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No commits in common. "be7b0d43353e348cdbf2915d9de6eba2013bd233" and "98b46c2fc39ebe56eb84235367c6e6ea08318a13" have entirely different histories.

7 changed files with 10 additions and 17 deletions

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assets/ui/title.png (Stored with Git LFS)

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@ -1854,6 +1854,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, -1.5)
[node name="TarpCrateLogo" parent="BeastNav/Corridor1/Hallway2" instance=ExtResource("32_sogkw")] [node name="TarpCrateLogo" parent="BeastNav/Corridor1/Hallway2" instance=ExtResource("32_sogkw")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0.8, -11.4) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0.8, -11.4)
skeleton = NodePath("")
surface_material_override/0 = null
[node name="Hallway3" type="MeshInstance3D" parent="BeastNav/Corridor1"] [node name="Hallway3" type="MeshInstance3D" parent="BeastNav/Corridor1"]
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -19.5, 0, -7.5) transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -19.5, 0, -7.5)

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@ -60,26 +60,18 @@ func _initial_load() -> void:
## The loading screen will be shown until the scene is loaded. ## The loading screen will be shown until the scene is loaded.
func queue_scene(path: String) -> Promise: func queue_scene(path: String) -> Promise:
_unload_content() _unload_content()
return ( return queue_load(path, ScenePromise.new(), "PackedScene").finally(_finish_scene_load)
queue_load(path, ResourceLoader.CACHE_MODE_REUSE, ScenePromise.new(), "PackedScene")
. finally(_finish_scene_load)
)
## Queue a resource to be loaded in the background. ## Queue a resource to be loaded in the background.
## ##
## Returns a `Promise` which can be used to attach callbacks ## Returns a `Promise` which can be used to attach callbacks
## which will be called with the resource after it is loaded. ## which will be called with the resource after it is loaded.
func queue_load( func queue_load(path: String, promise: Promise = null, type_hint: String = "") -> Promise:
path: String,
cache_mode: ResourceLoader.CacheMode = ResourceLoader.CACHE_MODE_REUSE,
promise: Promise = null,
type_hint: String = ""
) -> Promise:
if not promise: if not promise:
promise = Promise.new() promise = Promise.new()
_loading_resources[path] = promise _loading_resources[path] = promise
ResourceLoader.load_threaded_request(path, type_hint, false, cache_mode) ResourceLoader.load_threaded_request(path, type_hint)
return promise return promise

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@ -6,6 +6,7 @@ const VELOCITY_FACTOR := 2.0
var _on_right_foot := false var _on_right_foot := false
@onready var left_foot: FootController = %LeftFoot @onready var left_foot: FootController = %LeftFoot
@onready var right_foot: FootController = %RightFoot @onready var right_foot: FootController = %RightFoot

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@ -19,4 +19,4 @@ static func load_level(level_path: String, save: SaveState = null) -> void:
static func load_save(save_path: String) -> void: static func load_save(save_path: String) -> void:
var chain_load := func(save: SaveState) -> void: load_level(save.level_path, save) var chain_load := func(save: SaveState) -> void: load_level(save.level_path, save)
Game.instance.queue_load(save_path, ResourceLoader.CACHE_MODE_REPLACE_DEEP).then(chain_load) Game.instance.queue_load(save_path).then(chain_load)

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@ -79,9 +79,7 @@ func on_game_over() -> void:
# reload the level from the last save # reload the level from the last save
var save_path := current_level.get_save_path() var save_path := current_level.get_save_path()
if FileAccess.file_exists(save_path): if FileAccess.file_exists(save_path):
Game.instance.queue_load(save_path, ResourceLoader.CACHE_MODE_REPLACE_DEEP).finally( Game.instance.queue_load(save_path).finally(_reload_saved)
_reload_saved
)
else: else:
load_level(current_level_scene) load_level(current_level_scene)