diff --git a/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd b/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd
index cbf0a77d..bc5f5c18 100644
--- a/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd
+++ b/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd
@@ -31,16 +31,16 @@ var walk_context: ESCWalkContext = null
# Wether the character was moved at all
var moved: bool
-# Angle degrees to the last position (TODO is that correct?)
+# Angle degrees from the last position to the next
var last_deg: int
-# Direction of the last position (TODO is that correct?)
+# Player Direction used to reflect the movement to the new position
var last_dir: int
-# Scale of the last position (TODO is that correct?)
+# The last scaling applied to the parent
var last_scale: Vector2
-# TODO Isn't this actually the flip state of the current animation?
+# Wether the current direction animation is flipped
var pose_scale: int
@@ -50,9 +50,6 @@ var _orig_speed: float = 0.0
# Shortcut variable that references the node's parent
onready var parent = get_parent()
-# If character misses an animation, bypass it and proceed.
-onready var bypass_missing_animation = false
-
# Currenly running task
onready var task = MovableTask.NONE
@@ -89,7 +86,6 @@ func _process(delta: float) -> void:
dist *= parent.terrain.player_doubleclick_speed_multiplier
var dir = (next - pos).normalized()
- # TODO comment what this is all about
dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp)
var new_pos
@@ -115,33 +111,26 @@ func _process(delta: float) -> void:
var current_animation = ""
if parent.animation_sprite != null:
current_animation = parent.animation_sprite.animation
-# elif animation != null:
-# current_animation = animation.current_animation
- # FIXME This is obviously wrong as bypass_missing_animation is
- # always false
- bypass_missing_animation = false
- if !bypass_missing_animation:
- var animation_to_play = \
- parent.animations.directions[last_dir][0]
- if current_animation != animation_to_play:
- if parent.animation_sprite.frames.has_animation(
- animation_to_play
- ):
- parent.animation_sprite.play(animation_to_play)
- else:
- bypass_missing_animation = true
- current_animation = animation_to_play
- escoria.logger.report_warnings(
- "movable.gd:_process()",
- [
- "Character %s has no animation %s "
- % [parent.global_id, animation_to_play],
- "Bypassing missing animation and " +
- "proceed movement."
- ],
- true
- )
+ var animation_to_play = \
+ parent.animations.directions[last_dir][0]
+ if current_animation != animation_to_play:
+ if parent.animation_sprite.frames.has_animation(
+ animation_to_play
+ ):
+ parent.animation_sprite.play(animation_to_play)
+ else:
+ current_animation = animation_to_play
+ escoria.logger.report_warnings(
+ "movable.gd:_process()",
+ [
+ "Character %s has no animation %s "
+ % [parent.global_id, animation_to_play],
+ "Bypassing missing animation and " +
+ "proceed movement."
+ ],
+ true
+ )
pose_scale = parent.animations.directions[last_dir][1]
@@ -152,53 +141,43 @@ func _process(delta: float) -> void:
# Teleports this item to the target position.
-# TODO angle is only used for logging and has no further use, so it probably
-# can be removed
#
# #### Parameters
#
# - target: Position2d or ESCItem to teleport to
-func teleport(target: Node, angle: Object = null) -> void:
- if target is Position2D:
+func teleport(target: Node) -> void:
+ if target.has_method("get_interact_position"):
+ parent.position = target.get_interact_position()
escoria.logger.info(
- "Object %s teleported at position %s with angle" %
- [parent.global_id, str(target.position)],
- [angle]
+ "Object %s is teleported at position %s" % [
+ target.name,
+ parent.position
+ ]
+ )
+ elif "position" in target:
+ escoria.logger.info(
+ "Object %s teleported at position %s" %
+ [parent.global_id, str(target.position)]
)
parent.position = target.position
- elif typeof(target) == TYPE_OBJECT:
- # FIXME this is better written as target is ESCItem if that's
- # the only case here
-# if target.get("interact_positions") != null:
-# parent.position = target.interact_positions.default
-# else:
-# parent.position = target.position
- parent.position = target.get_interact_position()
- escoria.logger.info("Object " + target.name + " teleported at position "
- + str(parent.position) + " with angle ", str(angle))
else:
- escoria.logger.report_errors("escitem.gd:teleport()",
- ["Target to teleport to is null or unusable (" + str(target) + ")"])
+ escoria.logger.report_errors(
+ "ESCMovable#teleport()",
+ ["Couldn't understand how to manage teleport Target %s" % target]
+ )
