update save mode
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@@ -48,8 +48,8 @@ func _build_material() -> void:
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mat.set_shader_parameter("shape_tiling", 16.0)
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mat.set_shader_parameter("shape_rotation", 0.0)
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mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
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mat.set_shader_parameter("shape_feathering", 0.0)
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mat.set_shader_parameter("shape_treshold", 1.15) # >1 = full at the end of the transation
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mat.set_shader_parameter("shape_feathering", 0.05)
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mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
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mat.set_shader_parameter("width", 0.5)
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color_rect.material = mat
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@@ -80,9 +80,15 @@ func change_scene(scene_enum: SceneConfig.SceneName) -> void:
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var target_scene: PackedScene = config.scenes[scene_enum]
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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loading_screen.visible = true
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await cover(transition_duration)
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get_tree().change_scene_to_packed(target_scene)
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await reveal(transition_duration)
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loading_screen.visible = false
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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func quit_game() -> void:
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get_tree().quit()
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