diff --git a/CHANGELOG.md b/CHANGELOG.md index 90d1862c..422608ae 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,12 @@ +## [4.0.0-alpha.175](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.175) (2022-04-30) + + +### Bug Fixes + +* disable ESCGame inputs until signal room_ready is emitted ([#582](https://github.com/godot-escoria/escoria-demo-game/issues/582)) ([8a58aa7](https://github.com/godot-escoria/escoria-demo-game/commit/8a58aa7efc8cc27124f583789fb8f493b2ee3366)) + + + ## [4.0.0-alpha.174](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.174) (2022-04-30) diff --git a/addons/escoria-core/game/core-scripts/esc_game.gd b/addons/escoria-core/game/core-scripts/esc_game.gd index 95401a65..1b71fa76 100644 --- a/addons/escoria-core/game/core-scripts/esc_game.gd +++ b/addons/escoria-core/game/core-scripts/esc_game.gd @@ -38,7 +38,7 @@ export(NodePath) var ui_parent_control_node # A reference to the node handling tooltips var tooltip_node: Object -# Boolean indicating whether the game scene is ready to accept inputs +# Boolean indicating whether the game scene is ready to accept inputs # from the player. This enables using escoria.is_ready_for_inputs() in _input() # function of game.gd script. var room_ready_for_inputs: bool = false @@ -56,10 +56,10 @@ func _enter_tree(): self, "_on_action_finished" ) - + escoria.main.connect( - "room_ready", - self, + "room_ready", + self, "_on_room_ready" ) diff --git a/addons/escoria-core/game/main.gd b/addons/escoria-core/game/main.gd index 53495cee..fa528217 100644 --- a/addons/escoria-core/game/main.gd +++ b/addons/escoria-core/game/main.gd @@ -91,7 +91,7 @@ func set_scene_finish() -> void: clear_previous_scene() emit_signal("room_ready") - + # Cleanup the previous scene if there was one.