Duncan Brown
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503d6134dd
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fix: eliminates the need to run two batches of ESC commands for loading games by introducing an extra ESC command; also corrects situations where transitions that are mixed and matched don't work together; and additional cleanup
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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114ef2fc55
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wip: rough attempt at properly incorporating existing coroutines to correctly place room swapping.
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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c87e853ba6
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fix: add code to handle scenes run directly from the Godot editor and allow for the current room to be set in the object manager, allowing proper setup
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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2508786cde
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fix: break loading up into two batches so objects can be loaded and accessed by other code in the loading method here
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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7ff0176d62
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fix: allows for proper reloading of all globals (reserved or otherwise); also now properly saves reserved objects; plus a couple small guards to correct issues while quitting after loading games in certain conditions
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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84c84d3a0f
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fix: makes the loading process more consistent by using all ESC commands; also fixes issue caused by loaded save games not executing :setup or :ready, thereby preventing proper room switching in this case
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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ecb7bfb528
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fix: accommodate empty parameter
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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0556ccbf32
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fix: we now need to transition in from :ready in the case of manual transitions
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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99568c1764
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Fixes issues with inventory items not properly persisting between rooms as well as a bug with unregistering items more than once. Also a couple small cleanup items and some additional docstrings.
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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01d7d041cd
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chore: refactor of object manager to use array of objects instead of untyped dictionary.
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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82acf8374d
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feat: adds instant transitions with an object manager rework, along with
something missed from PR #487
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2022-04-08 21:18:57 +02:00 |
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Duncan Brown
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c676ce5a55
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Merge pull request #496 from godot-escoria/issue-98
fix: guard for cases where no animations are set.
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2022-02-16 11:51:33 -05:00 |
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Duncan Brown
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d41f647a11
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Merge branch 'develop' into issue-98
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2022-02-16 10:59:03 -05:00 |
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Duncan Brown
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ea3543b5ee
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fix: guard for cases where no animations are set.
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2022-02-16 10:57:21 -05:00 |
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 Duncan BrownandDuncan Brown
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326618df18
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fix: set a proper guard in case of no speaking animations (#488)
+ correct the upper limit check for the speaking index
Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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2022-02-06 11:24:55 +01:00 |
|
 Duncan BrownandDuncan Brown
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99dc1e0110
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feat: refactor numerous areas and tokenize string literals where possible; also fixes some small bugs (#487)
Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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2022-02-04 17:10:40 +01:00 |
|
 Duncan BrownandDuncan Brown
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e9d63e94b0
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feat: move room initialization code into manager (#479)
Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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2021-12-13 07:35:38 +01:00 |
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 Duncan BrownandDuncan Brown
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fd47499fed
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feat: add options menu to pause menu (#477)
Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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2021-12-06 07:56:31 +01:00 |
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Duncan Brown
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9fbf0c254c
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fix: correct data type and update missed constant references (#476)
fix: correct data type and update missed constant references
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2021-12-03 23:30:19 +01:00 |
|
 Duncan BrownandDuncan Brown
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391bf08f21
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feat: add esc_current_scene reserved global (#474)
Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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2021-12-03 08:45:02 +01:00 |
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