Minimap shadow ring implemented. Release Build 8904.
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@ -141,13 +141,29 @@ void Minimap::Reset(){
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for(const ZoneData&zone:game->GetZones().at("EndZone")){
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vf2d ringPos=zone.zone.pos/game->GetCurrentMapData().TileSize;
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vf2d ringSize=zone.zone.size/game->GetCurrentMapData().TileSize;
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vf2d ringCenter=ringPos+ringSize/2;
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for(int y=0;y<=ringSize.y;y++){
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for(int x=0;x<=ringSize.x;x++){
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float ringRadiusX=ringSize.x/2;
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float ringRadiusY=ringSize.y/2;
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float distanceFromCenterX=abs(ringCenter.x-(ringPos.x+x));
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float distanceFromCenterY=abs(ringCenter.y-(ringPos.y+y));
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if(distanceFromCenterX<ringRadiusX&&distanceFromCenterY<ringRadiusY){
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for(int shadowY=-1;shadowY<=1;shadowY++){
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for(int shadowX=-1;shadowX<=1;shadowX++){
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if(shadowX==0&&shadowY==0)continue;
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if(minimap.Sprite()->GetPixel(ringPos+vi2d{x+shadowX,y+shadowY})!=GREEN){
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minimap.Sprite()->SetPixel(ringPos+vi2d{x+shadowX,y+shadowY},BLACK);
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}
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}
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}
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minimap.Sprite()->SetPixel(ringPos+vi2d{x,y},GREEN);
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}
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}
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}
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}
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}
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game->SetDrawTarget(nullptr);
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@ -14,3 +14,5 @@ Settings menu doesn't scroll back up properly while the scrollbar does?
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Traveling merchants of different colors/looks.
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Steel Weapons appear in the demo for Chapter 2.
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Look into removing OVERRIDE from rumble settings. It looks like it was used to purposefully disable rumble, but looks very unnecessary.
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Move old maps from master branch into demo branch (has boundary changes)
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 1
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8901
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#define VERSION_BUILD 8904
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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