Skip to content

Releases: endlessm/godot-block-coding

v0.8.0

05 Dec 19:35
Compare
Choose a tag to compare

This release comes with drag-and-drop support for the Inspector and Filesystem docks, internationalization / localization support, UI enhacements, new blocks, and more improvements.

Internationalization / Localization

The block labels and tooltips can now be translated to other languages. This release comes with localizations for Spanish, German, Chinese, and Polish. However the blocks will appear localized starting from Godot 4.4. Please check the README if you wish to contribute a translation.

Drag-And-Drop Support

Now properties can be dragged from the Inspector and dropped in the Block Coding canvas. This will create a block for the property. Press
the Ctrl key while releasing to obtain a "Set (value)" block that can change the property.

drag-from-inspector.webm

Similartly, now resources can be dragged from the Filesystem into the Block Coding canvas. No more need to edit the res:// paths in blocks that need it, like the "load sound".

drag-from-filesystem.webm

General Blocks Improvements

  • New block "switch scene to (scene resource)" under category "Communication | Methods". To switch to another scene.
  • New block "remove (node)" under category "Lifecycle".
  • New Math blocks for Vector2: "vector from (angle)" and multiply vector by number.

Per-node Blocks Improvements

  • AnimationPlayer node: The "play" block now has the option to wait until done or play the animation in the background.
  • New UI block for Label nodes: "text = (text)".
  • New blocks for CPUParticles2D node for handling the "emitting" property.
  • Allow using Vector2 in boolean context.

High-Level Nodes Improvements

  • New SimpleEnding node. Use it for adding a "you win" / "try again" screen to your game.
  • The SimpleScoring node has been simplified to a single score, so it can be used in more games.
  • The SimpleSpawner node can now spawn to the scene. And "frequency" has been renamed to "period".

User Interface Improvements

The entry blocks now have a distinct shape, to avoid confusing them with the statement blocks. And the boolean blocks are now pointy, as it's common in other block-coding platforms like Scratch or Blockly.

image

Other improvements and polish for the canvas user interface:

  • Better contrast in block dropdowns and blocks for the Variables category.
  • Zoom in and out buttons for the canvas.
  • Better drop preview, with correct shape and scale.
  • The "Show Generated Script" popup window looks better now.
  • Include the value type in the tooltip.

What's Changed

New Contributors

Full Changelog: v0.7.1...v0.8.0

v0.7.1

04 Oct 16:58
c00ec59
Compare
Choose a tag to compare

This release introduces natural language labels for blocks. For example, instead of "On ready", there is now a "when starting" block.

It also includes the following new features:

  • Nodes can be used as parameters for blocks such as such as "call method {method_name} in {node}". To use a node as a block, drag it and drop it from the scene tree to the block canvas.
  • There is a new SimpleSpawner node, which spawns nodes based on a set of properties
  • In blocks related to groups, there is an options list to choose between groups. The list shows groups in the current scene, as well as global groups in Godot 4.3.

Finally, there are some performance and usability enhancements for the block canvas. With this update, it is faster for the block code editor to switch between block scripts.

What's Changed

Full Changelog: v0.7.0...v0.7.1

v0.7.0

24 Sep 23:40
e055596
Compare
Choose a tag to compare

This release includes an extensive rewrite of many low level aspects of the godot-block-coding plugin. Blocks are now specified as resources, which makes it easier to create new blocks and reduces the amount of duplication in scene files containing BlockCode nodes.

New blocks are included:

  • Play, Stop, Pause or Continue a sound.
  • Generate random integer or floating point numbers.
  • Execute trigonometry functions like sin, cos, and tan.
  • Check if a CharacterBody2D node is on the floor.
  • Breakpoint, to pause execution in the Godot debugger.

The AnimationPlayer blocks, such as "Play {animation}", now use an options list populated with available animations instead of a free text input field.

The user interface has also been updated with new tooltips for blocks, a way to quickly reset the zoom level, and several gradual improvements related to keyboard accessibility.

What's Changed

New Contributors

Full Changelog: v0.6.2...v0.7.0

v0.6.2

01 Aug 16:16
03b1384
Compare
Choose a tag to compare

What's Changed

Full Changelog: v0.6.1...v0.6.2

v0.6.1

24 Jul 10:17
c9ebfb9
Compare
Choose a tag to compare

Please be advised that the saved format is still in flux. If you tried the plugin before, you will have to recreate your blocks.

What's Changed

Full Changelog: v0.6.0...v0.7.0

v0.6.0

18 Jul 19:10
1c877c7
Compare
Choose a tag to compare

Please be advised that the saved format is still in flux. If you tried the plugin before, you will have to recreate your blocks.

What's Changed

Full Changelog: v0.5.0...v0.6.0

0.5.0

05 Jul 10:34
@wjt wjt
v0.5.0
ab3eeda
Compare
Choose a tag to compare

Compatibility improvements:

  • Improve compatibility with Godot 4.3 beta
  • Add workaround for compatibility with Godot 4.2.1

Bug fixes:

  • Fix errors related to parameter blocks
  • Correct tooltip for block picker toggle button
  • Simplify drawing block backgrounds
  • Remove unused code

Other improvements:

  • Animate when scrolling between categories
  • Use physical keys for implicit WASD & arrow-key input

v0.4.0

02 Jul 10:48
@wjt wjt
Compare
Choose a tag to compare

New features

  • Scratch-like character UI
  • Expose CharacterBody2D velocity
  • Add viewport value blocks

Fixes

  • Fix InputMap load removing spatial_editor actions in editor
  • Fix error when dragging parameter blocks
  • Fix getting started instructions

Development changes

  • Document using the GUT CLI to run tests
  • Update GitHub Action that publishes to Godot Asset Library

New Contributors 🎉

  • @Cafezinhu made their first contribution in #102. Congratulations on making the first contribution from outside Endless!

Full Changelog: v0.3.1...v0.4.0

0.3.1

28 Jun 09:53
@wjt wjt
v0.3.1
Compare
Choose a tag to compare
  • Use commit hash rather than tag name in Asset Library submission

Full Changelog: v0.3.0...v0.3.1

0.3.0

28 Jun 09:34
@wjt wjt
v0.3.0
ea8ac79
Compare
Choose a tag to compare

What's Changed

  • github: Drop the publish job's action type check by @starnight in #85
  • Add scope to blocks by @wnbaum in #79
  • Populate more fields of plugin.cfg by @wjt in #88
  • Add simple character to node dialog by @wnbaum in #89
  • Update index number for categories order by @manuq in #86
  • category_factory: Add tooltips into Lifecycle and Sounds blocks by @starnight in #90
  • Update project title by @manuq in #49
  • Fix Simple node setup not happening by @wnbaum in #91
  • test_category_factory: Free Block nodes by @dbnicholson in #93
  • Add template for upload to asset library by @wjt in #87

Full Changelog: v0.2.0...v0.3.0