Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -1,18 +1,8 @@
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class_name AboutPopup
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extends BasePopup
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## Shows the game version and what is new in each version.
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@onready
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var about_panel: Panel = %AboutPanel
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@onready
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var version_label: Label = %VersionLabel
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@onready
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var whats_new_label: Label = %WhatsNewLabel
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# Changelog as Dictionary with version as key and description as value
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## What is new in each version, newest first.
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const WHATS_NEW: Dictionary = {
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"1.9.0": "Made improvements to the Search window
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Made small changes to the inspiration list scrolling
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@@ -51,15 +41,19 @@ const WHATS_NEW: Dictionary = {
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"0.7-Beta": "Can now hop between songs"
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}
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@onready var about_panel: Panel = %AboutPanel
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@onready var version_label: Label = %VersionLabel
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@onready var whats_new_label: Label = %WhatsNewLabel
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func open() -> void:
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super()
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version_label.text = Settings.version
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# Build changelog text with version headers
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var changelog_text: String = ""
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for version: String in WHATS_NEW.keys():
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changelog_text += "\n" + version + "\n"
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changelog_text += WHATS_NEW[version] + "\n"
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whats_new_label.text = changelog_text
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