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This repository has been archived by the owner on Mar 28, 2023. It is now read-only.

Releases: AnidemDex/Godot-EventSystem

[v1.4.3] GoTo event improvement

18 Apr 21:57
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What's Changed

Full Changelog: v1.4.2...v1.4.3

[1.4.2] Fix update

15 Apr 18:51
ff6cbf4
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This version adds the behaviour of condition events, that was not added for some reason.

What's Changed

Full Changelog: v1.4.1...v1.4.2

[v1.4.1] Fix update

26 Mar 18:53
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What's Changed

  • Fix EventManager event configuration on go_to_next_event(). by @AnidemDex in #52

Full Changelog: v1.4...v1.4.1

[v1.4]

23 Mar 15:23
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Added

  • EventReturn. Formelly named End Timeline
  • EventGoTo. A helper event to jump to another event
  • Event.event_node_path. Use this property if you want your event to override EventManager.event_node_fallback (#51)
  • Event.get_event_node(). Used to get the node where this event applies to. The path is relative to current scene.

Changed

  • New timeline editor. Trying to make everything easy to maintain (#42). This includes:
    • A little menu when you right-click an event
    • Shortcuts
    • A different EventNode class.
  • New timeline behaviour. Timelines now will take care about containing events, as they should from the start. (#44)
  • New event behaviour. Now events points directly to the next event. (#44)
  • EventManager.event_node_path. Use EventManager.event_node_fallback_path
  • EventCondition. We're still testing wich is the best approach for if-else statements.

Deprecated

  • EventManager.event_node_path
  • Event.event_manager -> Use Event.get_event_manager_node()
  • Event.event_node -> Use Event.get_event_node()

Fixed

  • Drag and drop. Now is supposed to work, sorry for the inconvenience.
  • Saving behaviour. Godot refused to save subresources, now we tell it to save them.

Removed

  • Timeline editor history. Forgot to add it in the new timeline editor. It'll be added in a different way in future releases.

Auto-generated release notes

What's Changed

Full Changelog: v1.3...v1.4

[v1.3] Release the power of NodePaths

30 Dec 16:46
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Added

  • EventCallFrom. Call any function from any node in the current scene with its NodePath. #18

Want to see the whole changelog? Take a look at the docs: https://godotplugins.gitbook.io/eventsystem/changelog

Auto-generated release notes

What's Changed

  • Add Call From event by @joaopedrosgs in #18
  • Unlock the full power of wait timer by removing arbitrary limitations (60 seconds only, 1 second step only) by @Crystalwarrior in #20

New Contributors

Full Changelog: v1.2.1...v1.3

[1.2.1] Fancy update of the fancy update

10 Dec 20:56
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Basically, this just adds some fixes that I considered important.
Take a look at the docs: https://godotplugins.gitbook.io/eventsystem/changelog

Full Changelog: v1.2...v1.2.1

[1.2] Fancy update

05 Dec 15:03
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Take a look at the docs: https://godotplugins.gitbook.io/eventsystem/changelog

What's Changed

Full Changelog: v1.1...v1.2

[1.1] New events and some fixes

23 Nov 23:41
d2ef315
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Here, a quick release to fix a critical bug and add new useful events.

Added

  • EventShow. Will set the visible property of the node to true
  • EventHide. Will set the visible property of the node to false
  • EventCall. You can now call a function that is in your node's script.

Fixed

  • Bug related to EventJump. Now is fixed with b1565f2

Github autogenerated release notes

What's Changed

New Contributors

Full Changelog: v1.0...v1.1

[v1.0] First Release

04 Nov 21:50
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