This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.
The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.
The background loading demo now uses mipmaps for better-looking images.
The material testers demo now samples mouse input in a
resolution-independent manner when panning.
Default clear colors were also changed in some projects for visual
consistency with the project's theme.
1. Renamed `CELL_TYPES` enums to `CellType`
2. Fixed references, old: `turn_combat_system/actors/Actor.gd`, new: `turn_combat/combatants/Combatant.gd`
3. Fixed references, old: `turn_combat_system/actors/health/Health.tscn`, new: `turn_combat/combatants/health/Health.tscn`
4. Fixed bug in `grid_movement/pawns/Actor.gd` extending lowercase `pawn.gd`; changed to `Pawn.gd`
5. Renamed lowercase `grid_movement/pawns/actor.gd` to capital `Actor.gd` for consistency
6. Fixed some unused local variables warnings
Other changes are from engine, after opening and saving all scenes.
* 2d/physics_platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder
* bullet collisions and shooting have to be executed from call_deferred
* PascalCase naming for nodes
* 2d/platformer works flawlessly on Godot 3.1 beta 8
* fix warnings for inferred node type
* every script has a class_name
* formatted code for better clarity
* each files has its own subfolder
* As suggested by @akien-mga
* states are back to const instead of enum
* class_name comes after extends
* better code style
* PascalCase for nodes
Opened them, saved all scenes, ran the project. Did necessary fixes here and there,
fixed some warnings (but some remain in bigger demos).
Did not port JRPG demo yet (#306) nor the two platformer demos.
closes#263
- Rename dialog to dialogue
- Give meaningful name to generic actors
- Move combat screen content to turn_combat folder
- Add new icon.png and .svg
- Change combat UI to not emit a signal from its parent, instead pass parameters to a function and let the combat work on them there
- Remove UI accessing deep layers on the hierarchy (get_parent().get_node("../etc/etc../etc...")
- Fix defend() stacking, making the player invulnerable, now evey turn the Health.armor resets to a base_armor value
- Remove useless Inventory button (maybe added again in the future when an inventory is added to the demo)