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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)
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@@ -48,7 +48,7 @@ func open() -> void:
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AudioManager.play_global_sfx("pause")
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get_tree().paused = true
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show()
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await get_tree().physics_frame
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await get_tree().create_timer(0.1).timeout
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active = true
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func close() -> void:
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@@ -56,7 +56,6 @@ func close() -> void:
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selected_index = 0
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hide()
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closed.emit()
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for i in 2:
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await get_tree().physics_frame
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await get_tree().create_timer(0.1).timeout
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Global.game_paused = false
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get_tree().paused = false
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