fix(levels): ScenePath must be a string, not a PackedScene
slice 7 regression. level_village_2..5.tscn each reference their own LevelResource for the death screen label, so pointing the resource back at the scene forms a cycle Godot cannot resolve - "Parse Error: Busy" and the level fails to load entirely. ScenePath was a string for exactly this reason. Reverted, and the rot it allowed (forest_1 aimed at a nonexistent scene) is now caught by LevelCatalogue.Validate checking every path resolves, plus a repo-level structural check - fixed by validation rather than by typing. project.godot: restores the C# feature flag and dialogue_manager uses_dotnet, which `godot --headless --import` strips on every run.
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@@ -23,7 +23,7 @@ config/version="in-dev"
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run/main_scene="uid://cl00e2ocomk3m"
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config/use_custom_user_dir=true
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config/custom_user_dir_name="MrBrickAdventures"
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config/features=PackedStringArray("4.6", "C#", "GL Compatibility")
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config/features=PackedStringArray("4.7", "C#", "GL Compatibility")
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run/max_fps=180
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boot_splash/bg_color=Color(0, 0, 0, 1)
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boot_splash/show_image=false
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