Commit Graph
24 Commits
Author SHA1 Message Date
cthangover a3c9cd69e7 feat: use authored category names for mods
Store categories as authored strings. Trim and deduplicate without changing case, compare without case sensitivity, and keep all observed categories available to filters and editors.
2026-11-13 17:47:08 +01:00
cthangover 5558dd23bf chore: align mod versions and dependencies to 0.1.0
Set the demo release floor to 0.1.0 in manifests, dependency requirements and authoring examples. Keep category and runtime changes separate.
2026-11-13 17:47:06 +01:00
cthangover 6ec0ee0c07 chore: align game versions and dependencies with 0.1.0 2026-11-06 18:01:02 +01:00
cthangover 24e5e2d40e docs: explain ambient scenarios and shared expressions
Describe independent ambient executions and their editing/debugging through npc_barks_base. Extend localized guidance on expressions_base calculations.
2026-11-04 08:45:54 +01:00
cthangover 4720506047 Support concurrent background scenario execution and debugging 2026-11-03 13:53:23 +03:00
cthangover 1894857eff Update dialog_base implementation, assets and documentation 2026-10-31 15:28:50 +03:00
cthangover 2c9e6805a9 Quit test drivers through ApplicationExit and free test resources
Adds tests for freeing the temporary ext_resource sub-scene instance; the
animated foreground tests dispose their frame textures.
2026-10-29 13:21:41 +01:00
cthangover 650f87c6ed Add the doc_shots documentation screenshot suite; mod documentation 2026-10-29 09:25:53 +01:00
iisaev fe68178a7f gitignore file 2026-10-28 15:20:00 +03:00
cthangover ab6849d089 Resolve dialog box after battle scene rebuilds 2026-10-27 01:07:28 +01:00
cthangoverandClaude Opus 5.5 d1b2cae314 Root nodes join through ModRoot.AddDeferred, so a reload that unloads the mod first never hands Godot a freed node
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 11:29:11 +02:00
cthangoverandClaude Opus 5.5 68ed11cadc Scenario conditions in dialogs: option if= hides choices, when moved here from stat checks; command schemas
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 10:01:11 +02:00
cthangover dde5262aa0 Localization in es, zh, ja, ko, vi 2026-10-23 20:54:36 +02:00
cthangover 58015f5ff8 Mod cover v1.0.0 2026-10-22 17:09:45 +02:00
cthangover 084ea7f0eb Dialog box starts hidden
It was visible until the first dialog ended, so a scene entered without a
running scenario (a loaded save on an RPG map, the return from a battle)
showed an empty box that nothing closed. SetDialogQueueAndRun shows it.
2026-10-21 14:58:56 +02:00
cthangover b5ad858c5e Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
2026-10-21 13:29:39 +02:00
cthangover bd55716349 Event-driven dialog queue, story flag command, mod unit tests
Push-based event chains, runtime fixes (single end, goto lifecycle, if,
busy box, held delay, empty options, timed/animated/effect actions), the
'flag name value' DSL command, autoplay --dialogs=N, 19 mod unit tests.
2026-10-21 12:31:52 +02:00
iisaev 9f86bdbb0c move debug cursor in runtime 2026-10-19 17:39:30 +03:00
cthangover 5200db1562 Rename cthangover_story to cthangover_game
The mod holding the main game's own scenes and story follows the <game>_game
naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
2026-10-18 19:45:49 +02:00
cthangover 2d3f4761e7 Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
2026-10-18 19:00:22 +02:00
cthangover 88964cab6b Dialog box ignores input meant for other controls
Enter/Space do not advance the dialog while a text field has focus, and a
click over another control that stops the mouse (a tool panel drawn over the
dialog area) belongs to that control. DialogBox reads input in _Input, before
the GUI, so both used to advance the dialog as well.
2026-10-18 15:31:00 +02:00
cthangover aca89c631f Debugger support for the scenario studio
Actions carry the scenario line they were parsed from (SourceLine);
ScenarioParser.SplitLine exposes the parser's line split. ScenarioEvent
remembers its source mod/file and can start at a label. DialogRuntime asks an
optional IDialogDebugger before every action and can be held; DialogBox
resumes a held dialog and aborts one without completing it.
2026-10-18 14:21:47 +02:00
iisaev 8982ad7092 added gitignore 2026-10-18 12:44:18 +03:00
iisaev 5de3fd7ad8 init mod 2026-10-18 12:41:38 +03:00