diff --git a/CHANGELOG.md b/CHANGELOG.md index 87f64a4f..b7058fec 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,12 @@ +## [4.0.0-alpha.228](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.228) (2022-11-09) + + +### Bug Fixes + +* unwanted error messages when opening a room in editor ([056db75](https://github.com/godot-escoria/escoria-demo-game/commit/056db7592996d35010cbf67dec5b14c8073437e6)) + + + ## [4.0.0-alpha.227](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.227) (2022-11-08) diff --git a/addons/escoria-core/game/core-scripts/esc_terrain.gd b/addons/escoria-core/game/core-scripts/esc_terrain.gd index 36c8ddaf..69028a36 100644 --- a/addons/escoria-core/game/core-scripts/esc_terrain.gd +++ b/addons/escoria-core/game/core-scripts/esc_terrain.gd @@ -59,14 +59,14 @@ var _lightmap_data var _texture_in_update = false # Logger instance -onready var logger = Logger.ESCLoggerFile.new() +onready var logger = Logger.ESCLoggerFile.new() # Set a reference to the active navigation polygon, register to Escoria # and update the texture func _ready(): connect("child_entered_tree", self, "_check_multiple_enabled_navpolys") connect("child_exiting_tree", self, "_check_multiple_enabled_navpolys", [true]) - + _check_multiple_enabled_navpolys() if !Engine.is_editor_hint(): escoria.room_terrain = self @@ -76,12 +76,12 @@ func _ready(): # Checks whether multiple navigation polygons are enabled. # Shows a warning in the terminal if this happens. # TODO: change this "simple" console log for an editor warning -# by overriding Node._get_configuration_warning() after we get rid of -# deprecated Navigation2D. +# by overriding Node._get_configuration_warning() after we get rid of +# deprecated Navigation2D. # # #### Parameters # -# - node: if this method is triggered by child_entered_tree or +# - node: if this method is triggered by child_entered_tree or # child_exited_tree signals, parameter is the added node. func _check_multiple_enabled_navpolys(node: Node = null, is_exiting: bool = false) -> void: var navigation_enabled_found = false @@ -90,7 +90,7 @@ func _check_multiple_enabled_navpolys(node: Node = null, is_exiting: bool = fals and node is NavigationPolygonInstance \ and node.enabled: navigation_enabled_found = true - + for n in get_children(): if is_exiting and n == node: continue @@ -112,8 +112,8 @@ func _check_multiple_enabled_navpolys(node: Node = null, is_exiting: bool = fals else: navigation_enabled_found = true current_active_navigation_instance = n - - + + # Return the Color of the lightmap pixel for the specified position # # #### Parameters