Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Converted puzzle symbols to an enum | Star Rauchenberger | 20 hours | 1 | -28/+28 |
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* | Maps have display names now | Star Rauchenberger | 21 hours | 1 | -0/+1 |
| | | | | Also added endings to the apworld. | ||||
* | Validate that nodes in game files are used | Star Rauchenberger | 3 days | 6 | -15/+78 |
| | | | | You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet. | ||||
* | Added the_gallery | Star Rauchenberger | 8 days | 1 | -35/+0 |
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* | Converted to proto2 | Star Rauchenberger | 9 days | 1 | -1/+1 |
| | | | | | | | | | | | | | | | | | This will let us use an older version of protobuf in Python, and allows us to use the Godot protobuf implementation at all. Scalar fields with custom defaults in data.proto were changed to not have a default, because Godot doesn't handle it properly. The equivalent fields in human.proto still have the defaults, and datapacker copies the default value in if necessary. The Panel message in data.proto was also renamed to PanelData because otherwise it conflicts with the native Godot class named Panel. The double field in Letter was renamed to level2, because Godot couldn't handle it well. Finally, common.proto was removed and its contents were moved into data.proto, which allows us to generate code for Python without needing to edit it. NOTE: I had to slightly modify the Godot protobuf code generator. I'll need to upload that somewhere. | ||||
* | Added the_butterfly | Star Rauchenberger | 12 days | 1 | -1/+5 |
| | | | | The proto representation of letters has changed, so the C++ tools need to be updated. | ||||
* | Added the_between | Star Rauchenberger | 12 days | 5 | -0/+454 |