Version 1.0 of the Inventory System is now available. It includes a few new additions since the closed beta:
Audio Themes
A toolbar button to auto-stack items
Support added for partial item stacking
Transferring items now takes the search filter into account
Lots of fixes found their way into this release as well:
Addresses several issues with expiring items related to inventory resizing
Drag-and-drop now handles expired items
Drag-and-drop preview z-index set to max
When building the UI, the InventorySlotUI nodes have a consistent naming convention
The GGFocusControl class uses grab_click_focus()
Corrected node type in the GGTour class
Inventory grid scroll container follows focus
Inventory sort strategy method format changes
Addresses an issue with refreshing last item slot
Snappier inventory item consumption
Web export compatibility improvements
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.
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 …
A smaller update. The inventory components now have custom icons to make it easier to tell them apart. This release also includes additional bug fixes:
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.
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …
Inventory System v1.0 available
Version 1.0 of the Inventory System is now available. It includes a few new additions since the closed beta:
Lots of fixes found their way into this release as well:
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
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 …
Inventory System v1.4 available
A smaller update. The inventory components now have custom icons to make it easier to tell them apart. This release also includes additional 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 v1.18 available
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …