Skip to content
This repository has been archived by the owner on Apr 3, 2022. It is now read-only.

Releases: brunosxs/SMRT-Godot

Bugfix

19 Mar 11:36
Compare
Choose a tag to compare

Back just to add a small fix for #17

Godot 3.0 compatible

20 Dec 22:17
Compare
Choose a tag to compare

This update finally brings SMRT to the assetlib, completely ported over to godot 3.x

SMRT-Godot's runtime systems have been compatible with godot 3 since july, except some minor bugs(like the audio playback) and the editor. I've left SMRT-Godot in beta for quite some time and now, it is finally time to let it go into the assetlib.
This means basically that:

  • if you're still in godot 2.x, you have no need to update as this has no new features, it is simply a port to 3.0 and if you update, you will break your working game
  • If you still wish to use godot 2.x on future projects( hey, I'm not judging, godot is this godot), you'll need to grab the 2.0 version directly from github.
  • And a version bump to make SMRT's main release number be more easily understood

Special thanks to @ellis-matthew4

New features, reworks and bugfixes

27 Nov 12:15
770e99c
Compare
Choose a tag to compare

Bugfix release

26 Jun 17:30
Compare
Choose a tag to compare

Fixed a bug that could crash SMRT

Round of fixes and more debug messages

07 Jun 11:49
Compare
Choose a tag to compare

New example and some fixes

02 Jun 00:19
Compare
Choose a tag to compare

From now on, no more "releases" for the master branch, if you need the examples you should know enough of git to clone master. Releases will be made just for godot's assetlib.

This update is mostly to correct a pesty bug... BUT...

  • Added show_debug_messages bool, when active, you can see useful info on the console. No more dozens of lines in your console if you don't wish so :D
  • Added a new example(not yet finished) using graphics from GDQuest
  • stop() function now resets SMRT to a cleaner state, which should prevent unwanted results

BUGFIX:

  • Corrected bug that sometimes would not make the stop() function work properly

Let's stop this

25 May 21:29
Compare
Choose a tag to compare

THIS IS A RELEASE TAILORED FOR GODOT'S ASSET LIB, WITH NO EXAMPLES

  • Added function stop() to end the dialog execution at any time: It is basically a set method for the bool on_dialog

Let's stop this

25 May 21:26
Compare
Choose a tag to compare
  • Added function stop() to end the dialog execution at any time: It is basically a set method for the bool on_dialog

single_text Bugfix release

27 Apr 01:05
Compare
Choose a tag to compare

The signal dialog_controlshould work properly now with the single_text function. Reported in #3 , thanks bobokox :)

Little tweaks after months of feedback and use

27 Jan 10:12
Compare
Choose a tag to compare

Bugfixes:

  • Corrected bug where the visible text area would not appear correctly
  • Changed signal "finished_dialog" to "finished" to make it follow the animation player and other nodes signal naming pattern
  • Some other less important bugs are now ironed out;

Enhancements:

  • It is now possible to send a single text from the runtime to be shown, without the need to have it previously stored on the language file. For that, you just need to call show_text(chapter,dialog) with "single_text" as the chapter parameter, and write the string you want to show on the dialog parameter