Commit Graph
9 Commits
Author SHA1 Message Date
cthangover 281b722667 Test screenshots through ViewportCapture: sRGB instead of the dark linear HDR frame 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
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
.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
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