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Implement a custom splash screen in SkyLockAssault using Godot 4.5, displayed at game startup before transitioning to the main menu. Include fade-in, pause, and fade-out effects for a smooth introduction, replacing the default Godot splash. For web exports, integrate with the existing custom HTML shell (custom_shell.html) to handle initial loading visuals consistently.
This reverts commit 6c7f203.
Add multiple branding assets (SVG, PNG, JPG) and their Godot import metadata under assets/ (godot_logo_bg_removed, ikostan_logo, ikostan_logo_bg_removed, logo_large_monochrome_light, logo_vertical_monochrome_light). Update export_presets.cfg to include assets/* in the export bundle. Update project.godot with a project description and boot splash settings (background color and boot splash image uid) while keeping the existing icon and main scene.
Reviewer's GuideRefreshes the web export splash screen with new branding assets and styling tweaks, and updates project documentation to describe recent and planned input/navigation work plus new automation tooling references. File-Level Changes
Assessment against linked issues
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📝 WalkthroughWalkthroughAdds Godot texture import descriptors for several assets, a new splash screen scene and threaded loader script, updates the HTML loading shell and project boot_splash settings, and expands README with a detailed Milestone 12 roadmap. Changes
Sequence Diagram(s)sequenceDiagram
participant Splash as SplashScreen (Control)
participant Loader as ResourceLoader (threaded)
participant Globals as Globals
participant SceneTree as SceneTree
Splash->>Globals: read Globals.next_scene
Splash->>Loader: ResourceLoader.load_threaded_request(next_scene_path)
Loader-->>Splash: periodic progress updates
Splash->>Splash: smooth progress (lerp) & ensure min_display_time
alt load success
Loader-->>Splash: PackedScene ready
Splash->>SceneTree: change_scene_to(packed_scene) after delay
Splash->>Globals: clear Globals.next_scene
else load failed
Splash->>SceneTree: fallback change_scene(next_scene_path)
Splash->>Globals: log error/warning
end
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related issues
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✏️ Tip: You can configure your own custom pre-merge checks in the settings. ✨ Finishing Touches🧪 Generate unit tests (beta)
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Hey - I've found 2 issues, and left some high level feedback:
- Changing
include_filtertoassets/*inexport_presets.cfgwill cause only files underassets/to be exported (despiteexport_filter = all_resources), which may unintentionally exclude other required resources; consider removinginclude_filteror making it more targeted to the new assets only if that behavior is intentional. - The new splash palette makes both the progress bar (
#333with a black fill) and status text (black on a dark#2e2e2ebackground) low contrast; consider adjusting either the background or text/progress colors to maintain clear visual separation and readability.
Prompt for AI Agents
Please address the comments from this code review:
## Overall Comments
- Changing `include_filter` to `assets/*` in `export_presets.cfg` will cause only files under `assets/` to be exported (despite `export_filter = all_resources`), which may unintentionally exclude other required resources; consider removing `include_filter` or making it more targeted to the new assets only if that behavior is intentional.
- The new splash palette makes both the progress bar (`#333` with a black fill) and status text (black on a dark `#2e2e2e` background) low contrast; consider adjusting either the background or text/progress colors to maintain clear visual separation and readability.
## Individual Comments
### Comment 1
<location path="custom_shell.html" line_range="51" />
<code_context>
width: 100%;
height: 100%;
- background-color: black;
+ background-color: #2e2e2e;
display: flex;
flex-direction: column;
</code_context>
<issue_to_address>
**issue:** Dark background combined with new text colors may reduce accessibility contrast.
With the shell background changing to #2e2e2e and `#status` text set to black, the contrast may fall below accessibility guidelines, depending on where `#status` appears. Consider keeping `#status` light or adjusting the background(s) to maintain sufficient contrast.
</issue_to_address>
### Comment 2
<location path="custom_shell.html" line_range="74-78" />
<code_context>
}
#status {
- color: white;
+ color: black;
margin-top: 10px;
+ font-size: 30px;
}
/* Retry button style (visible override) */
</code_context>
<issue_to_address>
**suggestion:** Large, black status text may clash visually and reduce readability against the updated background.
On the darker shell background (`#2e2e2e`) or over translucent overlays, this styling can feel visually heavy and reduce contrast. Consider either using a lighter text color, slightly reducing the font size, or giving `#status` a lighter background to keep it readable while still emphasized.
