diff --git a/2d/finite_state_machine/player/bullet/bullet_spawner.gd b/2d/finite_state_machine/player/bullet/bullet_spawner.gd index c5e05e95..c0f0f9ad 100644 --- a/2d/finite_state_machine/player/bullet/bullet_spawner.gd +++ b/2d/finite_state_machine/player/bullet/bullet_spawner.gd @@ -2,7 +2,7 @@ extends Node2D var bullet = preload("Bullet.tscn") -func _input(event): +func _unhandled_input(event): if event.is_action_pressed("fire"): fire(owner.look_direction) diff --git a/2d/finite_state_machine/player/player_state_machine.gd b/2d/finite_state_machine/player/player_state_machine.gd index 1879359d..e3267677 100644 --- a/2d/finite_state_machine/player/player_state_machine.gd +++ b/2d/finite_state_machine/player/player_state_machine.gd @@ -21,7 +21,7 @@ func _change_state(state_name): ._change_state(state_name) -func _input(event): +func _unhandled_input(event): # Here we only handle input that can interrupt states, attacking in this case, # otherwise we let the state node handle it. if event.is_action_pressed("attack"): diff --git a/2d/finite_state_machine/player/weapon/sword.gd b/2d/finite_state_machine/player/weapon/sword.gd index 65aa649c..1e2218a4 100644 --- a/2d/finite_state_machine/player/weapon/sword.gd +++ b/2d/finite_state_machine/player/weapon/sword.gd @@ -59,7 +59,7 @@ func _change_state(new_state): state = new_state -func _input(event): +func _unhandled_input(event): if not state == States.ATTACK: return if attack_input_state != AttackInputStates.LISTENING: diff --git a/2d/finite_state_machine/state_machine/state_machine.gd b/2d/finite_state_machine/state_machine/state_machine.gd index f214f747..dc09581e 100644 --- a/2d/finite_state_machine/state_machine/state_machine.gd +++ b/2d/finite_state_machine/state_machine/state_machine.gd @@ -41,7 +41,7 @@ func set_active(value): current_state = null -func _input(event): +func _unhandled_input(event): current_state.handle_input(event) diff --git a/2d/hdr/beach_cave.gd b/2d/hdr/beach_cave.gd index e56d3ed9..9a7dffe4 100644 --- a/2d/hdr/beach_cave.gd +++ b/2d/hdr/beach_cave.gd @@ -4,7 +4,7 @@ const CAVE_LIMIT = 1000 onready var cave = $Cave -func _input(event): +func _unhandled_input(event): if event is InputEventMouseMotion and event.button_mask > 0: var rel_x = event.relative.x var cavepos = cave.position diff --git a/2d/navigation/navigation.gd b/2d/navigation/navigation.gd index 336e7130..d5934a6d 100644 --- a/2d/navigation/navigation.gd +++ b/2d/navigation/navigation.gd @@ -10,7 +10,7 @@ func _process(delta): # The 'click' event is a custom input action defined in # Project > Project Settings > Input Map tab. -func _input(event): +func _unhandled_input(event): if not event.is_action_pressed("click"): return _update_navigation_path($Character.position, get_local_mouse_position()) diff --git a/2d/navigation_astar/character.gd b/2d/navigation_astar/character.gd index c19b5753..b61a231e 100644 --- a/2d/navigation_astar/character.gd +++ b/2d/navigation_astar/character.gd @@ -27,7 +27,7 @@ func _process(_delta): _target_point_world = _path[0] -func _input(event): +func _unhandled_input(event): if event.is_action_pressed("click"): var global_mouse_pos = get_global_mouse_position() if Input.is_key_pressed(KEY_SHIFT): diff --git a/2d/navigation_astar/pathfind_astar.gd b/2d/navigation_astar/pathfind_astar.gd index 48903b12..30a2dac7 100644 --- a/2d/navigation_astar/pathfind_astar.gd +++ b/2d/navigation_astar/pathfind_astar.gd @@ -42,16 +42,6 @@ func _draw(): last_point = current_point -# Click and Shift force the start and end position of the path to update, -# and the node to redraw everything. -#func _input(event): -# if event.is_action_pressed('click') and Input.is_key_pressed(KEY_SHIFT): -# # To