fb0b50fcd3
Fix test counters in test_app.py
2026-03-27 08:58:40 -07:00
4c050c5a0b
Add frontend editor.html with Alpine.js + Tailwind UI
...
- File open/save functionality
- Layer list with visibility, rename, delete, reorder
- Polygon drawing tool with canvas overlay
- Mask extraction with ComfyUI integration
- Krita integration button
- Settings modal for ComfyUI URL config
2026-03-27 08:57:59 -07:00
c79b0b4add
Add Flask application with API endpoints
...
- Routes for file operations, layer management, polygon drawing
- Mask extraction endpoint with ComfyUI integration
- Krita integration endpoints
- Basic API tests
2026-03-27 08:49:27 -07:00
319c2565c6
Add ora_ops module for ORA file operations
...
- Implements core ORA reading/writing functions
- Layer add, rename, delete, reorder, visibility operations
- Full test suite with 8 passing tests
2026-03-27 08:46:49 -07:00
6487b00655
new images
2026-03-27 08:14:33 -07:00
86a031e3f5
connections
2026-03-17 07:54:35 -07:00
3601fe46aa
Fix signal callback - use lambda to ignore index parameter
2026-03-17 07:53:28 -07:00
ac12fd0873
Add debug output and disabled item check for validation
2026-03-17 07:52:07 -07:00
4e993f8e05
Fix validation bug and improve color contrast
...
- Fixed validation error by checking TYPE_DICTIONARY instead of is_empty()
- Removed hardcoded colors, using Godot's built-in theme colors instead
2026-03-17 07:48:24 -07:00
4954732552
Add Transition Configurator plugin for easy exit configuration
...
Features:
- Fuzzy search for finding destination rooms
- Lists all TransitionPieces in selected room as arrival points
- Bidirectional wiring - updates return transition automatically
- Auto-reloads destination scene in editor
- UndoRedo support for source scene changes
Files added:
- addons/transition_configurator/plugin.cfg
- addons/transition_configurator/transition_configurator.gd
- addons/transition_configurator/transition_inspector_plugin.gd
- addons/transition_configurator/config_dialog.gd
- addons/transition_configurator/fuzzy_search.gd
- addons/transition_configurator/README.md
2026-03-16 09:26:03 -07:00
31aa91fc3b
removed unnecessary
2026-03-11 11:30:02 -07:00
57a1dfed5b
hopefully faster load.
2026-03-11 11:05:06 -07:00
Bryce
1b8d1fb915
progress
2026-03-11 10:43:21 -07:00
30915514a8
Create rooms 053-099 with transitions
...
- Created 45 new room scenes from specs
- Added proper .tscn and .gd files for each room
- Wired up transitions based on spec exit information
- Connected to existing rooms (017, 022, 028, 030, 031) where applicable
- Rooms include: dwarfs areas, caves, swamp, castle, and more
2026-03-10 14:01:24 -07:00
f7e1e19403
Create room 051 (Ogres Closet) and wire to room 049
...
- Added kq4_051_ogres_closet scene
- East exit to room 049 (Ogre's Cottage) - bidirectional connection
- Updated room 049 to fix transition to room 051
2026-03-10 13:46:08 -07:00
527b1eba8a
Create room 050 (Ogress Kitchen) and wire to room 049
...
- Added kq4_050_ogress_kitchen scene
- West exit to room 049 (Ogre's Cottage) - bidirectional connection
- Updated room 049 to fix transition to room 050
2026-03-10 13:44:56 -07:00
6d94d8c388
Create room 049 (Ogre's Cottage) and wire transitions
...
- Added kq4_049_ogres_cottage scene
- North exit to room 004 (Ogre's Cottage Exterior) - bidirectional connection
- East exit to room 048 (Ogres' Bedroom) - bidirectional connection
- South exit to room 050 (Kitchen) - room 050 doesn't exist yet, transition pending
- West exit to room 051 (Closet) - room 051 doesn't exist yet, transition pending
- Updated room 048 to fix transition to room 049
2026-03-10 13:43:33 -07:00
f4313d17ea
Create room 048 (Ogres' Bedroom)
...
