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.
11 lines
415 B
Plaintext
11 lines
415 B
Plaintext
[gd_resource type="Resource" script_class="LevelResource" load_steps=2 format=3 uid="uid://b63u5qfp8p7pv"]
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[ext_resource type="Script" uid="uid://c2h0pqhxiqswe" path="res://scripts/Resources/LevelResource.cs" id="1_script"]
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[resource]
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script = ExtResource("1_script")
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Id = "village_3"
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LevelName = "LEVEL_3_NAME"
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ScenePath = "res://scenes/level_village_3.tscn"
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metadata/_custom_type_script = "uid://cp68km8bykymb"
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