Miscellaneous Bugfixes From My Multiplayer Branch

This is just a bunch of bugfixes I did while I was working on the Multiplayer Support PR. I know I should've kept them separate, but then I'd also be dealing with said bugs. So this PR adds most of the bugfixes I did while working on Multiplayer.

- De-globalized Pipe SFX from Pipe Cutscene (helps with lowering audio)
- De-globalized 1-up SFX for Players
- Removed an error log spam with the `ResourceSetter`s (involving connecting already connected signals)
- Made sure to insert "BaseAssets" folder into the FIRST slot in the Resource Packs array.
- Replaced `"BaseAssets"` for the above fix with `Godot.ROM_PACK_NAME`
- Removed unused `"character"` setting from `SettingsManager`
- Reset P-Switch timer when `Global.reset_values()` is called. Fixes bug when pressing a P-Switch and immediately restarting the level.
- Added Skid SFX to `AudioManager`
- Added slightly longer delay for when pausing with a controller (it can easily unpause before you press the button again)
- Null check if LevelBG is in the level or not (for added for test levels)
This commit is contained in:
KirbyKidJ
2025-10-05 12:12:39 -07:00
parent 6201f39e1f
commit 84a34ff3b9
9 changed files with 20 additions and 23 deletions

View File

@@ -11,11 +11,9 @@ signal sprites_updated
static var cache := {}
func _enter_tree() -> void:
func _ready() -> void:
Global.level_theme_changed.connect(update_sprites)
Global.level_time_changed.connect(update_sprites)
func _ready() -> void:
update_sprites()
func update_sprites() -> void:

View File

@@ -36,17 +36,18 @@ var update_on_spawn := true
func _init() -> void:
set_process_mode(Node.PROCESS_MODE_ALWAYS)
func _ready() -> void:
Global.level_time_changed.connect(update_resource)
Global.level_theme_changed.connect(update_resource)
func _enter_tree() -> void:
safety_check()
if update_on_spawn:
update_resource()
Global.level_time_changed.connect(update_resource)
Global.level_theme_changed.connect(update_resource)
func safety_check() -> void:
if Settings.file.visuals.resource_packs.has("BaseAssets") == false:
Settings.file.visuals.resource_packs.append("BaseAssets")
if Settings.file.visuals.resource_packs.has(Global.ROM_PACK_NAME) == false:
Settings.file.visuals.resource_packs.insert(Global.ROM_PACK_NAME, 0)
func update_resource() -> void:
randomize()