# Teleports this item to the target position.
-# TODO angle is only used for logging and has no further use, so it probably
-# can be removed
#
# #### Parameters
#
# - target: Vector2 target position to teleport to
-func teleport_to(target: Vector2, angle: Object = null) -> void:
- if typeof(target) == TYPE_VECTOR2 :
- escoria.logger.info(
- "Object %s teleported at position %s with angle" %
- [parent.global_id, str(target)],
- [angle]
- )
- parent.position = target
- else:
- escoria.logger.report_errors("escitem.gd:teleport_to()",
- ["Target to teleport to is null or unusable (" + str(target) + ")"])
+func teleport_to(target: Vector2) -> void:
+ escoria.logger.info(
+ "Object %s teleported to position %s" %
+ [parent.global_id, str(target)]
+ )
+ parent.position = target
# Walk to a given position
@@ -236,14 +215,6 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
set_process(true)
-# FIXME this function doesn't seem to be used anywhere
-func walk(target_pos, p_speed, context = null) -> void:
- if p_speed:
- _orig_speed = parent.speed
- parent.speed = p_speed
- walk_to(target_pos, context)
-
-
# We have finished walking. Set the idle pose and complete
#
# #### Parameters
@@ -331,7 +302,6 @@ func update_terrain(on_event_finished_name = null) -> void:
# Do not flip the entire character, because that would conflict
# with shadows that expect to be siblings of $texture
- # TODO Make the character sprite not rely on the node name
if pose_scale == -1 and parent.get_node("sprite").scale.x > 0:
parent.get_node("sprite").scale.x *= pose_scale
parent.collision.scale.x *= pose_scale
@@ -340,18 +310,6 @@ func update_terrain(on_event_finished_name = null) -> void:
parent.collision.scale.x *= -1
-# Get the player direction index based on rotation angles
-#
-# FIXME: This function doesn't seem to be used anymore
-# #### Parameters
-#
-# - angle: The rotation angle
-# - animations: The list of character animations
-func _get_dir(angle: float, animations) -> int:
- var deg = escoria.utils.get_deg_from_rad(angle)
- return _get_dir_deg(deg, animations)
-
-
# Get the player direction index based on degrees
#
# #### Parameters
@@ -385,7 +343,6 @@ func _get_dir_deg(deg: int, animations: Script) -> int:
# Returns true if given angle is inside the interval given by a starting_angle
# and the size.
-# TODO Refactor to make this stuff understandable :D
#
# #### Parameters
#
@@ -416,20 +373,10 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool:
# Sets character's angle and plays according animation.
#
-# TODO: depending on current angle and current angle, the character may
-# directly turn around with no "progression". We may enhance this by
-# calculating successive directions to turn the character to, so that he
-# doesn't switch to opposite direction too fast.
-# For example, if character looks WEST and set_angle(EAST) is called, we may
-# want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
-# finally EAST, all more or less fast.
-# Whatever the implementation, this should be activated using "parameter
-# "immediate" set to false.
-#
# #### Parameters
#
# - deg int angle to set the character
-# - immediate bool (currently unused, see TODO below)
+# - immediate
# If true, direction is switched immediately. Else, successive animations are
# used so that the character turns to target angle.
func set_angle(deg: int, immediate = true) -> void:
diff --git a/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd b/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd
index 2d1f605b..fd3edda1 100644
--- a/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd
+++ b/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd
@@ -1,7 +1,6 @@
# `teleport object1 object2`
#
# Sets the position of object1 to the position of object2.
-# FIXME re-add the angle parameter here
#
# @ESC
extends ESCBaseCommand
diff --git a/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd b/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd
