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Added json serialization support for the data manager addon's settings class.
Reworked the data_manager addon. Now it stores it's settings using ProjectSettings, so it shouldn't bug out on a fresh import.
Now dungeons won't get spawned randomly by the zone, instead they are spawned by a new subzone class.
Set the texture_scale for the test dungeon's TiledWallData to 2.
Renamed the Godot tab in the about box to Engine.
Engine
Ported my web framework setup from rcpp_framework to a new web module, alongside with lots of improvements to make it fit the engine better. Also implemented a simple webserver that uses built in sockets.
Ported my database setup from rcpp_framework to a new databases module, alongside with lots of improvements to make it fit the engine better.
ported my user management setup from rcpp_framework to a new user module, alongside with lots of improvements to make it fit the engine better.
Created a new cscript module, it's currently only a simplified gdscript implementation.
Created a new plugin_refresher module. It can be used to quickly enable / disable addons. You can enable it in the ProjectSettings->Plugins tab. Right click the refresher icon to select the plugin that you want to refresh, left click the same icon to actyally refresh it.
TiledWalls got a new collider_z_offset property, which allows you to offset the generated collider shape.
TiledWalls also got a new texture_scaling property.
Fixed the 2 add methods in TiledWallData.
Added a new property hint (PROPERTY_HINT_BUTTON) that can be used with NIL properties to add buttons to the inspector.
Fixed the property validation for aura triggers and aura stat attributes in Spell.
Ported all commits that I thought would be useful since the last set of backports from upstream godot 3.x.