```suggestion
#status {
color: #f5f5f5;
margin-top: 10px;
font-size: 24px;
}
```
</issue_to_address>Help me be more useful! Please click 👍 or 👎 on each comment and I'll use the feedback to improve your reviews.
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Overall Grade Focus Area: Hygiene |
Security Reliability Complexity Hygiene |
Feedback
- No automatic formatter enforced
- The same line-length violations repeat across tests because formatting is left to individual authors; adding a code formatter with an enforceable check (pre-commit or CI) will normalize style and eliminate these one-off fixes.
- Tests embed large inline fixtures and expectations
- Long lines come from big JSON/strings and verbose assertions placed directly in tests; extract fixtures, use builders or fixture files, and prefer multiline assertions or snapshots to shorten individual lines.
- Duplication and verbose test helpers
- Copy-pasted code and overly expressive helper calls produce repeated long lines; consolidate common strings/constants and provide compact factory helpers so test code stays concise and within line limits.
Code Review Summary
| Analyzer | Status | Updated (UTC) | Details |
|---|---|---|---|
| Python | Mar 9, 2026 5:01a.m. | Review ↗ | |
| JavaScript | Mar 9, 2026 5:01a.m. | Review ↗ |
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Caution
Some comments are outside the diff and can’t be posted inline due to platform limitations.
⚠️ Outside diff range comments (1)
custom_shell.html (1)
51-77:⚠️ Potential issue | 🟠 MajorLow-contrast loading UI makes progress/status hard to read.
On Line 72 and Line 75, black foreground on dark backgrounds (
#333/#2e2e2e) significantly reduces readability of progress and status/error text.Suggested contrast-safe style fix
`#progress` { width: 0%; height: 100%; - background-color: black; + background-color: `#4ade80`; } `#status` { - color: black; + color: `#f5f5f5`; margin-top: 10px; font-size: 30px; }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@custom_shell.html` around lines 51 - 77, The loading UI uses low-contrast black text/elements against dark backgrounds; update the CSS for the `#progress`, `#progress-bar` and `#status` selectors (and optionally `#loading` img contrast) to use high-contrast colors (e.g., light text like white or `#f5f5f5` for `#status`, a clearly visible progress fill color such as a lighter/brighter tone or accent color for `#progress`, and adjust `#progress-bar` background/border to a mid-tone) so the progress fill and status text are readable against the `#2e2e2e/`#333 backgrounds; make sure contrast meets accessibility guidelines and test visibility in dark-mode background.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Outside diff comments:
In `@custom_shell.html`:
- Around line 51-77: The loading UI uses low-contrast black text/elements
against dark backgrounds; update the CSS for the `#progress`, `#progress-bar` and
`#status` selectors (and optionally `#loading` img contrast) to use high-contrast
colors (e.g., light text like white or `#f5f5f5` for `#status`, a clearly visible
progress fill color such as a lighter/brighter tone or accent color for
`#progress`, and adjust `#progress-bar` background/border to a mid-tone) so the
progress fill and status text are readable against the `#2e2e2e/`#333 backgrounds;
make sure contrast meets accessibility guidelines and test visibility in
dark-mode background.
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⛔ Files ignored due to path filters (5)
assets/godot_logo_bg_removed.pngis excluded by!**/*.pngassets/ikostan_logo.jpgis excluded by!**/*.jpgassets/ikostan_logo_bg_removed.pngis excluded by!**/*.pngassets/logo_large_monochrome_light.svgis excluded by!**/*.svgassets/logo_vertical_monochrome_light.pngis excluded by!**/*.png
📒 Files selected for processing (8)
assets/godot_logo_bg_removed.png.importassets/ikostan_logo.jpg.importassets/ikostan_logo_bg_removed.png.importassets/logo_large_monochrome_light.svg.importassets/logo_vertical_monochrome_light.png.importcustom_shell.htmlexport_presets.cfgproject.godot
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🔇 Additional comments (7)
export_presets.cfg (1)
10-10: Good export inclusion update for branding assets.This aligns the Web preset with the newly added splash/logo resources.
project.godot (1)
14-18: Boot splash/project metadata configuration looks correct.
boot_splash/imageis properly set and consistent with the imported asset UID, so startup branding should resolve as expected.assets/godot_logo_bg_removed.png.import (1)
1-40: Import metadata looks valid and consistent.The remap, dependency mapping, and texture params are correctly structured for Godot import processing.
assets/ikostan_logo.jpg.import (1)
1-40: JPG import descriptor is correctly configured.Remap/deps/params blocks are coherent and match the pattern used by the other asset imports.
assets/logo_vertical_monochrome_light.png.import (1)
1-40: PNG import configuration looks good.No issues found in remap, dependency, or parameter settings.
assets/ikostan_logo_bg_removed.png.import (1)
1-40: Boot-splash asset import file is correctly wired.The metadata and dependency mapping are valid and align with the boot splash reference.
assets/logo_large_monochrome_light.svg.import (1)
1-43: SVG import metadata is well-formed.The texture remap/dependency settings and SVG-specific params look correct.
Adjust loading screen visuals in custom_shell.html: set background to #3d3d3d, increase loading image max size to 60%, reduce progress bar top margin to 10px, and raise status font-size to 40px. Clear include_filter in export_presets.cfg (was "assets/*") to avoid a restrictive export filter. Update project.godot boot_splash/bg_color to Color(0.23921569...) to match the updated shell background.
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Actionable comments posted: 2
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@custom_shell.html`:
- Around line 74-78: The `#status` rule uses black text on a `#3d3d3d` background
which fails WCAG contrast for large text; update the `#status` color to a lighter
value (for example white or a light gray like `#f5f5f5`) so the contrast ratio
meets at least 3:1 for 40px text, and verify the chosen color against the
`#3d3d3d` background to ensure it satisfies WCAG AA contrast requirements.
- Around line 62-73: The progress indicator (`#progress`) currently uses black on
a `#333` track which has poor contrast; update the CSS for the `#progress` selector
to use a higher-contrast color (e.g., `#4CAF50`, `#2196F3`, or white) instead of
black so the indicator is clearly visible against `#progress-bar`, and ensure the
chosen color provides sufficient contrast for accessibility.
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🔇 Additional comments (1)
custom_shell.html (1)
45-61: LGTM!The loading container styling changes are well-structured. The background color
#3d3d3daligns with the project's boot splash configuration, and the 60% max dimensions for the logo image provide good visual balance for the splash screen.
Perform a comprehensive review of Milestone 10 upon its completion, and update the project's README.md file to reflect the delivered content. This ensures the documentation accurately captures the progress in this Godot 4.5 learning project on Windows 10 64-bit, highlighting new features, refactors, and improvements for better readability and onboarding.
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@sourcery-ai review |
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Hey - I've found 3 issues, and left some high level feedback:
- In
custom_shell.html, the status text color is now black on a dark#3d3d3dbackground, which may be hard to read; consider using a lighter text color or adjusting the background for better contrast and readability. - The README bots list now includes both
CoderabbitaiandCodeRabbit AIentries pointing to the same repository; consider consolidating these into a single, consistently named entry to avoid confusion. - Several
.importfiles were added underassets/without the corresponding source image assets in the diff; verify that the original image files are tracked so the splash screen renders correctly in fresh clones/exports.
Prompt for AI Agents
Please address the comments from this code review:
## Overall Comments
- In `custom_shell.html`, the status text color is now black on a dark `#3d3d3d` background, which may be hard to read; consider using a lighter text color or adjusting the background for better contrast and readability.
- The README bots list now includes both `Coderabbitai` and `CodeRabbit AI` entries pointing to the same repository; consider consolidating these into a single, consistently named entry to avoid confusion.
- Several `.import` files were added under `assets/` without the corresponding source image assets in the diff; verify that the original image files are tracked so the splash screen renders correctly in fresh clones/exports.
## Individual Comments
### Comment 1
<location path="custom_shell.html" line_range="51" />
<code_context>
width: 100%;
height: 100%;
- background-color: black;
+ background-color: #3d3d3d;
display: flex;
flex-direction: column;
</code_context>
<issue_to_address>
**issue (bug_risk):** The new background and text color combination likely reduces readability and accessibility.
With the overlay background now `#3d3d3d` and `#status` text in black, the contrast is likely too low. Please adjust either the text color (e.g., white or light gray) or the background to ensure sufficient contrast on this blocking loading screen.
</issue_to_address>
### Comment 2
<location path="custom_shell.html" line_range="74-78" />
<code_context>
- color: white;
+ color: black;
margin-top: 10px;
+ font-size: 40px;
}
/* Retry button style (visible override) */
</code_context>
<issue_to_address>
**suggestion:** A fixed 40px font size for the status text may cause layout issues on smaller screens.
Using a fixed `40px` font size for `#status` can cause the loading text to overflow or look cramped on smaller viewports. Consider using responsive units (e.g., `rem`, `vw`, `clamp`) or constraining the text container width to keep the layout usable across screen sizes.