index 5c46899e..65333259 100644
--- a/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd
+++ b/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd
@@ -1,7 +1,6 @@
# `teleport_pos object1 x y`
#
# Sets the position of object1 to the position (x,y).
-# FIXME re-add the angle parameter here
#
# @ESC
extends ESCBaseCommand
diff --git a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd
index c2fef33a..18c7512f 100644
--- a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd
+++ b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd
@@ -18,7 +18,6 @@ var scheduled_events: Array = []
func _process(delta: float) -> void:
if events_queue.size() > 0:
var running_event = events_queue.pop_front()
- # TODO: Handle event flags
if not running_event.is_connected(
"finished", self, "_on_event_finished"
):
diff --git a/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd b/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd
index d853bf8f..66a45902 100644
--- a/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd
+++ b/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd
@@ -15,7 +15,6 @@ const END_REGEX = \
# Dialog type
-# FIXME, currently unused, but needs reimplementation
var type: String = ""
# Avatar used in the dialog
diff --git a/addons/escoria-core/game/core-scripts/esc_background.gd b/addons/escoria-core/game/core-scripts/esc_background.gd
index 222b874e..32b8f276 100644
--- a/addons/escoria-core/game/core-scripts/esc_background.gd
+++ b/addons/escoria-core/game/core-scripts/esc_background.gd
@@ -78,7 +78,6 @@ func _ready():
# Manage inputs reaching the Area2D and emit the events to the input manager
-# TODO: Don't change private variables here, use an event for BUTTON_WHEEL
#
# #### Parameters
# - _viewport: (not used)
diff --git a/addons/escoria-core/game/core-scripts/esc_player.gd b/addons/escoria-core/game/core-scripts/esc_player.gd
index 76b0d80f..c3abba5a 100644
--- a/addons/escoria-core/game/core-scripts/esc_player.gd
+++ b/addons/escoria-core/game/core-scripts/esc_player.gd
@@ -1,8 +1,4 @@
# A playable character
-# TODO
-# - Currently the sprite node needs to be named "sprite". This is bad.
-# - Animation management doesn't allow using AnimationPlayer yet. Need to find
-# the best solution to manage both AnimatedSprite and AnimationPlayer.
tool
extends ESCItem
class_name ESCPlayer
diff --git a/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd b/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd
index cb4977bf..f69382fb 100644
--- a/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd
+++ b/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd
@@ -185,7 +185,6 @@ func save_settings():
settings_res.voice_volume = escoria.settings.voice_volume
settings_res.fullscreen = escoria.settings.fullscreen
settings_res.skip_dialog = escoria.settings.skip_dialog
- settings_res.rate_shown = escoria.settings.rate_shown
var directory: Directory = Directory.new()
if not directory.dir_exists(settings_folder):
diff --git a/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd b/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd
index a7a996bd..048caeb5 100644
--- a/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd
+++ b/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd
@@ -35,6 +35,3 @@ export var fullscreen: bool = false
# True if skipping dialogs is allowed
export var skip_dialog: bool = true
-
-# FIXME: to be defined (achievements?)
-export var rate_shown: bool = false
diff --git a/addons/escoria-core/game/escoria.gd b/addons/escoria-core/game/escoria.gd
index 865eb70b..a7a2d6ed 100644
--- a/addons/escoria-core/game/escoria.gd
+++ b/addons/escoria-core/game/escoria.gd
@@ -244,7 +244,6 @@ func do(action: String, params: Array = []) -> void:
# Event handler when an object/item was clicked
-# FIXME this method is way to complex
#
# #### Parameters
#
@@ -375,8 +374,6 @@ func _on_settings_loaded(p_settings: ESCSaveSettings) -> void:
else:
settings = ESCSaveSettings.new()
- # TODO Apply globally
-# AudioServer.set_fx_global_volume_scale(settings.sfx_volume)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Master"),
linear2db(settings.master_volume)
diff --git a/addons/escoria-core/game/main.gd b/addons/escoria-core/game/main.gd
index 79e17a9d..a8dd9ba0 100644
