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de773ab13d | |
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@ -14,6 +14,10 @@ You can change your decision at any time - both versions are fully compatible.
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Get GDExtension version
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------------------------
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Precompiled builds are available on the official
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`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page,
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and in the Asset Library.
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GDExtension is the most convenient way of using the LimboAI plugin, but it comes
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with certain limitations:
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@ -34,8 +38,7 @@ Get module version
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-------------------
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Precompiled builds are available on the official
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`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page,
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and in the Asset Library (coming soon!).
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`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page.
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Installation instructions:
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@ -44,3 +47,5 @@ Installation instructions:
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3. Extract the pre-compiled editor and the demo project files.
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4. Launch the pre-compiled editor binary, import and open the demo project.
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5. Run the project.
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**Important**: To export your game using the module version of LimboAI, make sure to use the pre-compiled export templates included in the same GitHub release build.
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@ -36,6 +36,7 @@
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#include "editor/editor_file_system.h"
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#include "editor/editor_help.h"
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#include "editor/editor_interface.h"
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#include "editor/editor_main_screen.h"
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#include "editor/editor_paths.h"
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#include "editor/editor_settings.h"
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#include "editor/filesystem_dock.h"
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@ -917,6 +918,7 @@ void LimboAIEditor::_on_visibility_changed() {
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}
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task_palette->refresh();
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_update_banners();
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}
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_update_favorite_tasks();
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@ -1419,9 +1421,11 @@ void LimboAIEditor::_update_misc_menu() {
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}
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void LimboAIEditor::_update_banners() {
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for (int i = 0; i < banners->get_child_count(); i++) {
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for (int i = banners->get_child_count() - 1; i >= 0; i--) {
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if (banners->get_child(i)->has_meta(LW_NAME(managed))) {
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banners->get_child(i)->queue_free();
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Node *banner = banners->get_child(i);
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banners->remove_child(banner);
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memfree(banner);
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}
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}
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@ -1435,7 +1439,7 @@ void LimboAIEditor::_update_banners() {
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banner->add_spacer();
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banner->add_action(TTR("Help..."), callable_mp(LimboUtility::get_singleton(), &LimboUtility::open_doc_custom_tasks));
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banner->set_meta(LW_NAME(managed), Variant(true));
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banners->call_deferred(LW_NAME(add_child), banner);
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banners->add_child(banner);
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}
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}
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@ -1449,7 +1453,7 @@ void LimboAIEditor::_update_banners() {
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banner->add_action(TTR("Remove"), callable_mp(this, &LimboAIEditor::_remove_task_from_favorite).bind(task_meta), true);
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banner->add_action(TTR("Edit Favorite Tasks..."), callable_mp(this, &LimboAIEditor::_edit_project_settings));
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banner->set_meta(LW_NAME(managed), Variant(true));
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banners->call_deferred(LW_NAME(add_child), banner);
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banners->add_child(banner);
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}
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}
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@ -1459,7 +1463,7 @@ void LimboAIEditor::_update_banners() {
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banner->set_text(TTR("Restart required to apply changes to editor layout"));
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banner->add_action(TTR("Save & Restart"), callable_mp(this, &LimboAIEditor::_save_and_restart), true);
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banner->set_meta(LW_NAME(managed), Variant(true));
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banners->call_deferred(LW_NAME(add_child), banner);
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banners->add_child(banner);
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}
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}
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@ -1508,7 +1512,6 @@ void LimboAIEditor::_notification(int p_what) {
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task_tree->connect("task_activated", callable_mp(this, &LimboAIEditor::_on_tree_task_activated));
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task_tree->connect("probability_clicked", callable_mp(this, &LimboAIEditor::_action_selected).bind(ACTION_EDIT_PROBABILITY));
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task_tree->connect("visibility_changed", callable_mp(this, &LimboAIEditor::_on_visibility_changed));
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task_tree->connect("visibility_changed", callable_mp(this, &LimboAIEditor::_update_banners));
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save_btn->connect(LW_NAME(pressed), callable_mp(this, &LimboAIEditor::_on_save_pressed));
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misc_btn->connect(LW_NAME(pressed), callable_mp(this, &LimboAIEditor::_update_misc_menu));
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misc_btn->get_popup()->connect("id_pressed", callable_mp(this, &LimboAIEditor::_misc_option_selected));
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@ -1,10 +1,10 @@
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# Edit the following variables to change version info
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major = 1
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minor = 4
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patch = 0
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status = "dev"
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doc_branch = "latest"
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minor = 3
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patch = 1
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status = ""
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doc_branch = "v1.3.1"
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godot_cpp_ref = "godot-4.3-stable"
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# Code that generates version header
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@ -17,6 +17,7 @@
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#include "core/io/resource.h"
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#include "core/variant/variant.h"
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#include "editor/editor_node.h"
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#include "editor/editor_main_screen.h"
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#include "editor/plugins/script_editor_plugin.h"
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#endif // TOOLS_ENABLED
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@ -213,7 +214,7 @@ Variant VARIANT_DEFAULT(Variant::Type p_type) {
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void SHOW_BUILTIN_DOC(const String &p_topic) {
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#ifdef LIMBOAI_MODULE
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ScriptEditor::get_singleton()->goto_help(p_topic);
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EditorNode::get_singleton()->set_visible_editor(EditorNode::EDITOR_SCRIPT);
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EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_SCRIPT);
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#elif LIMBOAI_GDEXTENSION
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TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors();
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ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor.");
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@ -28,7 +28,7 @@
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#define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton())
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#define EDITOR_SETTINGS() (EditorSettings::get_singleton())
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#define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base())
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#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_main_screen_control())
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#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_editor_main_screen()->get_control())
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#define SCENE_TREE() (SceneTree::get_singleton())
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#define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active())
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#define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path)
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@ -47,7 +47,7 @@
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#define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir()
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#define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res)
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#define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object())
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#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->select_editor_by_name(m_name))
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#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->get_editor_main_screen()->select_by_name(m_name))
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#define FILE_EXISTS(m_path) FileAccess::exists(m_path)
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#define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES)
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#define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant()))
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@ -85,7 +85,7 @@ using namespace godot;
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#define EDITOR_FILE_SYSTEM() (EditorInterface::get_singleton()->get_resource_filesystem())
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#define EDITOR_SETTINGS() (EditorInterface::get_singleton()->get_editor_settings())
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#define BASE_CONTROL() (EditorInterface::get_singleton()->get_base_control())
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#define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen())
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#define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen()->get_control())
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#define SCENE_TREE() ((SceneTree *)(Engine::get_singleton()->get_main_loop()))
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#define IS_DEBUGGER_ACTIVE() (EngineDebugger::get_singleton()->is_active())
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#define FS_DOCK_SELECT_FILE(m_path) EditorInterface::get_singleton()->get_file_system_dock()->navigate_to_path(m_path)
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@ -416,6 +416,12 @@ String LimboUtility::get_property_hint_text(PropertyHint p_hint) const {
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case PROPERTY_HINT_MAX: {
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return "MAX";
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}
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case PROPERTY_HINT_DICTIONARY_TYPE: {
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return "DICTIONARY_TYPE";
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}
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case PROPERTY_HINT_TOOL_BUTTON: {
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return "TOOL_BUTTON";
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}
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}
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return "";
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}
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