field-guide / changelog / Tips Kit
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release notes

Tips Kit changelog

What changed in each published build, newest first. The same notes you see on the s&box package page.

play on s&box
build 1v0.5.0

v0.5.0: the "write it in the game" release

Added

  • First public release of the Tips Kit: a HUD coach that shows one onboarding tip at a time, orders them by priority and prerequisites, and retires each tip when the player does the thing it teaches instead of when a timer runs out.
  • The Tips Studio, an authoring panel that runs inside your own game. Press T in play and you get your catalog on the left with the source each tip resolved from, the tip you are writing in the middle, and what it will look like on the right.
  • A live preview that is the real card: TipsDisplay and your stylesheet, drawn once as a keyboard player reads it and once as a controller player does, updating as you type. Press "show it" and the card lower left becomes your draft too.
  • A trigger picker fed from your project's own input actions, read from the engine. Each kind shows only the fields it reads, and the authoring notes call out a trigger that can never fire, a Timer with no seconds, and a run of text long enough to hit the engine's grey-block quirk.
  • Test fire, which makes the draft the live tip under its own id and puts it on screen. Its completion is the real one from there: do the action in the game and it retires, or press Complete it, and anything waiting on that tip becomes eligible.
  • Copy .tip JSON, which puts the file's exact contents on your clipboard from in game, and Write to project, which stages the tip so the editor's Field Guide menu action can write real .tip assets into Assets/tips. The plain action skips a file that already exists and says so; a separate action overwrites when you mean it.
  • Live reload: a .tip that is created or recompiled tells the catalog and the catalog rebuilds, so an edit in the inspector or a text editor reaches a running session with no restart. fg_tips_rebuild forces a rescan for the cases nothing announces.
  • Device-aware tips. The coach tracks the last device the player used, TextPad gives a tip different wording on a controller, and PadLabelFor remaps keycap chips to pad labels across the whole catalog without writing TextPad on every tip.
  • Declarative triggers so the common cases need no bridge code: an input action, a raw key, a named signal, a timer, an analog stick past a magnitude, or a live condition you push, composed with AnyOf and AllOf. World-anchored completion (walk to it, look at it, use it) rides on a TipTriggerObject you drop on the object.
  • TipsCatalog.RegisterScoped, which hands back a disposable so a catalog registered from a scene component leaves with that scene. The static catalog outliving its scene is what leaves an unretireable card on screen in the next one; fg_tips_list prints every tip with the source it came from when you need to find the culprit.
  • A demo scene that runs the whole kit with no wiring: five tips, a citizen who walks, jumps and switches an amber marker on, and a last card that asks for T and retires when the Studio opens. Every model in it ships with the engine.

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