chore: storing version and changelog
This commit is contained in:
@@ -1,3 +1,12 @@
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## [4.0.0-alpha.157](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.157) (2022-04-08)
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### Bug Fixes
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* Avoid globals starting with 'i/' ([#556](https://github.com/godot-escoria/escoria-demo-game/issues/556)) ([05f139e](https://github.com/godot-escoria/escoria-demo-game/commit/05f139ef1af50a02182882e8724591d50537260f))
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## [4.0.0-alpha.156](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.156) (2022-04-08)
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@@ -50,14 +50,14 @@ func run(command_params: Array) -> int:
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"",
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ESCTransitionPlayer.TRANSITION_MODE.OUT
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)
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if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
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while yield(
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escoria.main.scene_transition,
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"transition_done"
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) != transition_id:
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pass
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if command_params[0] == "main":
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escoria.game_scene.hide_main_menu()
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elif command_params[0] == "pause":
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@@ -49,14 +49,14 @@ func run(command_params: Array) -> int:
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"",
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ESCTransitionPlayer.TRANSITION_MODE.OUT
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)
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if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
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while yield(
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escoria.main.scene_transition,
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"transition_done"
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) != transition_id:
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pass
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if command_params[0] == "main":
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escoria.game_scene.show_main_menu()
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elif command_params[0] == "pause":
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@@ -137,7 +137,7 @@ func register_object(object: ESCObject, room: ESCRoom = null, force: bool = fals
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# changes.
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room_key.room_global_id = current_room_key.room_global_id
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room_key.room_instance_id = current_room_key.room_instance_id
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if not room_key.is_valid():
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# This condition should very likely never happen.
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escoria.logger.report_errors(
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@@ -336,7 +336,7 @@ func unregister_object(object: ESCObject, room_key: ESCRoomObjectsKey) -> void:
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"part of a 'forced' registration, ignore this warning."
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]
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)
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return
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var room_objects = _get_room_objects_objects(room_key)
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@@ -473,13 +473,13 @@ func _object_exists_in_room(object: ESCObject, room_key: ESCRoomObjectsKey) -> b
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"Cannot check for null objects."
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]
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)
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return false
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for room_container in room_objects:
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if _compare_container_to_key(room_container, room_key) \
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and room_container.objects.has(object.global_id):
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return true
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return false
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@@ -84,7 +84,7 @@ func change_scene(room_path: String, enable_automatic_transitions: bool) -> void
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escoria.logger.debug(
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"Awaiting transition %s (out) to be finished." % transition_id
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)
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yield(escoria.main.scene_transition, "transition_done")
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# Hide main and pause menus
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@@ -229,7 +229,7 @@ func init_room(room: ESCRoom) -> void:
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room,
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true
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)
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if escoria.globals_manager.has(
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escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
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):
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@@ -293,7 +293,7 @@ func _perform_script_events(room: ESCRoom) -> void:
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rc = yield(escoria.event_manager, "event_finished")
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if rc[0] != ESCExecution.RC_OK:
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return rc[0]
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yielded = true
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# Hide main and pause menus
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@@ -364,7 +364,7 @@ func _perform_script_events(room: ESCRoom) -> void:
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rc = yield(escoria.event_manager, "event_finished")
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if rc[0] != ESCExecution.RC_OK:
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return rc[0]
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# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
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# to false
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if escoria.globals_manager.get_global( \
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@@ -205,7 +205,7 @@ func error(string: String, args = [], do_savegame: bool = true):
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_log(message, true)
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escoria.set_game_paused(true)
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if is_instance_valid(escoria.main.current_scene):
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escoria.main.current_scene.game.show_crash_popup(files_to_send)
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@@ -296,7 +296,7 @@ func load_game(id: int):
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## GLOBALS
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for k in save_game.globals.keys():
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var global_value = save_game.globals[k]
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if global_value is String and global_value.empty():
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global_value = "''"
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@@ -228,7 +228,7 @@ func set_game_paused(p_paused: bool):
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emit_signal("paused")
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else:
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emit_signal("resumed")
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var scene_tree = get_tree()
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if is_instance_valid(scene_tree):
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@@ -372,7 +372,7 @@ func _handle_direct_scene_run() -> void:
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if current_scene_root.filename == ProjectSettings.get_setting('application/run/main_scene'):
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# This is a normal, full-game run, so there's nothing to do.
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return
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if current_scene_root is ESCRoom:
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escoria.object_manager.set_current_room(current_scene_root)
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@@ -53,13 +53,13 @@ func set_scene(p_scene: Node) -> void:
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escoria.object_manager.set_current_room(p_scene)
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add_child(p_scene)
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# In cases where the room being created doesn't return because of a
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# coroutine, finish_current_scene_init() will already have been called
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# and so we don't want to risk repeating ourselves.
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if p_scene == current_scene:
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return
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# This actually moves the scene closest to the root node, but will
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# still be drawn behind the next node, which should be the previous
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# room.
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@@ -80,7 +80,7 @@ func transition(
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return TRANSITION_ID_INSTANT
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var material_path = get_transition(transition_name)
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material = ResourceLoader.load(get_transition(transition_name))
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transition_id += 1
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@@ -209,7 +209,7 @@ func element_focused(element_id: String) -> void:
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if escoria.action_manager.current_action != VERB_USE \
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and escoria.action_manager.current_tool == null \
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and target_obj is ESCItem:
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$mouse_layer/verbs_menu.set_by_name(
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target_obj.default_action
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)
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