* Global.gd now has an extra variable for current room type
* ResourceSetterNew.gd now has variation category for room types
The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground
* LevelClass.gd sets room type on update_theme
A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms.
* Added get_room_type() to CoinHeaven.gd
* Added get_room_type() to PipeCutscene.gd
Also updates the room type in _enter_tree() since update_theme() isn't called here.
* Added get_room_type() to TitleScreen.gd
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)
* Just the Coin Sparkle stuff
FYI, if a property in the json is formatted like `exa.exb` then it reads `exa` as another object and `exb` as a property in `exa` assuming the root `property_node` contains this object.
Also primarily for Resource Packs to change how the particles work and should explain how I got there with my personal SMAS skin.
* Added Coin Sparkle Texture to Scene
Of course I broke it in some form.
* Update Mod Loader and Tool addons
* Mod tool checks if script exists before reloading
* Change script export mode to Text for hook export
* Change return type of load_image_from_path to Texture2D
This is a simple bugfix that allows the Title Screen music to loop. It also works with Resource Packs.
For the purposes of faithfulness, this fix is only needed for the Lost Levels title music to match the All-Stars counterpart.