chore: storing version and changelog
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@@ -1,3 +1,12 @@
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## [4.0.0-alpha.232](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.232) (2022-11-28)
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### Bug Fixes
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* Wizard - verify that inventory items are written to valid folders ([36c199a](https://github.com/godot-escoria/escoria-demo-game/commit/36c199a5f56757f1ba346599c201c027acb28fa6))
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## [4.0.0-alpha.231](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.231) (2022-11-21)
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## [4.0.0-alpha.231](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.231) (2022-11-21)
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@@ -326,7 +326,7 @@ func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
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if c.collider.get("global_id") \
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if c.collider.get("global_id") \
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and escoria.action_manager.is_object_actionable(c.collider.global_id):
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and escoria.action_manager.is_object_actionable(c.collider.global_id):
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colliding_nodes.push_back(c.collider)
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colliding_nodes.push_back(c.collider)
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if colliding_nodes.empty():
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if colliding_nodes.empty():
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return
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return
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colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index")
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colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index")
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@@ -364,7 +364,7 @@ func _on_mouse_entered_item(item: ESCItem) -> void:
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hotspot_focused = hover_stack.back().global_id
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hotspot_focused = hover_stack.back().global_id
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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return
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return
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if not escoria.action_manager.is_object_actionable(item.global_id):
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if not escoria.action_manager.is_object_actionable(item.global_id):
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escoria.logger.debug(
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escoria.logger.debug(
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self,
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self,
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@@ -446,7 +446,7 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
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"Ignoring left click on player %s: Player not selectable."
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"Ignoring left click on player %s: Player not selectable."
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% [item.global_id]
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% [item.global_id]
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)
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)
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# Get next object in hover stack and forward event to it
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# Get next object in hover stack and forward event to it
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if not hover_stack.empty():
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if not hover_stack.empty():
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var next_item = hover_stack.pop_back()
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var next_item = hover_stack.pop_back()
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@@ -463,7 +463,7 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
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hotspot_focused = ""
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hotspot_focused = ""
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_on_left_click_on_bg(event.position)
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_on_left_click_on_bg(event.position)
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return
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return
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# Finally, execute the action on the ESCItem
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# Finally, execute the action on the ESCItem
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hotspot_focused = item.global_id
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hotspot_focused = item.global_id
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escoria.main.current_scene.game.left_click_on_item(
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escoria.main.current_scene.game.left_click_on_item(
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@@ -490,7 +490,7 @@ func _on_mouse_left_double_clicked_item(
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"Ignoring double left click on player %s: Player not selectable."
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"Ignoring double left click on player %s: Player not selectable."
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% [item.global_id]
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% [item.global_id]
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)
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)
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# Get next object in hover stack and forward event to it
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# Get next object in hover stack and forward event to it
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if not hover_stack.empty():
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if not hover_stack.empty():
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var next_item = hover_stack.pop_back()
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var next_item = hover_stack.pop_back()
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@@ -507,7 +507,7 @@ func _on_mouse_left_double_clicked_item(
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hotspot_focused = ""
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hotspot_focused = ""
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_on_double_left_click_on_bg(event.position)
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_on_double_left_click_on_bg(event.position)
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return
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return
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# Finally, execute the action on the ESCItem
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# Finally, execute the action on the ESCItem
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hotspot_focused = item.global_id
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hotspot_focused = item.global_id
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escoria.main.current_scene.game.left_double_click_on_item(
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escoria.main.current_scene.game.left_double_click_on_item(
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@@ -40,7 +40,7 @@ func _ready() -> void:
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# Capture the size of the window before we update its contents so we have
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# Capture the size of the window before we update its contents so we have
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# the absolute size before it gets scaled contents applied to it
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# the absolute size before it gets scaled contents applied to it
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preview_size = get_node(PREVIEW_NODE).rect_size
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preview_size = get_node(PREVIEW_NODE).rect_size
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inventory_mode = not get_node(BACKGROUND_OBJ_NODE).pressed
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inventory_mode = not get_node(BACKGROUND_OBJ_NODE).pressed
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item_creator_reset()
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item_creator_reset()
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@@ -133,7 +133,7 @@ func _on_CreateButton_pressed() -> void:
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"Folder %s does not exist. Please create or change the destination" % inventory_path
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"Folder %s does not exist. Please create or change the destination" % inventory_path
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get_node(ERROR_WINDOW_NODE).popup_centered()
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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return
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if not image_has_been_loaded:
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if not image_has_been_loaded:
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"No image has been loaded."
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"No image has been loaded."
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