This release finally uses Godot Engine 4.4. It adds the
GGCraftingSystem
singleton and updates the
GGInteractable2DStrategyCrafting
class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries.
Some syntactic sugar was added as well. You can now easily iterate over an
GGInventory
object to iterate over its contents:
The inventory addon now also includes an export plugin, which automatically excludes the editor addons from being included in exported games. This helps reduce the size of the
.pck
file.
To make interactions easier, the addon now includes a
GGInteractable2DStrategyExpression
class. This makes it easy to add one-off interaction integrations without having to create a new class.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
Inventory System 2 Alpha 4 available
This release finally uses Godot Engine 4.4. It adds the
GGCraftingSystemsingleton and updates theGGInteractable2DStrategyCraftingclass to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries.Some syntactic sugar was added as well. You can now easily iterate over an
GGInventoryobject to iterate over its contents:The inventory addon now also includes an export plugin, which automatically excludes the editor addons from being included in exported games. This helps reduce the size of the
.pckfile.To make interactions easier, the addon now includes a
GGInteractable2DStrategyExpressionclass. This makes it easy to add one-off interaction integrations without having to create a new class.For additional details, please see the alpha 4 changelog.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
Related Posts
The Pause Handler: Working around Godot 4’s particle jitter bug
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …
Inventory System v1.2 available
A few new features: Bug fixes:
Toggling Visibility of Nested CanvasLayers
I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.
Inventory System 2 Alpha 1 available
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …