chore: storing version and changelog

This commit is contained in:
BHSDuncan
2022-07-16 04:24:21 +00:00
parent 2966502806
commit d5fce7b7d3
2 changed files with 16 additions and 6 deletions

View File

@@ -1,3 +1,13 @@
## [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)
### Features
* 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))
* performs basic validation for ESCAnimationResource in-editor and in-game ([db85689](https://github.com/godot-escoria/escoria-demo-game/commit/db8568966898a8e3a0486b952ff4b47c60e9fc7c))
## [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) ## [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)

View File

@@ -386,7 +386,7 @@ func validate_animations(animations_resource: ESCAnimationResource) -> void:
if is_instance_valid(animations_resource): if is_instance_valid(animations_resource):
_validate_animations_property_all_not_null(animations_resource.dir_angles, "dir_angles") _validate_animations_property_all_not_null(animations_resource.dir_angles, "dir_angles")
var num_dir_angles = animations_resource.dir_angles.size() var num_dir_angles = animations_resource.dir_angles.size()
if animations_resource.directions.size() != num_dir_angles: if animations_resource.directions.size() != num_dir_angles:
_scene_warnings.append("%s animation angles specified but %s 'directions' animation(s) given. [%s]" \ _scene_warnings.append("%s animation angles specified but %s 'directions' animation(s) given. [%s]" \
@@ -421,7 +421,7 @@ func set_animations(p_animations: ESCAnimationResource) -> void:
return return
animations = p_animations animations = p_animations
if not animations.is_connected("changed", self, "_validate_animations"): if not animations.is_connected("changed", self, "_validate_animations"):
animations.connect("changed", self, "_validate_animations") animations.connect("changed", self, "_validate_animations")
@@ -655,7 +655,7 @@ func get_camera_node():
escoria.logger.debug( escoria.logger.debug(
self, self,
"Camera node found - directing camera to the camera_node on %s." "Camera node found - directing camera to the camera_node on %s."
% global_id % global_id
) )
return get_node(camera_node) return get_node(camera_node)
return self return self
@@ -730,7 +730,7 @@ func _get_inventory_texture() -> Texture:
# - property_name: the name of the property being passed in. # - property_name: the name of the property being passed in.
func _validate_animations_property_all_not_null(property: Array, property_name: String) -> void: func _validate_animations_property_all_not_null(property: Array, property_name: String) -> void:
var has_empty_entry: bool = false var has_empty_entry: bool = false
for item in property: for item in property:
if item == null: if item == null:
has_empty_entry = true has_empty_entry = true
@@ -738,8 +738,8 @@ func _validate_animations_property_all_not_null(property: Array, property_name:
if has_empty_entry: if has_empty_entry:
_scene_warnings.append("At least one entry in '%s' is empty. [%s]" % [property_name, _get_identifier_as_key_value()]) _scene_warnings.append("At least one entry in '%s' is empty. [%s]" % [property_name, _get_identifier_as_key_value()])
# Returns the global ID as a key/value pair. If none is specified, use the node name. # Returns the global ID as a key/value pair. If none is specified, use the node name.
# Used to tag messages. # Used to tag messages.
func _get_identifier_as_key_value() -> String: func _get_identifier_as_key_value() -> String: