Last Godot 3 update time! And because I don’t want to rebuild the old website atm, I’ll just put the various fixes here.
Do remember, this is a maintenance update to the old Godot 3 version. And moreover, it’s the last, in theory. The gamejam in april did bring several people together and made all of us do some quick fixes, which are now integrated. I haven’t tested this in depth, just some basic “seems to be in order” checks.
If you did change castagne files during the jam for example, make a backup before updating as it will override the folder. I recommend then merging manually with a tool like meld. You can also do the update from the git repo itself if you have a git tool installed.
If people are adding more fixes, I can integrate them but for me that’s the last I’ll be working on the Godot 3 version, I am more in the process of porting my own projects to the new one. Here’s the list of changes:
Gameplay
- Local Battle now uses the AI by default instead of the dummy.
- Double tap forward and back is now more robust for dashes (thanks Dewiter!)
- Airborne airdashes are now affected by the
CantDash flag.
- Timer now freezes during Halt Phase.
- Throw Followups now have no hurtbox by default.
- Death now has a phantom colbox and no hurtbox.
- Can’t kill the opponent in training mode anymore.
- Fix: Blocking while crouching now displays the proper animation.
- Fix: Blocking lows and overheads now updates the blockstun state.
- Fix: Block options in training mode now work properly, independant of standing/crouching.
- Fix: SetMomentumX doesn’t bug anymore (thanks *snuffysam!)
Engine
- Added
Armor flag which makes blockstun not happen, and calls the OnArmor state instead and raises the ArmorPunish flag on the next frame.
- Added
NoVFX and NoShake attack flags to remove some of the effects.
- Added
NoGroundTech attack flag which prevents teching from happening once on the ground.
- CallParent now has a guard to prevent calling it.
- Player distance computation slightly more robust
- Increased default zFar distance for the camera. Not configurable.
- Palletes for 3D sprites are slightly more robust.
Editor
- The mute button now checks its state directly on startup, in case you forced it pressed.
- Input rebinding works better with controller (thanks GamingWarthog!)
- Palette selection is properly bounded (thanks GamingWarthog!)
- Added music select.
- Default action element script now sets the text of children too, for a bit more flexibility.
- Post battle is slightly more robust.
Additional Notes
- We implemented online rollback for Void Fury, but the code is not polished enough for me to add it to this release. It would only lead to more support questions. Some other systems, similarily, are a bit specific to the game and setup and have not been added. I don’t really want to delay the next version, so I’m just one-shotting this final Godot 3 update for those still working on it.
- I noticed a potential offset during animations during VF. I decided on not importing this “fix” because I don’t know if it’s something that should be fixed, it’s likely project specific? I don’t want to use brainpower on this so for consistency I’m not changing the current behavior.
- If I write “slightly more robust” in this update, it means “I added / fixed a check for specific situations but don’t remember exactly what condition made it happen”. So it’s more likely “advanced use works a bit better” instead of “beginner-proof”.
- There’s a timer fix that I didn’t include because it was too annoying to do. You can make a PR to make a global timer instead of the hacky local one I have.