```suggestion
#status {
color: black;
margin-top: 10px;
/* Responsive font size: min 1.5rem, prefers 4vw, max ~2.5rem (~40px on large screens) */
font-size: clamp(1.5rem, 4vw, 2.5rem);
}
```
</issue_to_address>
### Comment 3
<location path="README.md" line_range="72" />
<code_context>
7. [Signing Setup for GitHub Desktop](/files/docs/Signing_Setup_GitHub_Desktop.md)
8. BOTS:
- [Dependabot](https://docs.github.com/en/code-security/dependabot)
+ - [Coderabbitai](https://github.com/coderabbitai)
- [Snyk](https://docs.snyk.io/)
- [Sourcery AI](https://docs.sourcery.ai/)
</code_context>
<issue_to_address>
**issue (typo):** Naming of "Coderabbitai" is inconsistent with "CodeRabbit AI" below and likely a typo.
Please update this entry to match the existing "CodeRabbit AI" naming or the official branding so the references are consistent.
```suggestion
- [CodeRabbit AI](https://github.com/coderabbitai)
```
</issue_to_address>Help me be more useful! Please click 👍 or 👎 on each comment and I'll use the feedback to improve your reviews.
…ut issues on smaller screens. Using a fixed 40px font size for #status can cause the loading text to overflow or look cramped on smaller viewports. Consider using responsive units (e.g., rem, vw, clamp) or constraining the text container width to keep the layout usable across screen sizes.
There was a problem hiding this comment.
Actionable comments posted: 1
🧹 Nitpick comments (1)
README.md (1)
234-236: Fix the heading level underMilestones.
## Milestonesis immediately followed by another##heading, so the parent section is empty. MakeInput & Navigation Improvements (Milestone 12)a###heading or merge the two titles.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@README.md` around lines 234 - 236, Under the "Milestones" section, change the duplicated H2 by making "Input & Navigation Improvements (Milestone 12)" a H3 (i.e., convert the heading text "Input & Navigation Improvements (Milestone 12)" from "##" to "###") or merge it into the "Milestones" line so the parent section is not empty; update the heading token for the line containing "Input & Navigation Improvements (Milestone 12)" accordingly to restore proper document structure.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@README.md`:
- Around line 72-75: Remove the duplicate CodeRabbit entry in the README list:
there are two entries pointing to the same URL ("Coderabbitai" and "CodeRabbit
AI"); keep a single canonical entry (e.g., "CodeRabbit AI" linking to
https://github.com/coderabbitai) and delete the other duplicate so the
integrations list no longer repeats the same project.
---
Nitpick comments:
In `@README.md`:
- Around line 234-236: Under the "Milestones" section, change the duplicated H2
by making "Input & Navigation Improvements (Milestone 12)" a H3 (i.e., convert
the heading text "Input & Navigation Improvements (Milestone 12)" from "##" to
"###") or merge it into the "Milestones" line so the parent section is not
empty; update the heading token for the line containing "Input & Navigation
Improvements (Milestone 12)" accordingly to restore proper document structure.
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🔇 Additional comments (1)
README.md (1)
211-230: No action needed—the documented features are implemented.All features described in lines 211-230 and 236-268 (input remapping with conflict detection, menu navigation bindings, audio settings keyboard/gamepad support, GameSettingsResource migration, and related tests) are fully implemented in the codebase:
game_settings_resource.gd,input_remap_button.gd,key_mapping.gd,audio_settings.gd, and corresponding test files all exist with complete implementations. The README accurately reflects the actual codebase state.
|
@sourcery-ai review |
There was a problem hiding this comment.
Hey - I've found 4 issues, and left some high level feedback:
- In
custom_shell.html, the combination of a #3d3d3d background with black progress bar and status text may be hard to read on some displays; consider slightly lightening the text/progress color or darkening the background to improve contrast and accessibility. - The splash screen layout scales the logo image up to 60% of viewport width/height; you may want to add a max pixel size or media query so it doesn’t dominate smaller screens or low-resolution devices.
Prompt for AI Agents
Please address the comments from this code review:
## Overall Comments
- In `custom_shell.html`, the combination of a #3d3d3d background with black progress bar and status text may be hard to read on some displays; consider slightly lightening the text/progress color or darkening the background to improve contrast and accessibility.
