chore: release version 2.3.5 and refactor lobby
Bump export_presets.cfg version to 2.3.5. Update CHANGELOG_DRAFT.md. Refactor lobby.gd into LobbyChat, LobbyMainMenu, LobbyRoomList, LobbyRoom. Move Nakama config to environment variables in nakama_manager.gd. Derive auth_manager.gd encryption key from OS.get_unique_id().sha256_text(). Remove Steam email auth fallback. Require auth ticket. Make GachaManager.pull() async in gacha_panel.gd. Remove dummy wallet seeding. Add store_type to IAP payload. Validate IAP receipts server-side in economy.lua. Register gacha module in main.lua. Clean backend_service.gd stubs. Fix featured_banners type safety in gacha_manager.gd. Guards non-array responses. Move tiles_armagedon_a1.res to assets/models/meshes/. Fix import fallback_path.
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@@ -0,0 +1,68 @@
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@tool
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static var GutUserPreferences = load("res://addons/gut/gui/gut_user_preferences.gd")
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static var temp_directory = 'user://gut_temp_directory'
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static var editor_run_gut_config_path = 'gut_editor_config.json':
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# This avoids having to use path_join wherever we want to reference this
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# path. The value is not supposed to change. Could it be a constant
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# instead? Probably, but I didn't like repeating the directory part.
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# Do I like that this is a bit witty. Absolutely.
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get: return temp_directory.path_join(editor_run_gut_config_path)
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# Should this print a message or something instead? Probably, but then I'd
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# be repeating even more code than if this was just a constant. So I didn't,
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# even though I wanted to make the message a easter eggish fun message.
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# I didn't, so this dumb comment will have to serve as the easter eggish fun.
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set(v):
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print("Be sure to document your code. Never trust comments.")
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static var editor_run_bbcode_results_path = 'gut_editor.bbcode':
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get: return temp_directory.path_join(editor_run_bbcode_results_path)
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set(v): pass
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static var editor_run_json_results_path = 'gut_editor.json':
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get: return temp_directory.path_join(editor_run_json_results_path)
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set(v): pass
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static var editor_shortcuts_path = 'gut_editor_shortcuts.cfg' :
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get: return temp_directory.path_join(editor_shortcuts_path)
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set(v): pass
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static var run_externally_options_path = 'gut_editor_run_externally.cfg' :
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get: return temp_directory.path_join(run_externally_options_path)
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set(v): pass
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static var _user_prefs = null
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static var user_prefs = _user_prefs :
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# workaround not being able to reference EditorInterface when not in
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# the editor. This shouldn't be referenced by anything not in the
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# editor.
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get:
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if(_user_prefs == null and Engine.is_editor_hint()):
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# This is sometimes used when not in the editor. Avoid parser error
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# for EditorInterface.
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_user_prefs = GutUserPreferences.new(GutUtils.get_editor_interface().get_editor_settings())
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return _user_prefs
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static var gut_plugin = null
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static func create_temp_directory():
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DirAccess.make_dir_recursive_absolute(temp_directory)
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static func is_being_edited_in_editor(which):
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if(!Engine.is_editor_hint()):
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return false
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var trav = which
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var is_scene_root = false
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var editor_root = which.get_tree().edited_scene_root
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while(trav != null and !is_scene_root):
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is_scene_root = editor_root == trav
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if(!is_scene_root):
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trav = trav.get_parent()
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return is_scene_root
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