blujai831
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30dcb94548
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Changed project organization somewhat: instead of having an autoload directory, autoloads will be sorted into directories based on what they do. Wait is basically a utility class, so it goes in util.
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2024-02-13 10:25:13 -08:00 |
blujai831
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4e151ec943
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I've decided shader globals shouldn't be initialized in their respective shaders because their initial values are specified in the project config.
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2024-02-13 10:22:03 -08:00 |
blujai831
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32d9f4e1b0
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Some uid's mysteriously decided to change.
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2024-02-13 10:20:17 -08:00 |
blujai831
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007b0db0cf
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Added actions to input map.
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2024-01-29 12:47:08 -08:00 |
blujai831
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b6b19cbd7b
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Added some guard conditionals to AudioFader to make it resilient against, for example, playing null streams.
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2024-01-24 15:39:13 -08:00 |
blujai831
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7276a4a978
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Initial impl of AudioFader.
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2024-01-24 15:25:51 -08:00 |
blujai831
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14e4ea41fb
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Fixed hang when TweenChannel.sync is called too late.
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2024-01-24 12:13:09 -08:00 |
blujai831
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eb720b6188
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Clarified documentation of Task.group.
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2024-01-07 09:28:08 -08:00 |
blujai831
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4d2d82b199
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Added factory functions for TweenChannel because 'TweenChannel.new(TweenChannel.ArbitrationMode.REPLACE)' is kind of tedious to write.
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2024-01-06 19:16:28 -08:00 |
blujai831
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0cfdf81b48
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Immediately changed my mind about previous commit and changed default tween channel arbitration mode back to YIELD. Instead implemented a constructor which takes arbitration mode as an optional parameter. This way I can initialize arbitration mode to REPLACE as needed in variable declarations of type TweenChannel, rather than having to do it in _ready, and still have the default be YIELD.
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2024-01-06 18:47:57 -08:00 |
blujai831
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ebae0648c8
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Changed default tween channel arbitration mode to REPLACE.
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2024-01-06 18:41:58 -08:00 |
blujai831
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50e13dbd44
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Rewrote sky shader.
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2024-01-06 16:26:11 -08:00 |
blujai831
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d73fffb22f
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Clarified documentation of TweenChannel.arbitration_mode.
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2024-01-06 13:16:05 -08:00 |
blujai831
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1437194677
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Implemented TweenChannel.
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2024-01-06 13:09:18 -08:00 |
blujai831
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73bcc8c315
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Restored UI resources. Set default theme, font, and audio bus layout.
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2024-01-05 10:18:12 -08:00 |
blujai831
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2b70e7ddeb
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Reorganized audio.
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2024-01-05 10:15:33 -08:00 |
blujai831
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de72172cf7
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Reimported audio.
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2024-01-04 10:20:34 -08:00 |
blujai831
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ac3a57dc05
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Made CallableNode wait until its designated parent is in the tree and it itself is not. (Before, it only checked if it itself was in the tree, and handled it by removing itself from the tree instead of by waiting.) Fixed variable shadowing warnings.
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2024-01-03 14:04:04 -08:00 |
blujai831
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47b4c1f17a
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Fixed an oversight in how correct process_mode to use for invoked CallableNode is resolved.
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2024-01-02 22:03:46 -08:00 |
blujai831
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48a84ac85b
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Drafted CallableNode class. Will use later down the line for a much cleaner implementation (or possibly outright elision) of what was previously the UI autoload, which should hopefully fix all those errors about awaiters having disappeared by the time a signal emits or a coroutine returns (if I was interpreting them correctly; I can't remember what they actually said, but it was something to that effect).
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2024-01-02 21:47:30 -08:00 |
blujai831
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60fee556cd
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Added license. Reimplemented Task (formerly Promise), TimeExt (formerly TimeIntervalFormatting), and Wait.
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2024-01-02 19:34:41 -08:00 |
blujai831
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7621b719e1
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Created Godot project.
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2024-01-02 12:13:14 -08:00 |
blujai831
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04ab91a50f
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Deleted everything. I am going to try to comprehensively overhaul all my work so far to be more consistent, more idiomatic, better-documented, and less prone to gotchas.
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2024-01-02 12:07:01 -08:00 |
blujai831
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d18d2c3463
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Had accidentally made the water opaque at some point. Fixed.
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2023-12-28 16:11:37 -08:00 |
blujai831
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848202fd2a
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Reordered tool acknowledgements. The previous ordering was an artifact of the previous license agreement: for all they've made possible, I truly do owe the maintainers of *that* license more thanks than anyone, even the Godot contributors. While I do think the new license is a more moral license, else I wouldn't have switched to it, in practice it has yet to make anywhere near as great a positive impact on open-source as a movement, and therefore I owe its maintainers thanks only for the license itself, not for everything under the sun -- a much more modest but still very important contribution. One might wonder, then, why I don't still credit the maintainers of the old license on the list, if their work has been so essential even disregarding that I'm no longer using their license. The answer is simple: the list of explicit tool credits is reserved for maintainers of tools I use directly, and their license is no longer a tool I use directly. Anyway, credit to them above all others is already heavily implied in the more general acknowledgement of the entire open-source sphere. Which, if you think about it, really speaks to just how important their work has been. Also, an automatic update of unknown purpose was made to autoload/Storyboard/TestSaveData.tres. The only change seems to be that an array which was previously stored in pure-literal form now has its own resource ID. I assume I must have upgraded Godot in a recent system update and this behavior must be the most recent minor change to the engine: maybe it now always assigns resource IDs to arrays.
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2023-12-28 05:54:42 -08:00 |
blujai831
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dfc4b993ee
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Replaced unintentional non-ASCII character in LICENSE.txt.
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2023-12-27 12:23:29 -08:00 |
blujai831
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a4065f7831
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Imported project state from previous repo. (Previous repo was deleted to avoid continuing to distribute copies licensed under my previous choice of license; updating the license in the repo would not have sufficed because I would still be distributing undesirably licensed copies via the repo's history.)
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2023-12-27 12:18:33 -08:00 |
blujai831
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2d11601d3e
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Initial commit.
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2023-12-27 12:10:40 -08:00 |