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Inventory System v1.13 available

April 21, 2024

It’s been a while, but it was worth the wait. The latest version of the Inventory System is now available, with a long list of features, improvements, fixes, and documentation. This time the focus is on multiplayer. Let’s cover the features first:

  • Added a GGNetworkManager with pluggable strategies for ENet and WebSocket
  • Added a Multiplayer Interaction demo that works with ENet or WebSocket via the GGNetworkManager.
  • The Multiplayer Interaction demo can either trust the client for character movement or handle all movement server-side.
  • Added audio theme support to the inventory manager and inventory transfer UI
  • The main tour now has a fullscreen toggle button
  • The SimpleInventoryPersistence component now also supports JSON
  • Added a tabbed inventory UI
  • Added an inventory item filter strategy to allow for per-inventory item configuration without relying on the inventory access policy
  • Added ability to cancel pending contexts to the access manager component
  • GGUIManager now spawns new dialogs centered on screen
  • Added GameUI demo
  • Added access manager policy group logic for “any” and “all” combination of access policies.
  • Added dynamic inventory serialization strategy, which serializes item types and defers serialization of each item to the item’s script.
  • The multiplayer storage box reflects its open/closed state based on open access manager contexts.
  • The interaction demo now has a team-based access policy to show off team-based access.
  • The interactor/interactable components now have enter/exit range signals for proximity detection
  • The Inventory UI exposes ScrollContainer modes
  • The inventory UI now supports custom icons via theming
  • The multiplayer interaction demo character can browse their own inventory with TAB, or access other objects with E
  • The multiplayer interaction demo allows players to drop items individually, or collectively as loot bags
  • The multiplayer interaction demo’s dropped “loot bags” have expiration timers
  • The multiplayer interaction demo supports spawns random lootable chests
  • The multiplayer interaction demo supports saving and loading multiplayer games for the host
  • Added simple inventory drag-and-drop strategy that only swaps items

Bug fixes:

  • The abstract inventory controller implements get_item() for correct mouse, focus, and dnd signaling
  • Access manager cleans up await handlers, game UI concurrency locking
  • Access manager type hint correction when syncing with all clients
  • Access manager passes nonce, game UI rework to manage dialog state
  • Corrected a GGInteractor2D regression
  • Basic actions guide doc link correction
  • Rebuild inventory lookup table when assigning contents property
  • Click-to-pickup drag-and-drop strategy allows dropping while quantity modifier key is held
  • Inventory controller’s inventory_resized signal passes slot count
  • Corrected GGInventoryTransferStackingStrategy’s transfer_item_to_inventory quantity handling
  • Correction to main tour inventory actions
  • Correction to crafting; status UI shows crafted item until idle
  • Default action strategy only follows mouse focus when slot is focusable
  • Drag-and-drop correction: Don’t allow the same item stacking on itself
  • Drag-and-drop pickup with half-modifier correctly picks up 1 item from a stack of 1
  • Drag-and-drop strategy uses drag data’s actor property for client-side “preview” permission check
  • Drag-and-dropping item onto itself correctly restores control modulation
  • Ensure inventory is valid before refreshing slot
  • focus_control default focus gdmaim annotation
  • Single-dialog interface Game UI corrections
  • Game UI cleans up dialog if object vanishes
  • Handle inventory component’s stacking_strategy not set
  • Handle invalid drag and drop data on client after inventory is yanked
  • Handle multiplayer client leaving with open access context
  • Handle item transfer within inventory
  • Correctly update character label per Interactor signal
  • Inventory controller refreshes UI if inventory property changes
  • Inventory no longer erroneously sends contents to clients when host opens context
  • Multiplayer interaction demo visibility per peer works for all peers
  • Prevent duplicate game UI menus
  • Sequencer track properly builds LUT by calling parent ready method
  • Set theme for the WebSocket demo inventory manager
  • Transfer strategy stacking fix
  • Miscellaneous type hints and code doc blocks

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.

Get It Now
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