get_locale() now falls back to TranslationServer.get_locale() if the locale key is missing from _state, avoiding a crash when the options autoload hasn't run _ready yet (e.g. another autoload triggers it during its own _ready). When the options menu becomes visible, focus moves to the TabContainer so keyboard/gamepad navigation between tabs works without a click. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| src | ||
| translations | ||
| .gitignore | ||
| LICENSE | ||
| README.md | ||
| plugin.cfg | ||
| plugin.gd | ||
| plugin.gd.uid | ||
README.md
gd-options
Re-usable settings/options menu for godot (gd scripts) to configure game, input, graphics and sound settings.
- GameSettings global
- InputSettings global
- GraphicsSettings global
- AudioSettings global
- Saves and loads states from user:// application directory
Pre-Requisites
Game:
- TBD
Input:
- TBD
Graphics:
- TBD
Audio:
- Use the default_audio_bus_layout
- "Master" bus
- "Music" bus
- "FX" bus