Full notes
Full LoopiaLike update
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What changed
- Performance
Fixed game state not restoring correctly after save & resume — Damage, weapon range, enemy behavior, and overall difficulty were all wrong after resuming a saved game Fixed player level always restoring as 1 — PlayerStats.level was never synced with ExperienceManager.current_level during gameplay, so saving always wrote level=1. Now synced before every save Fixed DifficultyManager state being wiped on resume — performance_factor (adaptive difficulty), boss_events_triggered, and current_difficulty_level were all reset to defaults instead of being saved/restored. This caused enemies to behave as if it were the start of the game Removed dead signal connection — level_changed signal was connected to a non-existent handler _on_player_level_changed, which would crash if triggered Improved restore validation logging — Diagnostic logs now show actual runtime values (player level, damage multiplier, global weapon stats) instead of misleading saved-state echoes Stability — "Lambda capture at index 0 was freed" errors (12+ per session)
Fixed ChainProjectile coroutine crashes — Added is_inside_tree() guards on all await calls to prevent ~70+ tree-null errors during scene transitions Fixed EnemyAbility_Dash — Dash collision check timers now use weakref for attacker/target instead of direct captures Fixed EnemyBase clone timer — Clone auto-destroy timer now uses weakref to avoid errors when clone dies before timer fires Fixed BasePlayer particle timers — 5 status effect particle cleanup timers (burn, poison, weakness, curse, wall) + death safety timer converted to weakref Fixed LoopiaLikePlayer barrier cooldown — Barrier hit cooldown timer now uses weakref(self) Fixed SimpleProjectile particle cleanup — 2 impact/lifesteal particle timers converted to weakref Fixed EnemyProjectile safety timeouts — 2 effect cleanup safety timers converted to weakref
Source
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