- Added kq4_048_ogres_bedroom scene
- East exit to room 049 (Upstairs Hallway) - room 049 doesn't exist yet, transition pending
- Added warning handler for unimplemented transition
2026-03-10 13:41:58 -07:00
fea208d7bf
Create room 047 (Genesta's Palace Entry Hall) and wire transitions
...
- Added kq4_047_genestas_palace_entry_hall scene
- South exit to room 037 (Fairy Island) - bidirectional connection
- East exit to room 046 (Tower Stairway) - bidirectional connection
- Updated room 037 to add return transition to room 047
- Updated room 046 to fix transition to room 047
2026-03-10 13:40:44 -07:00
e5d3d24051
Create room 046 (Tower Stairway) and wire to room 045
...
- Added kq4_046_tower_stairway scene
- South exit to room 045 (Genesta's Bed Chamber) - bidirectional connection
- North exit to room 047 (Tower Chamber) - room 047 doesn't exist yet, transition pending
- Updated room 045 to add return transition to room 046
2026-03-10 13:38:38 -07:00
7fafb34f28
Create room 045 (Genesta's Bed Chamber)
...
- Added kq4_045_genestas_bed_chamber scene
- Exit to room 046 (Genesta's Tower) - room 046 doesn't exist yet, transition pending
- Added warning handler for unimplemented transition
2026-03-10 13:37:20 -07:00
5db5b5a5e2
Create room 044 (Inside Whale) and wire to room 031
...
- Added kq4_044_inside_whale scene with exit to room 031
- Updated room 031 to add transition to room 044 (bidirectional connection)
- Both transitions validated with exit checker
2026-03-10 13:31:30 -07:00
6e981e7877
Create room 043 (Desert Island) and wire to room 031
...
- Added kq4_043_desert_island scene with 4 exits (north, east, south, west) to room 031
- Updated room 031 to add transition to room 043 (bidirectional connection)
- All 4 exits from room 043 validated with exit checker
2026-03-10 13:29:16 -07:00
df6f752e9f
Create room 042 (Fisherman's Shack Inside) and wire to room 007
...
- Added kq4_042_fishermans_shack_inside scene with south exit to room 007
- Updated room 007 to add transition to room 042 (bidirectional connection)
- Fixed corrupted room 007 script file
- Both transitions validated with exit checker
2026-03-10 13:26:57 -07:00
ce6a6e3d16
Create room 032 (Ocean Near Island) and wire to room 031
...
- Added kq4_032_ocean_near_island scene with west, east, and south exits to room 031
- Updated room 031 to add north exit to room 032 (bidirectional connection)
- Room 032 north exit to room 040 omitted (room 040 doesn't exist yet)
- Note: Room 032 has 3 exits to room 031 (west, east, south) with unique node names
since Godot doesn't allow duplicate node names. All three call the same handler.
2026-03-10 13:24:37 -07:00
9e75a226ea
Create room 012 (Haunted Forest) and wire to rooms 006 and 011
...
- Added kq4_012_haunted_forest scene with north exit to room 006 and west exit to room 011
- Updated room 006 to add south exit to room 012 (bidirectional connection)
- Updated room 011 to add target UID for room 012 transition
- Room 012 south exit to room 018 omitted (room 018 doesn't exist yet)
- All 4 transitions validated with exit checker
2026-03-10 13:21:09 -07:00
b2ee6adda6
Create room 006 (Cave Entrance) and wire to room 005
...
- Added kq4_006_cave_entrance scene with west exit to room 005
- Updated room 005 to include target UID for room 006 transition
- Room 006 south exit to room 012 omitted (room 012 doesn't exist yet)
- Both transitions validated with exit checker
2026-03-10 13:18:53 -07:00
86603f015e
Test vram
2026-03-10 13:08:26 -07:00
1679b717db
Add golden ball interactable set piece to bridge room
...
