0.0.2-dev #37

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devonereynolds merged 323 commits from 0.0.2-dev into main 2026-03-17 01:50:24 +00:00
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This error was introduced with the commit `Laser puzzle building blocks (#16)` / 1bdc3b23ad because `dev/nate/laser.tscn` was both moved to `entities/props/lasers/laser.tscn` while also changing its UID from `dtjmea8nge4un` to `c7atong5foolx`. This left Godot with no mapping by path or UID to automatically update scenes and resources that referenced this scene.
Getting more things working

Deleting audio and global

Updating SoundBus with UI events

PLAYER: controller_look_sensitivity made static for easy user config

SCREENS: Updated to work/flow correctly

PAUSE: Global pause supported
Reorder autoloads so the necessary nodes exist at the right time

GAME: Activate InputHelper plugin
a child of main_menu to function properly
feat(level): Export blank scene as gltf for mirroring across art/game repo
feat(level): Added Entrance Hall to museum 2 blockout

feat(level): Moved non-CSG nodes from museum 2 blockout to museum 2 level
feat(level): Moved the floor down to expose the bottom of the props properly in the Museum 2 level
feat(level): Dimmed the light the west wing
fix(level): Hallways dont have collision

refactor(level): Renamed Doors and Walls to match default direction of museum
feat(level): Added lights to the East Wing, East Wing Hallway, East Wing Security Room and West Wing Security Rooms in Museum 2 Level
feat(level): Added general lighting to the North Wing Museum 2 level
feat(level): Added general lighting to Museum 2 level
fix(level): All spaces other than the hallways are sized down by half

fix(level): Repositioned the lights and player in the museum 2 level due to the small sized rooms
Reviewed-on: #23
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
This allows nodes that use this script to have a more flexible child node heirarchy
An InteractionArea's collision shape should be easily configurable per InteractableObject that uses it. Using an InteractionArea as a scene hides the collision shape unless editable child nodes is turned on, so using it as a scene is less flexible.
Not every interactable object will have information or be focusable.
player.tscn
This fixes an edge case where when dragging the script onto a node that already had a different script on it, the editor would skip calling _ready() again and only call _get_configuration_warnings(). This would produce a false positive warning that the node did not have a mesh as a child node.
This is a cleaner separation of responsibilites and keeps FocusableObject from having to know about the camera
refactor: level: Renamed Nothwing to Northwing
feat: level: Tagged EastWing, WestWing, NorthWing and the Security rooms as traversable by navigation agents
Currently, if you jump without moving the character faces towards (0,0) and also footprints get left mid-air

Reviewed-on: #29
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
This reverts commit 60b88a3051832ed8d74a8cca806f89198351b2b3.
This eliminates an extra serialized export variable that was removed in commit 62a1c6c722
Resolves an order of operations logic error introduced in commit 481dc70ae8
refactor: zoo: Renamed tree_a to DoorSlide in zoo
refactor: zoo: Deleted additional window prop from zoo
feat: level: Replace the windows in museum level 2 with ones that we can see out of
Reviewed-on: #31
Co-authored-by: TranquilMarmot <nate@moore.codes>
Co-committed-by: TranquilMarmot <nate@moore.codes>
For whatever reason Godot kept changing this ID every time this scene was opened
For whatever reason Godot wanted to change this ID every time the scene was opened
This is inside the `_input` function which already provides the event, so it does not need to reach out to the `Input` global to check for input.
This tween only affects the door node of this scene, and does not need to exist outside this node, so it should be bound to this node.
If the pickup item was originally inside a scene that is a child of the current scene then reparenting it silently sets the owner to null.
The previous version would fail to reparent the item
Reviewed-on: #32
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
Reviewed-on: #33
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
Reviewed-on: #34
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
future speed tweaks
Reviewed-on: #35
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
https://streamable.com/snhn6k
Reviewed-on: #36
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
using game_state.gd
a_kimb0 approved these changes 2026-03-17 01:42:42 +00:00
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BUGJam/pounce-game!37
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