- The splash screen layout scales the logo image up to 60% of viewport width/height; you may want to add a max pixel size or media query so it doesn’t dominate smaller screens or low-resolution devices.
## Individual Comments
### Comment 1
<location path="custom_shell.html" line_range="51" />
<code_context>
width: 100%;
height: 100%;
- background-color: black;
+ background-color: #3d3d3d;
display: flex;
flex-direction: column;
</code_context>
<issue_to_address>
**suggestion:** Consider contrast between the overlay background and inner elements for accessibility.
The overlay is now `#3d3d3d` while elements like the progress bar background are `#333` with a black fill, so the differences between these dark tones are minimal. Consider lightening the overlay or progress bar background, or using a lighter/high-contrast color for the progress fill, to increase visual separation and improve accessibility.
Suggested implementation:
```
#progress-bar {
/* Darker than the overlay (#3d3d3d) for clearer separation */
background-color: #1a1a1a;
border-radius: 4px;
}
#progress-bar > div {
/* High-contrast fill color for better visibility against dark background */
background-color: #4caf50;
border-radius: 4px;
}
#progress-bar-old,
/* keep any legacy/progressive enhancement rules below if present */
```
Because I only see the start of the `#progress-bar` rule, you may need to:
1. Adjust the `<<<<<<< SEARCH` selector to match your actual `#progress-bar` rule (e.g. include width/height declarations if they exist).
2. If the inner progress element uses a different selector than `#progress-bar > div` (e.g. `.progress`, `#progress`, `.bar`), update that selector in the new rule accordingly.
3. Remove or merge the `#progress-bar-old` placeholder in the replacement block if it doesn't exist in your file; it's just a marker to ensure we don't truncate existing rules that follow.
</issue_to_address>
### Comment 2
<location path="custom_shell.html" line_range="75-77" />
<code_context>
}
#status {
- color: white;
+ color: black;
margin-top: 10px;
+ font-size: clamp(1.5rem, 4vw, 2.5rem);
}
/* Retry button style (visible override) */
</code_context>
<issue_to_address>
**issue:** Black status text on a darkened overlay may reduce readability and fail contrast guidelines.
With the overlay background at `#3d3d3d`, `color: black` for `#status` will likely not meet WCAG contrast requirements. Consider using a lighter text color (e.g., white or light gray), or adding a lighter background behind the status text to preserve readability and accessibility.
</issue_to_address>
### Comment 3
<location path="README.md" line_range="72-75" />
<code_context>
7. [Signing Setup for GitHub Desktop](/files/docs/Signing_Setup_GitHub_Desktop.md)
8. BOTS:
- [Dependabot](https://docs.github.com/en/code-security/dependabot)
+ - [Coderabbit AI](https://github.com/coderabbitai)
- [Snyk](https://docs.snyk.io/)
- [Sourcery AI](https://docs.sourcery.ai/)
- [CodeRabbit AI](https://github.com/coderabbitai)
</code_context>
<issue_to_address>
**issue:** Avoid duplicate CodeRabbit entries and inconsistent naming in the bots list.
`Coderabbit AI` and `CodeRabbit AI` both link to `https://github.com/coderabbitai`. Keep only one entry and standardize on a single name for this bot.
</issue_to_address>
### Comment 4
<location path="README.md" line_range="265-266" />
<code_context>
+
+### Known Limitations
+
+* Some complex menu flows may still rely on mouse until additional
+ focus neighbors are defined.
+* Modifier-aware remapping requires explicit key+modifier press for
</code_context>
<issue_to_address>
**issue (typo):** Missing article in “rely on mouse”.
Suggested phrasing: “may still rely on the mouse until additional focus neighbors are defined.”
```suggestion
* Some complex menu flows may still rely on the mouse until additional
focus neighbors are defined.
```
</issue_to_address>Help me be more useful! Please click 👍 or 👎 on each comment and I'll use the feedback to improve your reviews.