--- a/addons/escoria-core/game/main.gd
+++ b/addons/escoria-core/game/main.gd
@@ -16,8 +16,6 @@ var current_scene: Node
# The Escoria context currently in wait state
var wait_level
-# FIXME Document this variable
-var screen_ofs = Vector2(0, 0)
# Reference to the ESCBackgroundMusic node
onready var bg_music = $bg_music
@@ -111,7 +109,7 @@ func set_camera_limits(camera_limit_id: int = 0) -> void:
scene_camera_limits.size.x,
scene_camera_limits.position.y,
scene_camera_limits.position.y + \
- scene_camera_limits.size.y + screen_ofs.y * 2
+ scene_camera_limits.size.y
)
escoria.logger.info(
"Setting camera limits from parameter ",
@@ -119,7 +117,6 @@ func set_camera_limits(camera_limit_id: int = 0) -> void:
)
current_scene.game.get_node("camera").set_limits(limits)
- current_scene.game.get_node("camera").set_offset(screen_ofs * 2)
func save_game(p_savegame_res: Resource) -> void:
diff --git a/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn b/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn
index a051eef1..8ce9b455 100644
--- a/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn
+++ b/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn
@@ -6,5 +6,5 @@
[ext_resource path="res://game/ui/commons/dialogs/dialog_box_inset.tscn" type="PackedScene" id=4]
[node name="dialog_player" type="ResourcePreloader"]
-resources = [ PoolStringArray( "dialog_box_inset", "dialog_label", "text_dialog_choice" ), [ ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ]
+resources = [ PoolStringArray( "default", "dialog_box_inset", "dialog_label", "text_dialog_choice" ), [ ExtResource( 2 ), ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ]
script = ExtResource( 3 )
diff --git a/addons/escoria-core/game/scenes/transitions/transition.gd b/addons/escoria-core/game/scenes/transitions/transition.gd
index bc681c95..6ef59579 100644
--- a/addons/escoria-core/game/scenes/transitions/transition.gd
+++ b/addons/escoria-core/game/scenes/transitions/transition.gd
@@ -1,5 +1,4 @@
# A transition player for scene changes
-# FIXME Add configuration to select a specific mask
extends ColorRect
diff --git a/docs/api/ESCBackground.md b/docs/api/ESCBackground.md
index de8a4e39..32b055eb 100644
--- a/docs/api/ESCBackground.md
+++ b/docs/api/ESCBackground.md
@@ -36,7 +36,6 @@ func manage_input(_viewport, event, _shape_idx) -> void
```
Manage inputs reaching the Area2D and emit the events to the input manager
-TODO: Don't change private variables here, use an event for BUTTON_WHEEL
#### Parameters
- _viewport: (not used)
diff --git a/docs/api/ESCDialog.md b/docs/api/ESCDialog.md
index 8a8d3023..817d98c7 100644
--- a/docs/api/ESCDialog.md
+++ b/docs/api/ESCDialog.md
@@ -35,7 +35,6 @@ var type: String = ""
```
Dialog type
-FIXME, currently unused, but needs reimplementation
### avatar
diff --git a/docs/api/ESCMovable.md b/docs/api/ESCMovable.md
index c8a1450e..2986eaaf 100644
--- a/docs/api/ESCMovable.md
+++ b/docs/api/ESCMovable.md
@@ -70,7 +70,7 @@ Wether the character was moved at all
var last_deg: int
```
-Angle degrees to the last position (TODO is that correct?)
+Angle degrees from the last position to the next
### last\_dir
@@ -78,7 +78,7 @@ Angle degrees to the last position (TODO is that correct?)
var last_dir: int
```
-Direction of the last position (TODO is that correct?)
+Player Direction used to reflect the movement to the new position
### last\_scale
@@ -86,7 +86,7 @@ Direction of the last position (TODO is that correct?)
var last_scale: Vector2
```
-Scale of the last position (TODO is that correct?)
+The last scaling applied to the parent
### pose\_scale
@@ -94,7 +94,7 @@ Scale of the last position (TODO is that correct?)
var pose_scale: int
```
-TODO Isn't this actually the flip state of the current animation?
+Wether the current direction animation is flipped
### parent
@@ -104,14 +104,6 @@ var parent
Shortcut variable that references the node's parent
-### bypass\_missing\_animation
-
-```gdscript
-var bypass_missing_animation
-```
-
-If character misses an animation, bypass it and proceed.
-
### task
```gdscript
@@ -125,12 +117,10 @@ Currenly running task
### teleport
```gdscript
-func teleport(target: Node, angle: Object = null) -> void
+func teleport(target: Node) -> void
```
Teleports this item to the target position.
