| Commit message (Collapse) | Author | Age | Files | Lines |
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This is much more efficient than the txtpb format, and we only need an interface for it in C++ since the IDs will be packed into the binary proto representation.
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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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Keyholders are packed now. Doors can rely on keyholders and rooms.
Paintings can be exit only.
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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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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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