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Copy file name to clipboardExpand all lines: README.md
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@@ -12,10 +12,13 @@ Scene Manager v3.X.X is compatible with Godot 4.
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**Recently Added**:
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*[X] sublist in lists of scene manager UI is now possible (Just Godot4)
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*[X]`no_effect_change_scene` function added (Just Godot4)
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*[X] Node can be added to `change_scene` and `no_effect_change_scene` functions (Just Godot4)
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*[X] Possibility to specify path scenes.db via Project/Settings
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*[X] Possibility to specify path scenes.db via Project/Settings (Just Godot4)
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*[X] 5 new signals added:
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- scene_changed
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- fade_in_started
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- fade_out_started
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- fade_in_finished
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- fade_out_finished
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**All**:
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@@ -40,6 +43,9 @@ Scene Manager v3.X.X is compatible with Godot 4.
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*[X] Ability to limit how much deep scene manager is allowed to record previous scenes which affects in changing scene to `back`(previous scene) functionality
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*[X] Ability to hide scenes in a list (Just Godot4)
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*[X] Ignoring a specific scene in ignores list section is possible (Just Godot4)
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*[X] sublist in lists of scene manager UI is now possible (Just Godot4)
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*[X]`no_effect_change_scene` function added (Just Godot4)
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*[X] Node can be added to `change_scene` and `no_effect_change_scene` functions (Just Godot4)
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## How To Use?
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## SceneManager
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### Signals:
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1. load_finished => signal fires when interactively loading a scene finishes
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2. load_percent_changed(value: int) => signal fires when interactively loading a scene progress percentage updates
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3. scene_changed => signal fires when scene changes
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4. fade_in_started => signal fires when fade in starts
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5. fade_out_started => signal fires when fade out starts
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6. fade_in_finished => signal fires when fade in finishes
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7. fade_out_finished => signal fires when fade out finishes
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### Methods:
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This is the node you use inside your game code and it has these functions:
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1.`validate_scene`(**key**: String) -> void:
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* Checks and validates passed **key** in scenes keys. (breaks game if key doesn't exist in scenes keys)
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