-TODO angle is only used for logging and has no further use, so it probably
-can be removed
#### Parameters
@@ -139,12 +129,10 @@ can be removed
### teleport\_to
```gdscript
-func teleport_to(target: Vector2, angle: Object = null) -> void
+func teleport_to(target: Vector2) -> void
```
Teleports this item to the target position.
-TODO angle is only used for logging and has no further use, so it probably
-can be removed
#### Parameters
@@ -163,14 +151,6 @@ Walk to a given position
- pos: Position to walk to
- p_walk_context: Walk context to use
-### walk
-
-```gdscript
-func walk(target_pos, p_speed, context = null) -> void
-```
-
-FIXME this function doesn't seem to be used anywhere
-
### walk\_stop
```gdscript
@@ -203,7 +183,6 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool
Returns true if given angle is inside the interval given by a starting_angle
and the size.
-TODO Refactor to make this stuff understandable :D
#### Parameters
@@ -220,19 +199,9 @@ func set_angle(deg: int, immediate = true) -> void
Sets character's angle and plays according animation.
-TODO: depending on current angle and current angle, the character may
-directly turn around with no "progression". We may enhance this by
-calculating successive directions to turn the character to, so that he
-doesn't switch to opposite direction too fast.
-For example, if character looks WEST and set_angle(EAST) is called, we may
-want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
-finally EAST, all more or less fast.
-Whatever the implementation, this should be activated using "parameter
-"immediate" set to false.
-
#### Parameters
- deg int angle to set the character
-- immediate bool (currently unused, see TODO below)
+- immediate
If true, direction is switched immediately. Else, successive animations are
used so that the character turns to target angle.
\ No newline at end of file
diff --git a/docs/api/ESCPlayer.md b/docs/api/ESCPlayer.md
index 0508389f..4e3665eb 100644
--- a/docs/api/ESCPlayer.md
+++ b/docs/api/ESCPlayer.md
@@ -7,10 +7,6 @@
## Description
A playable character
-TODO
-- Currently the sprite node needs to be named "sprite". This is bad.
-- Animation management doesn't allow using AnimationPlayer yet. Need to find
- the best solution to manage both AnimatedSprite and AnimationPlayer.
## Property Descriptions
diff --git a/docs/api/ESCSaveSettings.md b/docs/api/ESCSaveSettings.md
index 5d155c64..8a6e46da 100644
--- a/docs/api/ESCSaveSettings.md
+++ b/docs/api/ESCSaveSettings.md
@@ -88,12 +88,4 @@ export var fullscreen: bool = false
export var skip_dialog: bool = true
```
-True if skipping dialogs is allowed
-
-### rate\_shown
-
-```gdscript
-export var rate_shown: bool = false
-```
-
- FIXME: to be defined (achievements?)
\ No newline at end of file
+True if skipping dialogs is allowed
\ No newline at end of file
diff --git a/docs/api/TeleportCommand.md b/docs/api/TeleportCommand.md
index 212bc00f..033f4e8c 100644
--- a/docs/api/TeleportCommand.md
+++ b/docs/api/TeleportCommand.md
@@ -9,7 +9,6 @@
`teleport object1 object2`
Sets the position of object1 to the position of object2.
-FIXME re-add the angle parameter here
@ESC
diff --git a/docs/api/TeleportPosCommand.md b/docs/api/TeleportPosCommand.md
index 074e5453..eef96f4e 100644
--- a/docs/api/TeleportPosCommand.md
+++ b/docs/api/TeleportPosCommand.md
@@ -9,7 +9,6 @@
`teleport_pos object1 x y`
Sets the position of object1 to the position (x,y).
-FIXME re-add the angle parameter here
@ESC
diff --git a/docs/api/main.gd.md b/docs/api/main.gd.md
index d1d042c3..8f62ea9e 100644
--- a/docs/api/main.gd.md
+++ b/docs/api/main.gd.md
@@ -34,14 +34,6 @@ var wait_level
The Escoria context currently in wait state
-### screen\_ofs
-
-```gdscript
-var screen_ofs
-```
-
-FIXME Document this variable
-
### bg\_music
```gdscript
diff --git a/docs/api/transition.gd.md b/docs/api/transition.gd.md
index 33ba7fd7..6ac4a749 100644
--- a/docs/api/transition.gd.md
+++ b/docs/api/transition.gd.md
@@ -7,7 +7,6 @@
## Description
A transition player for scene changes
-FIXME Add configuration to select a specific mask
## Property Descriptions
diff --git a/docs/esc.md b/docs/esc.md
index 6685bba5..1adb2657 100644
--- a/docs/esc.md
+++ b/docs/esc.md
@@ -331,11 +331,9 @@ Stops the event's execution.
