Posted January 24, 2023 by Jeremi
Hi everyone, here is the 12th devlog of Rakugo Project.
This devlog is about new releases of both Rakugo Core and Advanced Text,
but also how we changed show
/hide
feature in VisualNovelKit.
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If you read previous devlog you will remember that I wanted to crate tool to crate special groups for that.
After few try attempts and a lot of thinking I realised that I overthinked my attempt to show
and hide
keywords in RakuScript
Instead of UI tool and crating strange groups using it, I will just have 3 new nodes LayerUI(I not sure of this name yet), Layer2D and Layer3D.
And here is working show
keyword with Layer2D node.
And here is how the hierarchy of such a scene using Layer2D like looks in editor. Miho is a Layer2D its child can be any Node2D
So to use show
and hide
keywords you need to create Layer2D node with right name and add your 2D nodes to it.
Analogy with Layer3D with use Spatial nodes and LayerUI with use Control nodes.
Add variable_changed and character_variable_changed signals by @Jeremi360 in https://github.com/rakugoteam/Rakugo/pull/165
Now when a variable is set, signals are emitted : variable_changed(var_name, value) or character_variable_changed(character_tag, var_name, value)
prepare to replace character_exists()
by has_character()
by @Jeremi360 in https://github.com/rakugoteam/Rakugo/pull/170
character_exists() will be removed and replace by has_character(). Send a warning when character_exists() is used.
Fix #93 : Now variable name can be one letter long by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/179
Fix #149 : Parser, add error when line is not handled. by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/183
Now when you parse a script and a line can not be read, it send an error.
Fix #156 : Executer, handle errors by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/185
Add parameter error_str in signal execute_script_finished. If is empty no error, else contain error string. It can be used to show it. Already used with push_error, so do not do it again !
Fix #134 : Add Rakugo.stop_last_script by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/186
Add Rakugo.stop_last_script() and not Rakugo.stop_script() or Rakugo.stop_script(script_name). The last one need refactor before implement it. The second one is not enough explicit we think. So we add first one because in our current philosophy we have : one thread at a time. We need refactor to handles multiples threads at same time. Work for 1.3.
Fix #190 : Update rakugo.has_variable by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/194
Rakugo.has_variable can now handle character variable like get_variable
Fix #88 : Save load thread by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/191
Rakugo.save_game(), now save name of current executed script, plus last line read. So with Rakugo.load_game(), now parse last executed script. Rakugo.resume_loaded_script(), run last executed script.
We split load in 2 funcs. So you can call Rakugo.load_game(), to loads variables as usual and load your scenes with them. And after everything is ready, call Rakugo.execute_last_script().
Fix #152 : Autoload Rakugo.gd by @theludovyc in https://github.com/rakugoteam/Rakugo/pull/195
Autoload Rakugo.gd instead of Rakugo.tscn Remove Rakugo.tscn Maybe you need to disable/enable the plugin Rakugo
Full Changelog: https://github.com/rakugoteam/Rakugo/compare/1.1.1…1.2
Full Changelog: https://github.com/rakugoteam/AdvancedText/compare/1.5…1.6
That’s it from me and theLudovyc this time. See you next time!