call the setter method from this script we have to use the explicit self. -# self.path_start_position = world_to_map(get_global_mouse_position()) -# elif event.is_action_pressed('click'): -# self.path_end_position = world_to_map(get_global_mouse_position()) - - # Loops through all cells within the map's bounds and # adds all points to the astar_node, except the obstacles. func astar_add_walkable_cells(obstacle_list = []): diff --git a/2d/platformer/assets/art/tileset/tileset.tres b/2d/platformer/assets/art/tileset/tileset.tres index 8cc5a0b4..36ff4ea8 100644 --- a/2d/platformer/assets/art/tileset/tileset.tres +++ b/2d/platformer/assets/art/tileset/tileset.tres @@ -47,6 +47,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 0/tile_mode = 0 0/occluder_offset = Vector2( 0, 0 ) 0/navigation_offset = Vector2( 0, 0 ) +0/shape_offset = Vector2( 0, 0 ) +0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +0/shape = SubResource( 1 ) +0/shape_one_way = false +0/shape_one_way_margin = 1.0 0/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -63,6 +68,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 1/tile_mode = 0 1/occluder_offset = Vector2( 0, 0 ) 1/navigation_offset = Vector2( 0, 0 ) +1/shape_offset = Vector2( 0, 0 ) +1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +1/shape = SubResource( 2 ) +1/shape_one_way = false +1/shape_one_way_margin = 1.0 1/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -79,6 +89,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 2/tile_mode = 0 2/occluder_offset = Vector2( 0, 0 ) 2/navigation_offset = Vector2( 0, 0 ) +2/shape_offset = Vector2( 0, 0 ) +2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +2/shape = SubResource( 5 ) +2/shape_one_way = false +2/shape_one_way_margin = 1.0 2/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -95,6 +110,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 3/tile_mode = 0 3/occluder_offset = Vector2( 0, 0 ) 3/navigation_offset = Vector2( 0, 0 ) +3/shape_offset = Vector2( 0, 0 ) +3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +3/shape = SubResource( 6 ) +3/shape_one_way = false +3/shape_one_way_margin = 1.0 3/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -111,6 +131,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 4/tile_mode = 0 4/occluder_offset = Vector2( 0, 0 ) 4/navigation_offset = Vector2( 0, 0 ) +4/shape_offset = Vector2( 0, 0 ) +4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +4/shape = SubResource( 7 ) +4/shape_one_way = false +4/shape_one_way_margin = 1.0 4/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -127,6 +152,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 5/tile_mode = 0 5/occluder_offset = Vector2( 0, 0 ) 5/navigation_offset = Vector2( 0, 0 ) +5/shape_offset = Vector2( 0, 0 ) +5/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +5/shape = SubResource( 8 ) +5/shape_one_way = true +5/shape_one_way_margin = 1.0 5/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": true, @@ -143,6 +173,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 6/tile_mode = 0 6/occluder_offset = Vector2( 0, 0 ) 6/navigation_offset = Vector2( 0, 0 ) +6/shape_offset = Vector2( 0, 0 ) +6/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +6/shape = SubResource( 9 ) +6/shape_one_way = true +6/shape_one_way_margin = 1.0 6/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": true, @@ -159,6 +194,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 7/tile_mode = 0 7/occluder_offset = Vector2( 0, 0 ) 7/navigation_offset = Vector2( 0, 0 ) +7/shape_offset = Vector2( 0, 0 ) +7/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +7/shape = SubResource( 10 ) +7/shape_one_way = false +7/shape_one_way_margin = 1.0 7/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -175,6 +215,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 8/tile_mode = 0 8/occluder_offset = Vector2( 0, 0 ) 8/navigation_offset = Vector2( 0, 0 ) +8/shape_offset = Vector2( 0, 0 ) +8/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +8/shape = SubResource( 11 ) +8/shape_one_way = false +8/shape_one_way_margin = 1.0 8/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -191,6 +236,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 9/tile_mode = 0 9/occluder_offset = Vector2( 0, 0 ) 9/navigation_offset = Vector2( 0, 0 ) +9/shape_offset = Vector2( 0, 0 ) +9/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +9/shape = SubResource( 12 ) +9/shape_one_way = false +9/shape_one_way_margin = 1.0 9/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -207,6 +257,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 10/tile_mode = 0 10/occluder_offset = Vector2( 0, 0 ) 10/navigation_offset = Vector2( 0, 0 ) +10/shape_offset = Vector2( 0, 0 ) +10/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +10/shape = SubResource( 3 ) +10/shape_one_way = false +10/shape_one_way_margin = 1.0 10/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -223,6 +278,10 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 11/tile_mode = 0 11/occluder_offset = Vector2( 0, 0 ) 11/navigation_offset = Vector2( 0, 0 ) +11/shape_offset = Vector2( 0, 0 ) +11/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +11/shape_one_way = false +11/shape_one_way_margin = 0.0 11/shapes = [ ] 11/z_index = 0 12/name = "tree_trunk_1" @@ -233,6 +292,10 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 12/tile_mode = 0 12/occluder_offset = Vector2( 0, 0 ) 12/navigation_offset = Vector2( 0, 0 ) +12/shape_offset = Vector2( 0, 0 ) +12/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +12/shape_one_way = false +12/shape_one_way_margin = 0.0 12/shapes = [ ] 12/z_index = 0 13/name = "tree_base" @@ -243,6 +306,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 13/tile_mode = 0 13/occluder_offset = Vector2( 0, 0 ) 13/navigation_offset = Vector2( 0, 0 ) +13/shape_offset = Vector2( 0, 0 ) +13/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +13/shape = SubResource( 4 ) +13/shape_one_way = false +13/shape_one_way_margin = 1.0 13/shapes = [ { "autotile_coord": Vector2( 0, 0 ), "one_way": false, @@ -259,5 +327,9 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 ) 14/tile_mode = 0 14/occluder_offset = Vector2( 0, 0 ) 14/navigation_offset = Vector2( 0, 0 ) +14/shape_offset = Vector2( 0, 0 ) +14/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +14/shape_one_way = false +14/shape_one_way_margin = 0.0 14/shapes = [ ] 14/z_index = 0 diff --git a/2d/platformer/project.godot b/2d/platformer/project.godot index 487bfb07..bdbd7f69 100644 --- a/2d/platformer/project.godot +++ b/2d/platformer/project.godot @@ -142,6 +142,8 @@ shoot={ , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null) , Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777350,"unicode":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777238,"unicode":0,"echo":false,"script":null) ] } toggle_fullscreen={ diff --git a/2d/platformer/src/Main/Game.gd b/2d/platformer/src/Main/Game.gd index 7d09f0d8..0ffb9ed7 100644 --- a/2d/platformer/src/Main/Game.gd +++ b/2d/platformer/src/Main/Game.gd @@ -21,7 +21,7 @@ func _notification(what): $Black.queue_free() -func _input(event): +func _unhandled_input(event): if event.is_action_pressed("toggle_fullscreen"): OS.window_fullscreen = not OS.window_fullscreen get_tree().set_input_as_handled() diff --git a/3d/ik/fps/example_player.gd b/3d/ik/fps/example_player.gd index 233e3c17..5a961a5a 100644 --- a/3d/ik/fps/example_player.gd +++ b/3d/ik/fps/example_player.gd @@ -235,6 +235,3 @@ func _input(event): func animation_finished(_anim): anim_done = true - - - diff --git a/3d/ik/fps/weapon_pistol.dae.import b/3d/ik/fps/weapon_pistol.dae.import index bb9d5fd2..b9b7dadd 100644 --- a/3d/ik/fps/weapon_pistol.dae.import +++ b/3d/ik/fps/weapon_pistol.dae.import @@ -24,6 +24,7 @@ meshes/ensure_tangents=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 +skins/use_named_skins=true external_files/store_in_subdir=false animation/import=false animation/fps=15 diff --git a/3d/ik/godot_battle_bot.dae.import b/3d/ik/godot_battle_bot.dae.import index 972ffe8b..5832793e 100644 --- a/3d/ik/godot_battle_bot.dae.import +++ b/3d/ik/godot_battle_bot.dae.import @@ -24,6 +24,7 @@ meshes/ensure_tangents=true meshes/storage=0 meshes/light_baking=0 meshes/lightmap_texel_size=0.1 +skins/use_named_skins=true external_files/store_in_subdir=false animation/import=true animation/fps=15 diff --git a/3d/navmesh/navmesh.gd b/3d/navmesh/navmesh.gd index 18929339..b280b86a 100644 --- a/3d/navmesh/navmesh.gd +++ b/3d/navmesh/navmesh.gd @@ -50,7 +50,7 @@ func _process(delta): set_process(false) -func _input(event): +func _unhandled_input(event): if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed: var from = get_node("CameraBase/Camera").project_ray_origin(event.position) var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100 diff --git a/misc/window_management/control.gd b/misc/window_management/control.gd index 0ec21872..4c803455 100644 --- a/misc/window_management/control.gd +++ b/misc/window_management/control.gd @@ -63,7 +63,7 @@ func _physics_process(_delta): $Button_MouseModeCaptured.set_pressed(Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED) -func _input(event): +func _unhandled_input(event): if event is InputEventMouseMotion: mousepos = event.position diff --git a/misc/window_management/observer/observer.gd b/misc/window_management/observer/observer.gd index c9862731..c11a5589 100644 --- a/misc/window_management/observer/observer.gd +++ b/misc/window_management/observer/observer.gd @@ -25,10 +25,10 @@ func _process(delta): func _input(event): - if (event is InputEventMouseMotion): + if event is InputEventMouseMotion: r_pos = -event.relative - if (event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo()): + if event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo(): if (state == STATE_GRAB): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) state = STATE_MENU diff --git a/viewport/3d_scaling/hud.gd b/viewport/3d_scaling/hud.gd index 8952ee9a..5c8c9331 100644 --- a/viewport/3d_scaling/hud.gd +++ b/viewport/3d_scaling/hud.gd @@ -20,7 +20,7 @@ func _ready(): get_viewport().connect("size_changed", self, "_root_viewport_size_changed") -func _input(event): +func _unhandled_input(event): if event.is_action_pressed("cycle_viewport_resolution"): scale_factor = wrapf(scale_factor + 0.25, 0.25, 2.25) viewport.size = get_viewport().size * scale_factor diff --git a/viewport/gui_in_3d/gui_3d.gd b/viewport/gui_in_3d/gui_3d.gd index 71b60385..c45ea7b3 100644 --- a/viewport/gui_in_3d/gui_3d.gd +++ b/viewport/gui_in_3d/gui_3d.gd @@ -32,7 +32,7 @@ func _mouse_entered_area(): is_mouse_inside = true -func _input(event): +func _unhandled_input(event): # Check if the event is a non-mouse/non-touch event var is_mouse_event = false for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]: @@ -161,7 +161,7 @@ func rotate_area_to_billboard(): look = node_area.translation + look # Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted. - if billboard_mode == 2: + if billboard_mode == 2: look = Vector3(look.x, 0, look.z) node_area.look_at(look, Vector3.UP)