Hi Mnemonic,
*wow*, what a great (big fat greek - no, I did NOT see the movie!) update! Thank you!
- you can define a rectangular area on screen where the scene will be displayed - the scene viewport (i.e. scenes no longer need to cover the whole screen); it's useful for fixed interface elements
That was fast - you DID it! I just tested it in my verb bar demo without any problems, it really works! Yes, yes, YES...
- the engine is now able to rebmeber which scene nodes were active/inactive when the player leaves the scene and this state will be restored automatically after revisiting the scene (i.e. you no longer need to script this behavior manually); just check the "Remember nodes state" check-box in SceneEdit
- scene entites have a new "Ignore items" property (in SceneEdit); if you set this property, the entities will act as non-interactive when the player attemts to use an inventory item on them - it's useful for example for the scene exits
Cool. Never had the idea the engine could make this work.
- the GUI windows now can contain entites; this makes the whole GUI subsystem much more flexible; it allows you to create "intelligent" windows, such as items close-ups or a Runaway style inventory
OH!
So you did it before I could write it down in the wishlist. I tried to do something like this by creating buttons and running a looping script to imitate the low-level events, asking for mouse-position and clicks and... now, I will be happy to delete this script.
But how does it work now ? I tried to edit my window file and added the book "ENTITY" like in the "room.scene" file, but this doesn't work. Any hints ?
Ohhh... I can't await coming home next week to play around with all these fine features...