Comments (2)
I'll pick this up, will be setup with semantic-release
example of the output you would get:
1.0.0 (2024-02-02)
Bug Fixes
* animate: optimize sprite animation (466fc75)
* bugs: TS bugs resolved (0328ab2)
* cleanup: tidy code (35baf4c)
* code: clean up of code (7ac528c)
* engine: reference Movement from State (9643ee5)
* logs: remove console.logs (09b8086)
* movement: setup correct init of Movement (6a5b536)
* movement: vectors for movement and attack range (002394e)
* render: deleted sprites and render coordinates (7b6a44e)
* render: Gif animation rewrite (c0ad11a)
Features
* assets: add sprites (6711a78)
* assets: rebuild asset referencing and add metadata (a030eb2)
* class: move global data to static Class properties (de134d0)
* class: move leftover global data to static Class properties (b41184f)
* CO: initial setup of COs (6952caa)
* cursor: implement map cursor (5042725)
* decals: split decals to separate layers (1f12b03)
* gif: setup animated gifs on canvas (6776769)
* grid: update grid stroke color (d017052)
* imports: clean up import/export organization (aa67dda)
* imports: move extra files out of root (0b79b92)
* imports: setup new classes for compartmentalization (df5a562)
* map: added padding for tall terrain at top (e132e6e)
* map: setup gameMap (d0d0832)
* movement: implement calc, and draw on canvas (e293baa)
* movement: initial setup (a9fc098)
* mvp: for using original spritesheets (baee866)
* org: reorganize internal map structure and GIFs (a3b336e)
* pathing: setup A* pathing and optimize movement calc (fd77d2b)
* render: improve grid iteration and create a renderQueue system (6356b1f)
* sprites: add decal sprites (f578302)
* state: implement global shared state (354a356)
* state: use a Map instead of 2D array for tile assignment (2f41842)
* weather: adapt movement based on weather changes (411736c)
* weather: setup weather animations (688df88)
from codename-recon.
I'm assuming that the portion of the text before the colon indicates the scope. It might be beneficial to create a list of possible scopes for reusability. We could start with an initial list and then add new ones to it as new scopes become necessary.
from codename-recon.
Related Issues (20)
- Refactoring of Repetitive Steps in Workflows for Improved Readability and Maintenance
- Types: Errors in primary and secondary damage JSON files
- Implement Property Abstraction for Types
- Map file structure HOT 1
- Implement Dive / Hide Mechanic HOT 2
- Implement unit destruction mechanic when fuel reaches 0
- Implement fuel consumption system for units with turn_fuel or hidden_turn_fuel
- Implement visual indication of carrying status transport units (APCs, Lander, T-Copter...)
- Pipeline is not type checking the shaders
- Pipeline issue with type checking
- Tank has wrong "Getting Hit" animation HOT 1
- Shader doesn't apply some color variations (e.g. tank sprite) HOT 1
- The first time the client is edited in godot, it raises an error with the menu.tscn scene HOT 5
- Implement ability to preview movement range and firing range of all units.
- Allow Selection of Units to Unload from Lander
- Implement Communication Tower Mechanic for Attack Boost
- Implement Fog of War Mode
- Mech's ranged attack
- Game Crash on Initial AI Move (Map Wood Woods)
- Prevent map loading from restarting unnecessarily when clicking on the map selection multiple times
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from codename-recon.