broken_seals/game
2020-04-19 18:43:46 +02:00
..
addons Update everything. 2019-12-22 22:14:58 +01:00
autoload Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource. 2020-04-18 14:35:28 +02:00
data Update HEADS to grab the profile defaults fix from ESS. 2020-04-18 21:27:22 +02:00
debug Data Part 3. 2019-11-20 13:59:32 +01:00
dev Update every module, to get the prop refactors. 2020-04-04 17:29:23 +02:00
dungeon_generator Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource. 2020-04-18 14:35:28 +02:00
menu Fix CharacterEntry's toggle mode. 2020-03-24 17:44:02 +01:00
networking Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource. 2020-04-18 14:35:28 +02:00
player Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
scenes Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping. 2020-04-19 18:43:46 +02:00
scripts Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
steering_ai_framework Added GDQuest's steering framework. 2020-02-19 13:06:40 +01:00
test_weapons Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman. 2020-04-02 21:40:08 +02:00
texture_tools Added missing copyright header. 2020-02-19 16:50:55 +01:00
ui Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
voxelman Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS. 2020-04-18 20:58:43 +02:00
.gitignore Added export.cfg into .gitignore. 2019-11-20 14:38:46 +01:00
default_bus_layout.tres Data Part 3. 2019-11-20 13:59:32 +01:00
ess_data.json Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.) 2020-04-07 02:13:10 +02:00
icon.png Fixed the project's name in the settings, added back in godot's icon for the project, and breserker now has the text "DO NOT USE", as the class will not work properly (at the moment). 2019-11-22 18:02:19 +01:00
icon.png.flags Added the remaining files. 2019-11-20 15:19:47 +01:00
icon.png.import Added the remaining files. 2019-11-20 15:19:47 +01:00
project.godot Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS. 2020-04-18 20:58:43 +02:00