Sync Main with Dev #19

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devonereynolds merged 225 commits from dev into main 2026-03-07 20:15:41 +00:00
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This will allow the team to all use the same formatter settings without having to manually set these options per user and per machine.
Reviewed-on: #4
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
This reverts commit fa1b91aef4.

This commit went about making the change incorrectly by removing the project overrides instead of just updating them.
This is incorrect because it leaves open the possibility for individual conflicting editor formatter settings.
There still needs to be a project override, but with the setting explicitly set to false instead.

Also, this commit changed more than just not using spaces. It mistakenly removed the lint line length and lint ignored rules settings from the project editor settings overrides.
It may have looked like an error because they are explicitly set to the default values, but these do need to be explicitly set as project overrides to ensure each team member is using the same settings and cannot have different, conflicting editor formatter settings.
If the team wants to change these settings, we can update their project editor settings overrides.
Initially the team was provided settings for the formatter that had it configured to use spaces.
Project editor settings overrides were then added to match the provided settings to keep the team in sync.
However, the official Godot style guide says to use tabs, and the team wants to switch back to tabs for consistency.
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html#encoding-and-special-characters

Turned off the formatter use spaces setting by updating the project override so that the team still keeps their editor formatter settings in sync.
Removed the project override for the formatter indent size setting because it is ignored when using tabs.
Reference:
https://github.com/github/gitignore/blob/main/Godot.gitignore
As of Godot 4.2 the editor has a Windows-specific workaround for loading extension libraries.
Before the extension library is loaded the Godot editor creates a temp copy of the extension library `.dll` file with a `~` prefix (e.g. `example.dll` => `~example.dll`).
When the extension library is unloaded the Godot editor deletes the temp copy.
These copied `~*.dll` files are temporary and should be ignored.

References:

Godot 4.2 changelog
https://godotengine.org/article/godot-4-2-arrives-in-style/#gdextension

Godot PR #80188 GDExtension: Copy DLL to a temp file before opening
https://github.com/godotengine/godot/pull/80188
viewport
pounce_tools: Makes a debug menu in the top right, to be expanded as needed
DebugWatcher: Autoload for easy realtime monitoring with `DebugWatcher.add( node, 'property_to_watch' )`
Reviewed-on: #3
Reviewed-by: xury <Xury.Greer@Gmail.com>
Reviewed-by: a_kimb0 <ndbkim@gmail.com>
- [x] Add museum level w/ basic CSG
- [x] Fix up character camera controls
- [x] Add some robots and lasers to museum level
- [x] When a robot touches you, show a game over screen
- [x] Grab a "diamond"
- [x] Exit the map while holding the diamond and see a success screen

Reviewed-on: #6
(cherry picked from commit 375d5172d3bbd07f204fde53a4725d45719d7509)
(cherry picked from commit 0805f011cbc1fe52bd77b9522bd82a88dfdc0d13)
feat: add quit game action with esc key
feat: add quit game action with esc key
open a PR against the addon repo)
Per-user entries can be added as the startup level by opening `ignore/debug_config.tres` and populating `start_level_choices` (don't forget to save this node)
Enable/disable the pounce_tools plugin (or reload current project) to reflect those changes.
https://github.com/limbonaut/limboai/releases/tag/v1.7.0
Reviewed-on: #5
Reviewed-by: noahg <Noah.Greer@Gmail.com>
This reverts commit f0cfa760c6.
Reviewed-on: #11
Reviewed-by: noahg <Noah.Greer@Gmail.com>
Reviewed-on: #12
Reviewed-by: noahg <Noah.Greer@Gmail.com>
Adds the ability to push/pull "movable" objects around.

Co-authored-by: paco-orwin <wayoftheguitar@gmail.com>
Co-authored-by: Nate <nate@moore.codes>
Reviewed-on: #14
Reviewed-by: Nate <nate@moore.codes>
Co-authored-by: paco <pat@patcorwin.com>
Co-committed-by: paco <pat@patcorwin.com>
Reviewed-on: #16
Co-authored-by: Nate Moore <nate@moore.codes>
Co-committed-by: Nate Moore <nate@moore.codes>
This variable is only used inside the `body_entered` and `body_exited` signal handler functions. In this game there is always only one player, so the one that enters will always be the same one that exits, and there is no need to keep a reference to it in this class.
This helps make it more readable at a glance and shortens the lines
This helps make it more readable at a glance and shortens the lines
This makes the file name match the `class_name` inside the file so that it is easier to find and less confusing to work with in the editor.
The Godot editor keeps updating the value of `parent_id_path` for no apparent reason. It is probably dependent on something that changed earlier in these files' history and should have been included in an earlier commit.
The script file was already created but almost nothing was put inside of it
This is a variable, not an accessor function, so it should not have the `get_` prefix.
This variable is always assigned a reference from the `mesh.get_aabb()` method and only used inside of `get_bounding_box_coords()`, so there is no need for it to be a class level variable.
This reverts commit 3b31b63193.
This reverts commit b7df326660.
This reverts commit a2f7368c27.
This reverts commit e1978eeb48.
This reverts commit 3fc57602b4.
This reverts commit 0e08b013ec.
This reverts commit d236cdf892.
Reviewed-on: #18
Reviewed-by: noahg <Noah.Greer@Gmail.com>
devonereynolds changed title from Sync Dev with Main to Sync Main with Dev 2026-03-07 20:00:15 +00:00
devonereynolds removed their assignment 2026-03-07 20:00:33 +00:00
devonereynolds changed title from Sync Main with Dev to WIP: Sync Main with Dev 2026-03-07 20:00:37 +00:00
devonereynolds changed title from WIP: Sync Main with Dev to Sync Main with Dev 2026-03-07 20:01:13 +00:00
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BUGJam/pounce-game!19
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