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

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