Add show_menu and hide_menu ESC commands
Fixes godot-escoria/escoria-issues#48 Fix: tween was stopped_all before starting Fix: reload locale from settings in ESCGame Since main menu and pause menu are now loaded from ESCGame and not from escoria.gd, this must be done here. Fix: small crash in load game But save and load are broken at the moment... Fix: check save and load after main menu changes Required fixes Fix: manage the game scene better in show and hide_menu Enh: transition back in to the previous room if there was one Fix a bug occurring where change_scene awaits forever for setup to end Reworked change_scene and esc_room implementation to avoid yielding Added a controller variable to allow new event run in events_manager Don't empty the events queue if the running_event was interrupted Fixed transitions and automatic transitions in change_scene Added trace log level (for esc_compiler in particular) Fixed various bugs in ESC scripts Fix a bug where exit_scene happened multiple times where fast walking Needed to clear the event queue Fixes ready event was run because BYPASS_LAST_SCENE wrongly set Inverted parameter "disable_automatic_transitions" for change_scene, hide_menu, show_menu commands Fix broken sched_event Fixes as requested in PR
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@@ -122,7 +122,7 @@ func _init():
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# Load settings
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func _ready():
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settings = save_manager.load_settings()
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_on_settings_loaded(settings)
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apply_settings(settings)
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inputs_manager.register_core()
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if ProjectSettings.get_setting("escoria/main/game_start_script").empty():
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logger.report_errors("escoria.gd",
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@@ -265,7 +265,7 @@ func do(action: String, params: Array = [], can_interrupt: bool = false) -> void
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# #### Parameters
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#
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# * p_settings: Loaded settings
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func _on_settings_loaded(p_settings: ESCSaveSettings) -> void:
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func apply_settings(p_settings: ESCSaveSettings) -> void:
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logger.info("******* settings loaded")
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if p_settings != null:
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settings = p_settings
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