Transform Gizmo
      • Added a “pivot” option (shortcut ‘P’) to tell the transform tools (shortcuts ‘1’ to ‘4’) which center of rotation to use:
        • the center of the entity’s (or entities’) bounding box
        • the origin (i.e it’s “zero”) of the entity (or the average of these when multiple entities are selected).
      • Both the “Space” and “Pivot” options are now in the right “Transform Options” panel
    • Script Editor
      • Keyboard shortcut fixes and improvements
        • Respect ctrl-s (cmd-s on mac) shortcut to save script, when script editor has focus but monaco does not
        • Respect ctrl-d (cmd-d on mac) shortcut to find, when script editor has focus but monaco does not
        • Respect ctrl-f (cmd-f on mac) shortcut to addSelectionToNextFindMatch, when script editor has focus but monaco does not
        • ctrl-p (cmd-p on mac) will now toggle the script browse window, instead of just opening it
    • Avatar Editor
      • Handle uncaught exception on User Profile page if their avatar fails to load
      • Create a random Avatar and display error message in the Avatar Editor if a user’s Avatar fails to load
      • Fix an issue where Avatar Editor thumbnails could appear incorrectly on slow connections

Engine

    • Many improvements to various engine error messages, so that they contain more information about what went wrong.
    • UserScript API
      • Added new input functions for Keyboard: isKeyJustPressed, isKeyJustReleased, getHeldTime
      • Added an official demo world for the new input functions
      • Added new input functions for Gamepad: isButtonJustPressed, isButtonJustReleased, getHeldTime
    • Particles
      • Added cube particles
      • Added billboard quad particles
      • Changed faceCamera to billboard point and quad particles
      • Changed spawnRate to calculate based on systemLifetime, startNumParticles and (end) numParticles
      • Added time property to change the time value of the system either by script or manual pre-warming in the editor
      • Added play property to control whether time is progressed automatically
      • Particle properties can now be edited and visualised when the game isn’t running
      • Added shadow casting
      • Non-faceCamera (Quad) particles are now located at the particle origin, so need to be offset in existing games
      • Added randomSeed to control the random offset in the shader. This is assigned a random value when creating a new particle system in the editor. You can change this seed to match others in the property panel
      • Added dbb_particle_wrap_repeat to demo how to manipulate time in script to create a repeating system
      • Added dbb_particle_wrap_mirror to demo how to manipulate time in script to create a system that mirrors when time exceeds systemLifetime
      • Added 89931142b3dd4252a3ad57ca59cd1ce4 test game to demo dbb_particle_wrap_repeat and dbb_particle_wrap_mirror

CIP Users

    • The fix_cref URL option (default: false) now outputs the resource tree in the console (and shows the legacy scripts in red)
    • Added the legacy_js_support URL option (default: true). If false, legacy JS scripts won’t do anything anymore. Only the properties definition at the top will be considered, so the engine/editor know about the properties and preserve the values in the game. This option, combined with fix_cref is useful to work on migrating old JS scripts to the new TS user-script system.

Feel free to drop into our Discord to talk to the dev team if you have any questions about the updates, and check out the #Changelogs channel to stay up to date with what’s new.

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