- Add golden_ball_walk_target Node2D at position (1400, 550) on the grassy area above the bridge
- Add golden_ball SetPiece with polygon resource for interactable area
- Connect touched signal to _on_golden_ball_touched handler
- When player uses hand cursor, they walk to the target and narration reveals the golden ball
- Use ScriptBuilder.and_then() to chain walk_to_deferred and narrate actions
2026-03-10 10:09:38 -07:00
b0eb6caf14
Replace say->narrate in remaining look script handlers (batch 2)
...
Complete the refactoring of look script handlers to use ScriptBuilder.narrate()
instead of ScriptBuilder.say() for better semantic clarity.
Files changed:
- kq4_013_beach.gd (3 instances)
- kq4_016_graveyard.gd (3 instances)
- kq4_017_spooky_house_exterior.gd (2 instances)
- kq4_022_gnomes_cottage.gd (2 instances)
- kq4_027_forest_path.gd (2 instances)
- kq4_029_dense_forest.gd (2 instances)
- kq4_030_mountain_pass.gd (2 instances)
- kq4_031_open_ocean.gd (2 instances)
- kq4_033_enchanted_island_beach.gd (2 instances)
- kq4_034_island_beach.gd (2 instances)
- kq4_035_island_beach.gd (2 instances)
- kq4_036_island_garden_pond.gd (2 instances)
- kq4_038_island_garden.gd (2 instances)
Total: 28 instances across 13 files
Archive scenes (healer_pasture, healer_interior, entrance) closed as
not in active project.
2026-03-10 09:44:21 -07:00
7ed20048b9
Replace say->narrate in remaining look script handlers
...
Continue refactoring look script handlers to use ScriptBuilder.narrate()
instead of ScriptBuilder.say() for better semantic clarity.
Files changed:
- kq4_036_island_garden_pond.gd (2 instances)
- kq4_013_beach.gd (3 instances)
- kq4_038_island_garden.gd (2 instances)
- kq4_033_enchanted_island_beach.gd (2 instances)
Total: 9 instances across 4 files
2026-03-10 09:41:55 -07:00
822be21c38
Replace say->narrate in look script handlers
...
Refactor all look script handlers to use ScriptBuilder.narrate() instead
of ScriptBuilder.say() for better semantic clarity. Look commands
describe what the player sees, so narrate is more appropriate than say.
Files changed:
- kq4_009_shady_wooded_area.gd (1 instance)
- kq4_010_forest_path.gd (3 instances)
- kq4_011_enchanted_grove.gd (2 instances)
- kq4_015_frog_pond.gd (4 instances)
- kq4_018_cemetery.gd (2 instances)
- kq4_023_forest_path_with_cottage.gd (2 instances)
- kq4_026_river_meadow.gd (1 instance)
- kq4_039_island_beach.gd (2 instances)
- kq4_040_island_beach_east.gd (2 instances)
Total: 19 instances across 9 files
2026-03-10 09:40:23 -07:00
5233e2c9e0
bd init: initialize beads issue tracking
2026-03-10 09:18:58 -07:00
e243083a5f
narration
2026-03-09 21:40:57 -07:00
1b13072412
progress
2026-03-09 20:43:30 -07:00
44926b751d
skill
2026-03-09 15:55:31 -07:00
629bdb3d78
agent update
2026-03-09 15:48:37 -07:00
fd9a667498
progress
2026-03-09 14:21:08 -07:00
7203c843ec
progresS
2026-03-09 11:57:48 -07:00
041c0ebbdb
progress
2026-03-09 10:54:10 -07:00
07b979e358
rpgronse
2026-03-09 09:22:41 -07:00
dd4899b8f9
progress
2026-03-09 09:22:21 -07:00
8cfae8dea2
progress
2026-03-05 22:47:43 -08:00
a2eb4de815
done
2026-03-04 22:52:02 -08:00
a675902d72
prgores
2026-03-04 22:17:44 -08:00
7c0ff65a19
progress
2026-03-04 22:05:05 -08:00
33dc00cb6a
progress
2026-03-04 20:35:24 -08:00
3fbb44f485
WIP
2026-03-04 14:33:37 -08:00
a04ae0edd9
supports resources based on masks.
2026-03-04 13:45:52 -08:00
a4cc5e8f5f
progress
2026-03-04 11:07:13 -08:00