cthangover and Claude Opus 5.5
0027c8ded0
Root nodes join through ModRoot.AddDeferred, so a reload that unloads the mod first never hands Godot a freed node
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-24 11:29:18 +02:00
cthangover and Claude Opus 5.5
afc49a16e0
Event pages and NPC move routes on RPG maps; rpg action schemas; walk test passes the RPG Plus prologue
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-24 10:01:10 +02:00
cthangover
e1b733ea01
Localization in es, zh, ja, ko, vi; IsSolid is not written into event files
2026-10-23 20:54:47 +02:00
cthangover
c4d6adf8fb
Map events apart from the map: map_events/<map>/*.json of any mod merged by id (RpgMapEventResolver, RpgMapEventMerge); item Icon look for events; rpg_walk checks a pickup across leaving the map and loading a save
2026-10-23 19:09:37 +02:00
cthangover
281b722667
Test screenshots through ViewportCapture: sRGB instead of the dark linear HDR frame
v1.0.0
2026-10-23 09:03:56 +02:00
cthangover
10214416ad
rpg_walk: skip the battle shot while a scene transition is running
2026-10-23 09:29:42 +03:00
cthangover
6babb12065
Mod cover
2026-10-22 17:54:08 +02:00
cthangover
ec787f3e2f
Walking is blocked while an on-demand overlay (trade window, workbench) is open
2026-10-22 17:09:39 +02:00
cthangover
002cd09495
rpg_walk: save, main menu, load; action card texts are translated
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Covers the empty dialog box after loading a save and the untranslated
action cards in battle. Docs: the world is built from engine mods, not a
novel engine.
2026-10-21 14:58:58 +02:00
cthangover
5c399b150d
Qualify Godot.Engine: the tools compile test has an Engine namespace
2026-10-21 13:39:36 +02:00
cthangover
657353b959
Mod unit tests: map grid, walking rules, encounters, save round trip
2026-10-21 13:32:59 +02:00
cthangover
09d601ee14
Line endings: LF everywhere
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.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
2026-10-21 13:29:51 +02:00
cthangover
5ca225a2d7
RPG world mod: tile maps, grid walking, map events, battles
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Maps of square tiles in three layers plus a collision layer, mounted over
the 2D shell when their scene is entered. WASD walking, E/F action events,
touch teleports, story-flag conditions, random encounters, rpg.battle and
rpg.teleport actions, position saving. Integration suite rpg_walk.
2026-10-21 13:22:18 +02:00