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make multiplayer up to date #6
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- This is the start of the development of customizable editor shortcuts.
- All of them start with the top-left at 0,0. - All of them have the document units set to px. - All of them have an X and Y document scale of 1. - All of them have the grid start at 0,0 and with a 1,1 spacing. - All of them have a reference Olimar.
- All of them start with the top-left at 0,0. - All of them have the document units set to px. - All of them have an X and Y document scale of 1. - All of them have the grid start at 0,0 and with a 1,1 spacing. - All of them have a reference Olimar.
- All of them start with the top-left at 0,0. - All of them have the document units set to px. - All of them have an X and Y document scale of 1. - All of them have the grid start at 0,0 and with a 1,1 spacing. - All of them have a reference Olimar.
- Corrected the names of gradients that needlessly ended in a number. - Fixed all instances of exporting DPI not being 96
- Plus some minor Pikmin animation tweaks.
…lace. - Also adjusted the half-lying and lying poses in a similar way.
- It didn't make sense for it to be global since a number of mobs toggle from blocking to unblocking normally, and the jingle would be spammed easily. Plus some mobs may want to play the jingle for other reasons. - Also removed the <center> tag from the Readme since GitHub doesn't support it. There are other ways, but they're even more hacky than <center>, so I prefer to just keep it vanilla.
- Thanks Helodity.
* Fixed compiling on Visual Studio * Update folder to VS 2022 * Update Actions for VS 2022 * Update Actions to use new versions
- Also, increased the spacing between them when in a group so it's not so cluttered. - Also fixed clicking a sprite in the spritesheet in the animation editor not counting as an unsaved change.
…econd argument. - The way it was before managed to really confuse me just now.
* Fixed compiling on Visual Studio * Update folder to VS 2022 * Update Actions for VS 2022 * Update Actions to use new versions * Refactor of script loading - Separate state and action loading into their own functions `load_script()` - Replace `custom_actions_after` with a struct. This was done to implement global script actions in the future. * Crude implementation of global scripting * Cleanup of previous commit * fix compilation * `has_flag` change as per Espyo's request
- Now, deleting a sprite will delete all frames that use it.
* Added shading to bridge rendering * Improved shadow rendering Doubled resolution of shadows Added rectangle shadow rendering Mobs that have a infinite height are now properly sorted in the draw queue * Updated mobs to use updated shadows
- Real is just too technical and awkward, and includes more numbers than what the engine realistically supports. - Float is also a bit technical, but anyone with tangential knowledge of scripting and stuff like that can get the idea.
…e_amount` with min and max thresholds. (#65)
* Added `blocks_paths` parameter to hazards * Status vulnerabilities now also impact movement speed multiplier, animation speed multiplier, and defense multiplier
- This makes the engine use rand_r instead of rand, which is more thread-safe. - Also with such a manager, it may be easier to control seeds in the future, or make the game more deterministic.
…to particle generators.
…dow instead of the main menu.
…ault, and instead be green and use more interesting fonts.
- With this I also adjusted which mobs emit "enemy death" particles. - Also tweaked all of those particle generators in general. - Also slightly cleaned up and refactored particle generator creation code.
- Had to reorganize the Pikmin dying logic to accomodate this. - Also fixed White Pikmin poison not affecting enemies. - Also made knocked mobs instantly face the direction of knockback, since I think it looks better.
…that makes sense given the interpolator's state.
- This should stop scenarios where a mob that can't be hurt is the closest one, making the tool useless.
- The list proper only shows up if there are elements, and if it's less than 4 items long, it's shortened to fit. - The list and the popup for adding a new one now also work with the hazards' names instead of internal names. - Abstracted and standardized the logic between the two times it's needed.
- Fixed the particle generator toggling when the user is trying to type a space in a textbox. - Fixed some transformation widget operations not counting as changes. - Fixed some pop-ups or dialogs not re-focusing on their primary textbox if they were reopened. - All names/paths following a "Browse..."-like button now have tooltips, useful for when the full thing won't be or can't fit on-screen.
- Plus found better terminology for the different types of sounds. - The sloshing of geysers is now considered positional ambiance.
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multiplayer pull request