#### `teleport object1 object2` [API-Doc](api/TeleportCommand.md)
Sets the position of object1 to the position of object2.
-FIXME re-add the angle parameter here
#### `teleport_pos object1 x y` [API-Doc](api/TeleportPosCommand.md)
Sets the position of object1 to the position (x,y).
-FIXME re-add the angle parameter here
#### `turn_to object degrees [immediate]` [API-Doc](api/TurnToCommand.md)
**This command is currently not fully implemented.**
diff --git a/game/ui/commons/dialogs/dialog_box_inset.tscn b/game/ui/commons/dialogs/dialog_box_inset.tscn
index 16412c8f..cb2e4a38 100644
--- a/game/ui/commons/dialogs/dialog_box_inset.tscn
+++ b/game/ui/commons/dialogs/dialog_box_inset.tscn
@@ -11,9 +11,9 @@ anchor_top = 0.334
anchor_right = 0.845
anchor_bottom = 0.666
margin_left = 0.100006
-margin_top = -0.199982
+margin_top = -0.200012
margin_right = -0.100098
-margin_bottom = 0.200012
+margin_bottom = 0.199951
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
@@ -23,7 +23,7 @@ __meta__ = {
margin_left = 7.0
margin_top = 7.0
margin_right = 876.0
-margin_bottom = 259.0
+margin_bottom = 292.2
custom_constants/margin_right = 20
custom_constants/margin_top = 20
custom_constants/margin_left = 20
@@ -36,35 +36,35 @@ __meta__ = {
margin_left = 20.0
margin_top = 20.0
margin_right = 849.0
-margin_bottom = 232.0
+margin_bottom = 265.0
custom_constants/separation = 35
dragger_visibility = 1
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HSplitContainer"]
margin_right = 174.0
-margin_bottom = 212.0
+margin_bottom = 245.0
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.3
[node name="avatar" type="TextureRect" parent="MarginContainer/HSplitContainer/VBoxContainer"]
margin_right = 174.0
-margin_bottom = 184.0
+margin_bottom = 217.0
size_flags_horizontal = 3
size_flags_vertical = 3
texture = ExtResource( 2 )
expand = true
[node name="name" type="Label" parent="MarginContainer/HSplitContainer/VBoxContainer"]
-margin_top = 188.0
+margin_top = 221.0
margin_right = 174.0
-margin_bottom = 212.0
+margin_bottom = 245.0
custom_fonts/font = ExtResource( 1 )
valign = 1
[node name="text" type="RichTextLabel" parent="MarginContainer/HSplitContainer"]
margin_left = 209.0
margin_right = 829.0
-margin_bottom = 212.0
+margin_bottom = 245.0
size_flags_horizontal = 3
custom_fonts/normal_font = ExtResource( 1 )
bbcode_enabled = true
diff --git a/game/ui/commons/save/save_game.gd b/game/ui/commons/save/save_game.gd
index cdfabd84..27d12b64 100644
--- a/game/ui/commons/save/save_game.gd
+++ b/game/ui/commons/save/save_game.gd
@@ -13,7 +13,6 @@ func _ready():
func _on_slot_pressed(p_slot_n: int):
slot_pressed = p_slot_n
if escoria.save_manager.save_game_exists(p_slot_n):
- # TODO Manage save override, ask for confirmation
pass
else:
$save_name_popup.popup()
diff --git a/project.godot b/project.godot
index 1ce64d93..09891336 100644
--- a/project.godot
+++ b/project.godot
@@ -548,7 +548,7 @@ _global_script_class_icons={
[application]
-config/name="Escoria-reloaded"
+config/name="Escoria"
run/main_scene="res://addons/escoria-core/game/main_scene.tscn"
boot_splash/image="res://addons/escoria-core/logo/escoria-logo-small.png"
boot_splash/fullsize=false