This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.
The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.
The background loading demo now uses mipmaps for better-looking images.
The material testers demo now samples mouse input in a
resolution-independent manner when panning.
Default clear colors were also changed in some projects for visual
consistency with the project's theme.
1. Renamed `CELL_TYPES` enums to `CellType`
2. Fixed references, old: `turn_combat_system/actors/Actor.gd`, new: `turn_combat/combatants/Combatant.gd`
3. Fixed references, old: `turn_combat_system/actors/health/Health.tscn`, new: `turn_combat/combatants/health/Health.tscn`
4. Fixed bug in `grid_movement/pawns/Actor.gd` extending lowercase `pawn.gd`; changed to `Pawn.gd`
5. Renamed lowercase `grid_movement/pawns/actor.gd` to capital `Actor.gd` for consistency
6. Fixed some unused local variables warnings
Other changes are from engine, after opening and saving all scenes.
closes#263
- Rename dialog to dialogue
- Give meaningful name to generic actors
- Move combat screen content to turn_combat folder
- Add new icon.png and .svg
- Change combat UI to not emit a signal from its parent, instead pass parameters to a function and let the combat work on them there
- Remove UI accessing deep layers on the hierarchy (get_parent().get_node("../etc/etc../etc...")
- Fix defend() stacking, making the player invulnerable, now evey turn the Health.armor resets to a base_armor value
- Remove useless Inventory button (maybe added again in the future when an inventory is added to the demo)