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Actionable comments posted: 1
🧹 Nitpick comments (1)
scripts/splash_screen.gd (1)
96-96: Lerp factor 0.01 is too slow for the given timing constraints.With a factor of
0.01, at 60fps the progress bar needs ~7+ seconds to visually approach 100%, butmin_load_timeis only 1–3 seconds. This compounds the already-noted issue where the UI may not reach 100% before transitioning. Consider using a faster factor (e.g.,0.05–0.1likeloading_screen.gduses) or implement the 100% snap fix.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@scripts/splash_screen.gd` at line 96, The lerp smoothing factor for the splash progress (loader_progress = lerp(loader_progress, display_progress, 0.01)) is too small and prevents the bar reaching 100% within min_load_time; update the third parameter to a faster value (e.g., 0.05–0.1 to match loading_screen.gd) or add a snap-to-100%: when display_progress >= 0.999 or elapsed_time >= min_load_time set loader_progress = 1.0; modify the expression around loader_progress, display_progress, lerp(...) and/or add the conditional that forces loader_progress to 1.0 to ensure the UI completes before transition.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@scripts/splash_screen.gd`:
- Line 3: The header comment at the top of the file currently reads
"splashing_screen.gd" but the actual file is named splash_screen.gd; update that
header comment to match the real filename (use "splash_screen.gd") so the header
string and file name are consistent.
---
Nitpick comments:
In `@scripts/splash_screen.gd`:
- Line 96: The lerp smoothing factor for the splash progress (loader_progress =
lerp(loader_progress, display_progress, 0.01)) is too small and prevents the bar
reaching 100% within min_load_time; update the third parameter to a faster value
(e.g., 0.05–0.1 to match loading_screen.gd) or add a snap-to-100%: when
display_progress >= 0.999 or elapsed_time >= min_load_time set loader_progress =
1.0; modify the expression around loader_progress, display_progress, lerp(...)
and/or add the conditional that forces loader_progress to 1.0 to ensure the UI
completes before transition.
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🧠 Learnings (1)
📓 Common learnings
Learnt from: ikostan
Repo: ikostan/SkyLockAssault PR: 458
File: custom_shell.html:62-73
Timestamp: 2026-03-06T02:27:18.929Z
Learning: In `custom_shell.html` (SkyLockAssault project), the progress bar indicator (`#progress`) intentionally uses `background-color: black` on a `#333` track against a `#3d3d3d` loading screen background. This low-contrast, dark monochromatic aesthetic is a deliberate design choice by the author (ikostan) and should not be flagged as a contrast/accessibility issue in future reviews.
🔇 Additional comments (4)
scripts/splash_screen.gd (4)
13-26: Variable declarations look correct.Types and default values are appropriate. The
@onreadybindings match the expected scene structure with$ProgressBarand$Labelnodes.
36-39: Cold start handling requires a default scene fallback.When
project.godotboots directly into this splash screen,Globals.next_sceneis empty (perscripts/globals.gdLine 32), causing immediate failure on every cold launch. A default startup scene constant should be introduced to resolve this.
102-106: Snap UI to 100% before the transition delay.The UI may still show less than 100% when the transition begins due to the slow lerp. This was previously flagged.
108-122: Transition fallback logic is well structured.The approach of caching
target_pathbefore clearingGlobals.next_scene, falling back to main menu on empty path, attempting direct load on threaded failure, and usingchange_scene_to_packed()for success is solid defensive programming.
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
…/ikostan/SkyLockAssault into implement-a-custom-splash-screen
…ures. Because project.godot now boots straight into this scene, Globals.next_scene is still empty on a cold launch (scripts/globals.gd Line 32). The only helper that populates it, Globals.load_scene_with_loading(), runs later during in-app navigation (scripts/globals.gd Lines 280-290). So this branch fires on every startup, logs an error, and skips threaded loading of the initial menu entirely.
Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
…/ikostan/SkyLockAssault into implement-a-custom-splash-screen
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@sourcery-ai summary |
name: Default Pull Request Template
about: Suggesting changes to SkyLockAssault
title: ''
labels: ''
assignees: ''
Description
What does this PR do? (e.g., "Fixes player jump physics in level 2" or "Adds
new enemy AI script")
Related Issue
Closes #ISSUE_NUMBER (if applicable)
Changes
system")
Testing
works on Win10 with 60 FPS")
Checklist
Additional Notes
Anything else? (e.g., "Tested on Win10 64-bit; needs Linux validation")
Summary by Sourcery
Update web export splash screen styling and asset packaging.
New Features:
Enhancements:
Summary by Sourcery
Refresh the web export splash screen and document recent input and navigation improvements, including associated assets.
New Features:
Enhancements:
Documentation:
Chores:
Summary by Sourcery
Refresh the web export splash experience with a new Godot-driven loading flow and align tests and documentation with recent input and navigation improvements.
New Features:
Enhancements:
Documentation:
Tests:
Chores:
Summary by CodeRabbit
New Features
New Assets
Style
Documentation