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- new watermark and debug display - updated notes spritesheet (strums are more centered) - updated score handler - updated conductor logic and event logic (conductor advance signal) - strumlineIndex for notes, laneIndex instead of noteData - Paths.video for videos paths
- strumlineIndex isnt bound to only strumlines 0 and 1 in legacy charts anymore!! - TempoChange.toString() - Metronome.sortTempoChanges() - also accessible in Conductor - copy function for rgb and mono swap shaders - notekind scripts are loaded after global/song scripts. hopefully gives more control if you need to add or change mid.creation - Note.tailOffset - rgb shader is now created per note (not as big of a concern as it was when there was No note pooling) - copies lane rgb on spawn
remove stacked notes
- Character.playAnim function with "context" (thanks to cne for idea and implementation) - Character.playAnimationSpecial, flipSingAnimations and idleAfterAnim - Score is now a typedef (which makes it easier to play with) - kv iterator in FunkinTypedSpriteGroup - Log.minor uses a different color - note "gray beat" is now faster - remove useless Paths mod priority stuff - new notesplash graphic - updated notesplash coloring "algorithm"
- stack note detection / removal is now per strumline & per lane (previously some stacked notes couldnt be caught due to not being filtered by this) - ghost tapping removes health (again) - Bar.barCenter is better, hopefully - NoteSplash.rgbShader to allow manipulation of an individual notesplash's rgb - all note update events which werent dispatched after spawn now are (this should fix some unintended behaviors)
heres an useless commit that does nothing other than inform you of this
it loads an atlas, pretty cool; mainly added so there's no additional overhead for spritesheet / animation reloading when unnecessary (which should speed up note spawning)
+ FunkinSprite.anim now uses a custom class to get the animation!! this should properly unify animate texture atlases and basic spritesheet sprites with FunkinSprite * flxanimate is showing a plethora of deprecation warnings. see README to get the recommended commit for now + Lane.pressed, for when a lane is being pressed (this may be shocking) + CharacterGroup.idleAfterAnim, .anim getters + characters can now hold! set Character.held to true to prevent them from going to idle (this is used in the note event) * re added extra window applying in ghost note event (without applyRating)
also fixed a stupid little issue with note presses.
also fixed some note event stuff for botplay (fixes character not idling)
- health icons work again (issue with animation hook)
- character, and note styles scripts now have a naming convention isntead of only path
- experimental change in hscript (you can get scripted vars with object.var (instead of object.getVar('var')) with experimentalVars. automatically enabled for testing purposes)
- HScript.loadFromFile now has a name argument
- NoteEvent.songPosition for modifiable playback time behavior. bot play now makes use of this
- fixed a small issue with the PlayAnimation event
- note styles holds are now appropriately scaled
- fixed ratings not actually being recycled...
- notes, notesplashes and notesparks are now drawn in their correct order. this should look cleaner, hopefully
yay!
- Chart.getStrumlineCount (to get inferred count of strumlines in a chart)
+ (HEAVY WIP) charter state rewrite progress + swaying characters speed can now also be changed with bopFrequency + optional arguments in hscript no longer require a ? question mark if they have a default value assigned - func(param = defValue) instead of func(?param = defValue) + improved Lane notestyle reloading, added customizable spawn limit (how many notes can be spawned at once per lane) and compute limit (how many notes can be processed per update) to reduce lags * improved notestyle script behavior * memory counter in cpp is hopefully more accurate * fixed an error in sprite groups (dumb cast issue) * stacked notes wont be cleared if chart goes past a threshold (10k notes) to prevent freezing * fix formatting in Stage, load fallback if json doesnt exist regardless of script existing * Strumline and Lane.forEachActiveNote (loops through currently spawned notes) * character scripts are ran after added to character group for more consistent behavior * set_curFrameFloat in funkin sprite anim controller is actually limited to the last frame * other fixes and tweaks
fix formatting and better color fade
hello bro
also changed the library line lol
pulled it out my ass btw
applyHealth and holdDelta
update legacy tempo change parsing
most importantly + FunkinSprite now supports shear/skew (or custom matrix), based on flixel-addons. works with offsets + fixed freeplaystate bug lmao + Stage class improvement (should probs make it easier to make stage changing !) + the fabled FunkinText + HScript and HScripts (now HScriptGroup) are now flxbasic and flxtypedgroup (awesome) + extraData is now available in all flxbasic + popCover bool in note event + other mini changes
fix scroll factor set
fix jammed zIndex (AGAIN)
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sustains and chart editor have to be rewritten...