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make multiplayer up to date #6

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make multiplayer up to date #6

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@Teltt Teltt commented Feb 27, 2024

multiplayer pull request

@Teltt Teltt marked this pull request as draft February 27, 2024 03:21
@Teltt Teltt marked this pull request as ready for review February 27, 2024 03:22
Espyo and others added 28 commits July 14, 2024 00:00
- 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
…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.
* 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
Espyo and others added 7 commits January 28, 2025 19:48
- 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.
* Added `blocks_paths` parameter to hazards

* Status vulnerabilities now also impact movement speed multiplier, animation speed multiplier, and defense multiplier
Espyo added 22 commits February 2, 2025 14:57
- 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.
…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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3 participants