| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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Also fixed bug where the ID assigner didn't read letter and mastery IDs
and would thus reuse them. I reassigned all IDs because of this (since
we don't need to worry about ID stability yet).
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Also assigned IDs for the_butterfly, as well as already configured
letters.
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The proto representation of letters has changed, so the C++ tools need to be updated.
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vcpkg's libprotobuf is older than what PIP has, but neither are
completely up to date either. Ugh.
Doors have a room now because that's where the location will go.
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