chore: storing version and changelog
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10
CHANGELOG.md
10
CHANGELOG.md
@@ -1,3 +1,13 @@
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## [4.0.0-alpha.195](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.195) (2022-07-16)
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### Features
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* appends the global ID or node name of the item/player to any warning messages ([2966502](https://github.com/godot-escoria/escoria-demo-game/commit/29665028060cde876a82161ee0a52f4e1b6eaee6))
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* performs basic validation for ESCAnimationResource in-editor and in-game ([db85689](https://github.com/godot-escoria/escoria-demo-game/commit/db8568966898a8e3a0486b952ff4b47c60e9fc7c))
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## [4.0.0-alpha.194](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.194) (2022-07-14)
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@@ -386,7 +386,7 @@ func validate_animations(animations_resource: ESCAnimationResource) -> void:
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if is_instance_valid(animations_resource):
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_validate_animations_property_all_not_null(animations_resource.dir_angles, "dir_angles")
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var num_dir_angles = animations_resource.dir_angles.size()
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var num_dir_angles = animations_resource.dir_angles.size()
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if animations_resource.directions.size() != num_dir_angles:
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_scene_warnings.append("%s animation angles specified but %s 'directions' animation(s) given. [%s]" \
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@@ -421,7 +421,7 @@ func set_animations(p_animations: ESCAnimationResource) -> void:
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return
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animations = p_animations
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if not animations.is_connected("changed", self, "_validate_animations"):
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animations.connect("changed", self, "_validate_animations")
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@@ -655,7 +655,7 @@ func get_camera_node():
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escoria.logger.debug(
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self,
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"Camera node found - directing camera to the camera_node on %s."
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% global_id
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% global_id
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)
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return get_node(camera_node)
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return self
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@@ -730,7 +730,7 @@ func _get_inventory_texture() -> Texture:
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# - property_name: the name of the property being passed in.
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func _validate_animations_property_all_not_null(property: Array, property_name: String) -> void:
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var has_empty_entry: bool = false
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for item in property:
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if item == null:
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has_empty_entry = true
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@@ -738,8 +738,8 @@ func _validate_animations_property_all_not_null(property: Array, property_name:
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if has_empty_entry:
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_scene_warnings.append("At least one entry in '%s' is empty. [%s]" % [property_name, _get_identifier_as_key_value()])
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# Returns the global ID as a key/value pair. If none is specified, use the node name.
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# Used to tag messages.
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func _get_identifier_as_key_value() -> String:
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