chore: storing version and changelog
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## [4.0.0-alpha.130](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.130) (2022-03-10)
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## [4.0.0-alpha.129](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.129) (2022-03-10)
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@@ -13,7 +13,7 @@
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#
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# **Warning**: `SKIP` and `NONE` also disable autosaves.
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#
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# **Warning**: The type of user input accepted will persist even after the
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# **Warning**: The type of user input accepted will persist even after the
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# current event has ended. Remember to reset the input type at the end of
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# cut-scenes!
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#
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# `anim object name [reverse]`
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#
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# Executes the animation specified in "name" on "object" without blocking.
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# The next command in the event will be executed immediately after the
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# The next command in the event will be executed immediately after the
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# animation is started.
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#
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# **Parameters**
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@@ -1,8 +1,8 @@
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# `anim_block object name [reverse]`
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#
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# Executes the animation specified in "name" on "object" while blocking other
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# events from starting.
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# The next command in the event will be executed when the animation is
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# events from starting.
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# The next command in the event will be executed when the animation is
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# finished playing.
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#
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# **Parameters**
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@@ -1,8 +1,8 @@
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# `camera_push target [time] [type]`
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#
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# Pushes (moves) the camera so it points at a specific `target`. If the camera
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# Pushes (moves) the camera so it points at a specific `target`. If the camera
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# was following a target (like the player) previously, it will no longer follow
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# this target.
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# this target.
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#
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# **Parameters**
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#
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@@ -1,6 +1,6 @@
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# `camera_set_limits camlimits_id`
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#
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# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
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# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
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# definition. A limit is defined as an upper-left (x, y) coordinate, a width
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# and a height that the camera must stay within. Multiple limits can be
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# defined for a room, allowing for new areas to be seen once they have
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@@ -6,7 +6,7 @@
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#
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# **Parameters**
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#
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# - *time*: Number of seconds the transition should take to move the camera
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# - *time*: Number of seconds the transition should take to move the camera
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# to follow `object`
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# - *object*: Global ID of the target object
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#
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@@ -1,8 +1,8 @@
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# `camera_set_zoom magnitude [time]`
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#
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# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
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# the camera out while smaller values zoom in. These values are relative to the
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# default zoom value of '1', not the current value. As such, while using a value
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# the camera out while smaller values zoom in. These values are relative to the
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# default zoom value of '1', not the current value. As such, while using a value
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# of '0.5' would double the size of the graphics, running the same command again
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# would result in no change. The zoom will happen over the given time period.
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#
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# `camera_shift x y [time] [type]`
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#
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# Shifts the camera by the given horizontal and vertical amounts relative to the
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# Shifts the camera by the given horizontal and vertical amounts relative to the
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# current location.
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#
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# **Parameters**
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# `change_scene path [enable_automatic_transition] [run_events]`
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#
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# Switches the game from the current scene to another scene. Use this to move
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# the player to a new room when they walk through an unlocked door, for
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# the player to a new room when they walk through an unlocked door, for
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# example.
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#
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# **Parameters**
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# `custom object node func_name [params]`
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#
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#
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#
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# Executes the specified Godot function. This function must be in a script
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# attached to a child node of a registered `ESCitem`.
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#
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# `enable_terrain node_name`
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#
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# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
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# node name. It will also disable the previously-activated
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# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
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# node name. It will also disable the previously-activated
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# `NavigationPolygonInstance`.
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# Use this to change where the player can walk, allowing them to walk into the
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# next room once a door has been opened, for example.
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#
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# Hides either the main menu or the pause menu. The enable_automatic_transition
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# parameter can be used to specify if Escoria manages the graphical transition
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# for you or not.
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# for you or not.
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# Setting `enable_automatic_transition` to false allows you to manage the
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# transition effect for your room as it transitions in and out. Place a
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# `transition` command in the room's `setup` event to manage the look of the
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# transition effect for your room as it transitions in and out. Place a
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# `transition` command in the room's `setup` event to manage the look of the
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# transition in, and in the room's `exit_scene` event to manage the look of the
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# transition out.
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#
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#
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# **Parameters**
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#
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# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)
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# `inventory_add item`
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#
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# Adds an item to the inventory. If the player is picking up an object, you may
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# want to use this command in conjunction with the `set_active` command so that
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# want to use this command in conjunction with the `set_active` command so that
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# the object 'disappears' from the scene as it's added to the inventory.
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#
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# **Parameters**
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# `show_menu menu_type [enable_automatic_transition]`
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#
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# Shows either the main menu or the pause menu. The enable_automatic_transition
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# parameter can be used to specify if Escoria manages the graphical transition to
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# the menu or not. If set to false, you can manage the transition yourself
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# instead (if you want to change the transition type from the default for
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# parameter can be used to specify if Escoria manages the graphical transition to
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# the menu or not. If set to false, you can manage the transition yourself
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# instead (if you want to change the transition type from the default for
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# example) using the `transition` command.
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#
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# **Parameters**
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#
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# - *object*: Global ID of the object to move
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# - *target*: Global ID of the target object
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# the speed configured on the `object`)
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#
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# **Warning** This command does not respect the room's navigation polygons, so
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@@ -56,9 +56,9 @@ func validate(arguments: Array):
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#
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# - *source*: The item to slide
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# - *destination*: The destination item to slide to
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# the speed configured on the `object`)
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#
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#
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#
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# **Returns** The generated (and started) tween
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func _slide_object(
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@@ -5,7 +5,7 @@
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#
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# - *object*: Global ID of the object to move
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# - *target*: Global ID of the target object
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# - *speed*: The speed at which to slide in pixels per second (will default to
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# the speed configured on the `object`)
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#
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# **Warning** This command does not respect the room's navigation polygons, so
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# **Parameters**
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#
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# - *object*: Global ID of the object to move
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# - *target*: Global ID of the object to use as the destination coordinates
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# - *target*: Global ID of the object to use as the destination coordinates
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# for `object`
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#
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# @ESC
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# Turns `object` to face another object.
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#
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# Unlike movement commands, `turn_to` will not automatically reference an
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# `ESCLocation` that is a child of an `ESCItem.`
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# `ESCLocation` that is a child of an `ESCItem.`
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# To turn towards an `ESCLocation` that is a child of an `ESCItem`, give the
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# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
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# parameter.
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# `walk object target [speed]`
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#
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# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
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# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
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# while playing the `object`'s walking animation. This command is non-blocking.
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#
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# **Parameters**
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#
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# - *object*: Global ID of the object to move
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# - *target*: Global ID of the target object
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# - *speed*: The speed the `object` will walk in pixels per second (will
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# - *speed*: The speed the `object` will walk in pixels per second (will
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# default to the speed configured on the `object`)
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#
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# @ESC
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#
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# - *object*: Global ID of the object to move
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# - *target*: Global ID of the target object
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# - *speed*: The speed the `object` will walk in pixels per second (will
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# - *speed*: The speed the `object` will walk in pixels per second (will
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# default to the speed configured on the `object`)
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#
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# @ESC
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