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Add no signal 2025-02-10 notes
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exodrifter committed Feb 10, 2025
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78 changes: 78 additions & 0 deletions content/entries/20250210165538.md
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created: 2025-02-10T16:55:38Z
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Working on _no signal_ offline:
- Copied TODOs from [20250207182942](20250207182942.md)
- Learned that embedded windows are rendered on layer 1024 [20250210191157](20250210191157.md)

Tanuki:
- [ ] Add audio-locked box
- [ ] Articulate piano keys
- [ ] Decorate music room
- [ ] Separate toilet lever so it can be animated in Godot
- [ ] Fix Rubix cube UVs
- [ ] Make Naoko's charm model
- [ ] Switch velcro mats to something more "traditional"?
- [ ] Bobby-fy `meeting-a plan`
- [ ] Make models to fill drawers in medical room
- [ ] Make models to fill drawers in workshop
- [ ] Make ovens in kitchen open-able
- [ ] Cupola is missing door
- [ ] Starfish model
- [ ] Separate `sm_door_bathroom` door from frame so it can be animated in Godot

QOL:
- [x] Fix lag when fuse fails in 1g
- [x] Add visual notification that holodeck is locked
- [x] Add tooltip telling user to press shift to slide puzzle pieces
- [ ] Add scroll bar for drive selection
- [x] change launch parameters to use text fields instead of number spin box
- [x] Add setting to disable hint system
- [x] Clicking on an item while inventory is open is broken; it should open the item popup and close the inventory window
- [x] Windows render over the pause menu

TODO:
- [ ] Fix unable to bind empty list to input
- [ ] Fix some remap inputs being treated as different from default despite being the same button
- [ ] Add previews to audio settings
- [ ] [#44](https://gitea.arcturuscollective.com/exodrifter/lost-contact/issues/44) Controller support
- [ ] Sometimes the anchor point is wrong when you select an item, not sure how to reproduce.

Part One:
- [x] Zoom in and out on cursor position in map
- [x] Show current position on map
- [x] Open map on current room
- [x] Add buttons for zooming in and out
- [x] Add button for resetting view
- [ ] ~~Remember map position in save~~ I want this to be reset to the current room instead
- [x] Limit movement of map camera so it can never go out of bounds
- [x] Fix lighting in elevator cinematic

Part Two:
- [ ] Add poem song puzzle to music room
- [ ] Make toilets flushable
- [ ] Implement Rubix cube
- [ ] Add more clues about where neil's safe code is
- [ ] Add more clues about where naoko's computer is
- [ ] Music room is missing drive bay and dialog screen
- [ ] Make doors in bathroom open
- [ ] Add starfish model to 2g (see `radio-a nevaeh`)
- [ ] timing is off in probe cinematic for some reason?
- [ ] Add compliance decal to office
- [ ] Add decal that describes the Oberth effect
- [ ] Add music to gym cd player?
- [ ] Add dialog to gravity backup?
- [ ] Add cork board with clues in meeting room
- [ ] make a/b/c/d parameters harder to brute force

Part Three:
- [ ] Delete all items when transitioning to part three
- [ ] Add footstep sounds
- [ ] Add breathing sounds
- [ ] Add dialog to energy lab
- [ ] Add dialog to radio lab
- [ ] Add fuse, eva, and card writer
- [ ] Add ftl ship puzzle
- [ ] Add final cinematic
- [ ] Add free text dialog system
12 changes: 12 additions & 0 deletions content/entries/20250210191157.md
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created: 2025-02-10T19:11:57Z
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In _no signal_, I have some embedded windows that the user can open to take notes and view the map. However, if these windows are visible, these windows always render ontop of my pause menu.

After some searching online, I found [godotengine/godot#99970](https://github.com/godotengine/godot/issues/99970), which mentions a line in the Godot documentation for `CanvasLayer`:

> **Note:** Embedded Windows are placed on layer `1024`. CanvasItems on layers `1025` and higher appear in front of embedded windows.
> https://docs.godotengine.org/en/4.3/classes/class_canvaslayer.html
Unfortunately, you cannot set this layer index in the inspector, so you have to use a script to set the layer instead. Changing my pause menu to layer 1025 fixes the issue.
14 changes: 14 additions & 0 deletions content/notes/godot-embedded-window-layer.md
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title: Godot embedded windows layer
created: 2025-02-10T19:16:01Z
aliases:
- Godot embedded windows layer
---

# Godot embedded windows layer

When adding embedded windows, you might find that they always render over all of the other controls. This is because embedded windows are placed on layer `1024`. [^1]

To render controls over the embedded window, you need to add those controls to a `CanvasLayer` on layer `1025`. Since you cannot set the `CanvasLayer` to this value in the inspector, you will have to write a script that sets the layer. [^1]

[^1]: [20250210191157](../entries/20250210191157.md)
3 changes: 2 additions & 1 deletion content/notes/no-signal.md
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title: no signal logs
created: 2023-05-27T10:23:24Z
modified: 2025-02-07T18:39:24Z
modified: 2025-02-10T16:57:22Z
aliases:
- no signal logs
- lost contact logs
Expand All @@ -20,6 +20,7 @@ If you've been asked to playtest the game, please see the [playtesting steps](no

| date | version | notes |
|------|---------|-------|
| <span class="timestamp">2025-02-10</span> || [165538](../entries/20250210165538.md) |
| <span class="timestamp">2025-02-07</span> || [034002](../entries/20250207034002.md), [182942 (stream 172)](../entries/20250207182942.md) |
| <span class="timestamp">2025-02-06</span> || [170706 (stream 171)](../entries/20250206170706.md) |
| <span class="timestamp">2025-02-02</span> || [182941](../entries/20250202182941.md) |
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