chore: storing version and changelog
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21
CHANGELOG.md
21
CHANGELOG.md
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## [4.0.0-alpha.182](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.182) (2022-05-11)
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### Features
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* changed approach for disabling input during scene transitions; this should be cleaner and also delays re-enabling of input until after transition in is finished (if there is one) ([954e014](https://github.com/godot-escoria/escoria-demo-game/commit/954e014cbf5eb09e8239cb77cf959da29b6ea2ff))
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* disallows user input during scene changes ([c9c7cd2](https://github.com/godot-escoria/escoria-demo-game/commit/c9c7cd2dfa426e4d6fa12c0d92075c2b5b217d77))
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### Bug Fixes
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* avoids being able to pause during transitions; also moves pausing request responsibility to UI; also fixes issue w/ trying to pause during intro and main menu ([aeffe09](https://github.com/godot-escoria/escoria-demo-game/commit/aeffe09e3429ecb6e28ac637397a6eb5e568a133))
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* avoids crashes in case of input when room is run directly and interrupted; may look at updating room manager in the future ([ff17854](https://github.com/godot-escoria/escoria-demo-game/commit/ff178541fca9ecc1694af5b6e675c600452c8ceb))
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* checks to make sure target_object after a walk to an object is the proper one in case action manager is already yielding and expecting a particular one; change to proper interrupt method name; clears out pending events ([9e247a9](https://github.com/godot-escoria/escoria-demo-game/commit/9e247a9218b2b08654ef92e060b591ff3759dcb6))
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* iterating on method outlined in ticket; blocks events/commands from being queued during scene changes, which should prevent stray/untimely events from being queued for an old room when in a new room ([acfb3d9](https://github.com/godot-escoria/escoria-demo-game/commit/acfb3d9ddd8cb47c13d2d221dfb5bc3689583215))
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* necessary guard in case 'run' hasn't been executed yet ([8594779](https://github.com/godot-escoria/escoria-demo-game/commit/85947794b92fc4ee4652e279ff2434cca1912e66))
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* repeating fix from another branch; these will be merged anyway ([64ac765](https://github.com/godot-escoria/escoria-demo-game/commit/64ac7654f4fd81648c257f23bccdd1e8c22027ed))
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* room breaks since it wasn't positioned correctly ([77ba581](https://github.com/godot-escoria/escoria-demo-game/commit/77ba581398b311a38ea14af29b87acd4cc248236))
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## [4.0.0-alpha.181](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.181) (2022-05-02)
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@@ -526,7 +526,7 @@ func perform_inputevent_on_object(
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# In case of an interrupted walk, we don't want to proceed.
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if context == null:
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return
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destination_position = context.target_position
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dont_interact = context.dont_interact_on_arrival
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@@ -657,7 +657,7 @@ func _walk_towards_object(
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escoria.logger.debug("Original walk context target does not match " \
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+ "yielded walk context. Likely interrutped walk.")
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return
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escoria.logger.info("Context arrived: %s" % context)
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# Confirm that reached item was the one user clicked in the first place.
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@@ -211,7 +211,7 @@ func queue_event(event: ESCEvent, force: bool = false) -> void:
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"Changing scenes. Won't queue event '%s'." % event.name
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)
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return
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# Don't queue the same event more than once in a row.
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var last_event = _get_last_event_queued(CHANNEL_FRONT)
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@@ -287,7 +287,7 @@ func queue_background_event(channel_name: String, event: ESCEvent) -> void:
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func interrupt(exceptions: PoolStringArray = []) -> void:
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for channel_name in _running_events.keys():
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if _running_events[channel_name] != null and not _running_events[channel_name].name in exceptions:
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escoria.logger.debug("Interrupting running event %s in channel %s..."
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escoria.logger.debug("Interrupting running event %s in channel %s..."
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% [_running_events[channel_name].name, channel_name])
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_running_events[channel_name].interrupt()
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_channels_state[channel_name] = true
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@@ -297,11 +297,11 @@ func interrupt(exceptions: PoolStringArray = []) -> void:
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for event in events_queue[channel_name]:
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if event.name in exceptions:
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continue
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escoria.logger.debug("Interrupting queued event %s in channel %s..."
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escoria.logger.debug("Interrupting queued event %s in channel %s..."
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% [event.name, channel_name])
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event.interrupt()
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events_queue[channel_name].clear()
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@@ -337,7 +337,7 @@ func set_changing_scene(p_is_changing_scene: bool) -> void:
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escoria.logger.trace("Setting _changing_scene to %s." % p_is_changing_scene)
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_changing_scene = p_is_changing_scene
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# If we're changing scenes, interrupt any (other) running events and purge
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# all event queues.
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if _changing_scene:
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@@ -328,7 +328,7 @@ func _perform_script_events(room: ESCRoom) -> void:
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# Maybe this is ok to put in set_scene_finish() above? But it might be a bit
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# confusing to not see the matching camera.current updates.
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new_player_camera.make_current()
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@@ -347,7 +347,7 @@ func _perform_script_events(room: ESCRoom) -> void:
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escoria.inputs_manager.hotspot_focused = ""
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var command_strings: PoolStringArray = []
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command_strings.append("%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_IN])
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if room.enabled_automatic_transitions \
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@@ -365,9 +365,9 @@ func _perform_script_events(room: ESCRoom) -> void:
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)
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]
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)
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command_strings.append("%s 0.1" % _wait.get_command_name())
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command_strings.append("%s 0.1" % _wait.get_command_name())
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command_strings.append("%s ALL" % _accept_input.get_command_name())
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var script_transition_in = escoria.esc_compiler.compile(command_strings, get_class())
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@@ -120,7 +120,7 @@ func validate(command: String, arguments: Array) -> bool:
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if arguments[index] == null:
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# No type checking for null values
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continue
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if has_varargs and index == arguments.size() - 1:
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# If we have varargs at the end, do not validate them.
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continue
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