Commit Graph
7 Commits
Author SHA1 Message Date
cthangover 18c58fd117 test: replace fixed waits with observable GUI readiness
Advance integration drivers only after their requested controls, game state or file effects are observable. Preserve the behavioral assertions and shared viewport capture pipeline.
2026-11-13 17:48:45 +01:00
cthangover c63acd54a1 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 17:48:38 +01:00
cthangover 57450def43 Remove the tool block from the main menu
Authoring tools open from the in-game toolbar only. Menu and test drivers quit
through ApplicationExit.
2026-10-29 13:21:43 +01:00
cthangoverandClaude Opus 5.5 55caaf020d 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 11:29:16 +02:00
cthangover 04c334c36a hot_reload checks that edited data reaches a kept engine mod
A data-only probe mod depending on characters_base has its character edited;
after the reload the template must carry the new name. It failed while the
character factory cached the previous mod set's data.
2026-10-21 10:09:44 +02:00
cthangover 22b67c628c 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 19:00:34 +02:00
iisaev ee6fdc3576 init mod 2026-10-18 12:41:41 +03:00