v1.0.0-alpha.3
Added
-
Added new combination builders to
ComplexInputFactory
class. -
Added new InputBindFrayAction. This allows you to create a bind using simple binds in a way that mimic's Godot's actions.
-
Added new class icons.
-
Added "situation_changed" signal on
CombatStateMachine
. -
Added ability to set combat state instance in
CombatSituationBuilder
. -
Added
active_hitboxes
flag toHitState2D
andHitState3D
. -
Added ability to create virtual devices in
FrayInput
singleton. -
Added
is_any_pressed()
method toFrayInput
singleton. -
Added
is_device_connected()
method toFrayInput
singleton. -
Added ability to remove binds and complex inputs from
FrayInputList
.
Changed
-
Updated hit detection system.
-
Renamed 'hit_detection' folder to more general 'collision'.
-
Replaced individual module pseudo-namespaces with 1 namespace. Now instead of
FrayInputNS
you would typeFray.Input
. -
Most input binds now inherit from new InputBindSimple type.
-
Renamed
CombatGraph
toCombatStateMachine
. -
Renamed
HitStateSwitcher
toHitStateManager
. -
Exposed
add_state
method inCombatSituationBuilder
. -
Updated state machine library to be more flexible. States now have new 'enter', 'process', and 'exit' virtual methods that are invokved by the state machine.
-
HitboxAttributes'
can_detect
method now takes attribute instead of hitbox. -
The
CombatStateMachine
will now default to using the first added situation. -
Renamed
FrayInputList
back toFrayInputMap
to mirror Godot's naming
Removed
-
Removed push box. There will no longer be a default push box implementation, users can create their own depending on their collision set up.
-
Removed
CombatGraphData
class. -
Removed
state_changed
signal onCombatStateMachine
. -
Removed
current_state
proprety fromHitStateManager2D
andHitStateManager3D
. State will now be activated when active hitboxes are set.
Fixed
-
InputBindJoyAxis not reading axis correctly.
-
Fixed 3d nodes extending
Node2D
instead ofSpatial
. -
Fixed lack of null checks on
FrayInput
methods.