chore: storing version and changelog

This commit is contained in:
StraToN
2022-03-10 22:05:52 +00:00
parent 0a45140fad
commit a20932a8e4
21 changed files with 36 additions and 32 deletions

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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)
## [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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#
# **Warning**: `SKIP` and `NONE` also disable autosaves.
#
# **Warning**: The type of user input accepted will persist even after the
# **Warning**: The type of user input accepted will persist even after the
# current event has ended. Remember to reset the input type at the end of
# cut-scenes!
#

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# `anim object name [reverse]`
#
# Executes the animation specified in "name" on "object" without blocking.
# The next command in the event will be executed immediately after the
# The next command in the event will be executed immediately after the
# animation is started.
#
# **Parameters**

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# `anim_block object name [reverse]`
#
# Executes the animation specified in "name" on "object" while blocking other
# events from starting.
# The next command in the event will be executed when the animation is
# events from starting.
# The next command in the event will be executed when the animation is
# finished playing.
#
# **Parameters**

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# `camera_push target [time] [type]`
#
# Pushes (moves) the camera so it points at a specific `target`. If the camera
# Pushes (moves) the camera so it points at a specific `target`. If the camera
# was following a target (like the player) previously, it will no longer follow
# this target.
# this target.
#
# **Parameters**
#

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# `camera_set_limits camlimits_id`
#
# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
# definition. A limit is defined as an upper-left (x, y) coordinate, a width
# and a height that the camera must stay within. Multiple limits can be
# defined for a room, allowing for new areas to be seen once they have

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@@ -6,7 +6,7 @@
#
# **Parameters**
#
# - *time*: Number of seconds the transition should take to move the camera
# - *time*: Number of seconds the transition should take to move the camera
# to follow `object`
# - *object*: Global ID of the target object
#

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# `camera_set_zoom magnitude [time]`
#
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
# the camera out while smaller values zoom in. These values are relative to the
# default zoom value of '1', not the current value. As such, while using a value
# the camera out while smaller values zoom in. These values are relative to the
# default zoom value of '1', not the current value. As such, while using a value
# of '0.5' would double the size of the graphics, running the same command again
# would result in no change. The zoom will happen over the given time period.
#

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# `camera_shift x y [time] [type]`
#
# Shifts the camera by the given horizontal and vertical amounts relative to the
# Shifts the camera by the given horizontal and vertical amounts relative to the
# current location.
#
# **Parameters**

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# `change_scene path [enable_automatic_transition] [run_events]`
#
# Switches the game from the current scene to another scene. Use this to move
# the player to a new room when they walk through an unlocked door, for
# the player to a new room when they walk through an unlocked door, for
# example.
#
# **Parameters**

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# `custom object node func_name [params]`
#
#
#
# Executes the specified Godot function. This function must be in a script
# attached to a child node of a registered `ESCitem`.
#

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# `enable_terrain node_name`
#
# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
# node name. It will also disable the previously-activated
# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
# node name. It will also disable the previously-activated
# `NavigationPolygonInstance`.
# Use this to change where the player can walk, allowing them to walk into the
# next room once a door has been opened, for example.

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#
# Hides either the main menu or the pause menu. The enable_automatic_transition
# parameter can be used to specify if Escoria manages the graphical transition
# for you or not.
# for you or not.
# Setting `enable_automatic_transition` to false allows you to manage the
# transition effect for your room as it transitions in and out. Place a
# `transition` command in the room's `setup` event to manage the look of the
# transition effect for your room as it transitions in and out. Place a
# `transition` command in the room's `setup` event to manage the look of the
# transition in, and in the room's `exit_scene` event to manage the look of the
# transition out.
#
#
# **Parameters**
#
# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)

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# `inventory_add item`
#
# Adds an item to the inventory. If the player is picking up an object, you may
# want to use this command in conjunction with the `set_active` command so that
# want to use this command in conjunction with the `set_active` command so that
# the object 'disappears' from the scene as it's added to the inventory.
#
# **Parameters**

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# `show_menu menu_type [enable_automatic_transition]`
#
# Shows either the main menu or the pause menu. The enable_automatic_transition
# parameter can be used to specify if Escoria manages the graphical transition to
# the menu or not. If set to false, you can manage the transition yourself
# instead (if you want to change the transition type from the default for
# parameter can be used to specify if Escoria manages the graphical transition to
# the menu or not. If set to false, you can manage the transition yourself
# instead (if you want to change the transition type from the default for
# example) using the `transition` command.
#
# **Parameters**

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#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed at which to slide in pixels per second (will default to
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
# **Warning** This command does not respect the room's navigation polygons, so
@@ -56,9 +56,9 @@ func validate(arguments: Array):
#
# - *source*: The item to slide
# - *destination*: The destination item to slide to
# - *speed*: The speed at which to slide in pixels per second (will default to
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
#
#
# **Returns** The generated (and started) tween
func _slide_object(

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#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed at which to slide in pixels per second (will default to
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
# **Warning** This command does not respect the room's navigation polygons, so

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# **Parameters**
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the object to use as the destination coordinates
# - *target*: Global ID of the object to use as the destination coordinates
# for `object`
#
# @ESC

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# Turns `object` to face another object.
#
# Unlike movement commands, `turn_to` will not automatically reference an
# `ESCLocation` that is a child of an `ESCItem.`
# `ESCLocation` that is a child of an `ESCItem.`
# To turn towards an `ESCLocation` that is a child of an `ESCItem`, give the
# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
# parameter.

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# `walk object target [speed]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
# while playing the `object`'s walking animation. This command is non-blocking.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed the `object` will walk in pixels per second (will
# - *speed*: The speed the `object` will walk in pixels per second (will
# default to the speed configured on the `object`)
#
# @ESC

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#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed the `object` will walk in pixels per second (will
# - *speed*: The speed the `object` will walk in pixels per second (will
# default to the speed configured on the `object`)
#
# @ESC