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Merge branch 'release/1.2.30'
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Bam4d committed Feb 7, 2022
2 parents ea9f8c2 + 044476f commit 656b1d7
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/bug_report.md
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Expand Up @@ -24,7 +24,7 @@ If applicable, add screenshots to help explain your problem.

**Desktop (please complete the following information):**
- OS: [e.g. mac/linux/windows]
- Version [e.g. 1.2.29]
- Version [e.g. 1.2.30]

**Additional context**
Add any other context about the problem here.
2 changes: 1 addition & 1 deletion CMakeLists.txt
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@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.10.0)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum OS X deployment version")
project(Griddly VERSION 1.2.29)
project(Griddly VERSION 1.2.30)

set(BINARY ${CMAKE_PROJECT_NAME})

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5 changes: 5 additions & 0 deletions README.md
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Expand Up @@ -69,6 +69,11 @@ The most awesome part of Griddly is the ability to easily customize and build yo
* Configure interactions between objects based on their distance.
* [Projectiles](https://griddly.readthedocs.io/en/latest/tutorials/Projectiles/index.html)
* Objects that move under their own power.
* [Level Design](https://griddly.readthedocs.io/en/latest/tutorials/Level Design/index.html)
* How to design levels for single and multi-agent environments.
* [Stochasticity](https://griddly.readthedocs.io/en/latest/tutorials/Stochasticity/index.html)
* How to make environments with stochastic mechanics.


## [Custom Shaders](https://griddly.readthedocs.io/en/latest/tutorials/Custom%20Shaders/index.html)
* Customize rendering for environments using SPIR-V shaders.
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2 changes: 1 addition & 1 deletion bindings/python.cpp
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Expand Up @@ -12,7 +12,7 @@ namespace griddly {

PYBIND11_MODULE(python_griddly, m) {
m.doc() = "Griddly python bindings";
m.attr("version") = "1.2.29";
m.attr("version") = "1.2.30";

#ifndef NDEBUG
spdlog::set_level(spdlog::level::debug);
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8 changes: 4 additions & 4 deletions bindings/wrapper/EntityObserverWrapper.cpp
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Expand Up @@ -58,13 +58,13 @@ class Py_EntityObserverWrapper {

auto grid = gameProcess_->getGrid();

for (auto actionNamesAtLocation : gameProcess_->getAvailableActionNames(playerId)) {
for (const auto& actionNamesAtLocation : gameProcess_->getAvailableActionNames(playerId)) {
auto location = actionNamesAtLocation.first;
auto actionNames = actionNamesAtLocation.second;

auto locationVec = glm::ivec2{location[0], location[1]};

for (auto actionName : actionNames) {
for (const auto& actionName : actionNames) {
spdlog::debug("[{0}] available at location [{1}, {2}]", actionName, location.x, location.y);

auto actionInputsDefinitions = gdyFactory_->getActionInputsDefinitions();
Expand All @@ -86,7 +86,7 @@ class Py_EntityObserverWrapper {
}
}

for (auto actionName : allAvailableActionNames) {
for (const auto& actionName : allAvailableActionNames) {
py::dict entitiesAndMasksForAction;
entitiesAndMasksForAction["ActorEntityIds"] = actorEntityIds[actionName];
entitiesAndMasksForAction["Masks"] = actorEntityMasks[actionName];
Expand All @@ -107,7 +107,7 @@ class Py_EntityObserverWrapper {

auto grid = gameProcess_->getGrid();

for (auto object : grid->getObjects()) {
for (const auto& object : grid->getObjects()) {
auto name = object->getObjectName();
auto location = object->getLocation();
auto orientationRadians = object->getObjectOrientation().getAngleRadians();
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2 changes: 1 addition & 1 deletion docs/conf.py
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Expand Up @@ -22,7 +22,7 @@
author = 'Chris Bamford'

# The full version, including alpha/beta/rc tags
release = '1.2.29'
release = '1.2.30'


# -- General configuration ---------------------------------------------------
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