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.
14 lines
1.1 KiB
Plaintext
14 lines
1.1 KiB
Plaintext
[gd_resource type="Resource" script_class="LevelCatalogue" load_steps=8 format=3]
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[ext_resource type="Script" uid="uid://cxryfiktqs7s1" path="res://scripts/Resources/LevelCatalogue.cs" id="1_script"]
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[ext_resource type="Resource" path="res://resources/levels/tutorial_1.tres" id="2_tutorial_1"]
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[ext_resource type="Resource" uid="uid://cqtalsov2bkpo" path="res://resources/levels/village/village_1.tres" id="3_village_1"]
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[ext_resource type="Resource" uid="uid://dlwkbjw1l33uq" path="res://resources/levels/village/village_2.tres" id="4_village_2"]
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[ext_resource type="Resource" uid="uid://b63u5qfp8p7pv" path="res://resources/levels/village/village_3.tres" id="5_village_3"]
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[ext_resource type="Resource" uid="uid://cxfei28yu3buh" path="res://resources/levels/village/village_4.tres" id="6_village_4"]
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[ext_resource type="Resource" uid="uid://qld841xv5ui0" path="res://resources/levels/village/village_5.tres" id="7_village_5"]
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[resource]
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script = ExtResource("1_script")
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Levels = Array[Resource]([ExtResource("2_tutorial_1"), ExtResource("3_village_1"), ExtResource("4_village_2"), ExtResource("5_village_3"), ExtResource("6_village_4"), ExtResource("7_village_5")])
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