sigonasr2
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23fc505b12
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Fix typos and minor descriptions in item enchants file. Enchantment data structures and configuration reading implemented. Release Build 10498.
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4 months ago |
sigonasr2
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db81ac4fc8
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Added sample Item Enchant configuration file.
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4 months ago |
sigonasr2
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fcfbf6985e
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Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria
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4 months ago |
sigonasr2
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ee4d250370
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Add helper function for removing an item from the player's inventory via item name. Add accessory refining check and refine functions. Release Build 10487.
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4 months ago |
Quapsel
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5e511c4b48
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More Chapter 3 Presets.
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4 months ago |
Quapsel
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2f1199efa1
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more Chapter 3 Presets.
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4 months ago |
sigonasr2
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21dee760dd
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Fix scrollbars not changing color when the mouse is hovering over them. Release Build 10482.
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4 months ago |
sigonasr2
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30b8760fd6
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Add unit test to verify non-accessory items cannot be disassembled.
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4 months ago |
sigonasr2
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97040ef051
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Add automated script to apply all assets to the unit testing framework each run. Add new runtime warning for RowInventoryScrollableWindowComponent items that have item boxes larger than the actual component. Move testingMode flag for AiL class to be set before game configurations are read. Add branch for reading specific unit test game configuration files. Include unit test-specific images and configs committed to repository. Add Disassemble function to inventory class. Add Disassemble item test. Fix issues with extra stray shared pointers lingering everywhere when adding/removing items and grabbing their references. Make Stage Loot/Monster Loot have brand new shared pointers to items (copy instead of strong reference) so weak pointer references to existing items actually expire and behave as expected. Move Monster Loot and Stage Loot clear calls to the switch to Overworld Map trigger. Release Build 10476.
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4 months ago |
sigonasr2
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9f4c7c7b0f
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Added operator< for Pixel class to allow sets of pixels to be used. Add fragment item default description. Generate fragment images that randomly sample from the source ring's colors. Add base fragment item icon. Release Build 10443.
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4 months ago |
sigonasr2
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d7b9d2670e
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Setup Palm trees to be foreground objects. Prepare all Artificer window dialogs. Release Build 10424.
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4 months ago |
Quapsel
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f7984af2bc
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Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria
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4 months ago |
Quapsel
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d775f7e3fe
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First Presets for Chapter 3.
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4 months ago |
sigonasr2
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05af68f8d0
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Fix crashes when forgetting to validate monster weak pointer references were actually valid (NPC targeting produces null pointer results.) Release Build 10421.
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4 months ago |
sigonasr2
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57c5a2f579
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Move Chapter 2 story to the correct story configuration file. Fix bug where closing a dialog didn't set the state to the previous state the game was in, but instead assumed it was Game Run. Which meant the player could attempt to leave the camp and be presented with the level complete window for no reason. Release Build 10415.
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4 months ago |
sigonasr2
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fe42089080
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Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria
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4 months ago |
sigonasr2
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c01b8c9cf7
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Extra Artificer notes.
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4 months ago |
sigonasr2
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1230714be2
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Artificer initial discussion window menu and setup. Add dialog finish callback function to perform actions once a dialog finishes.
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4 months ago |
sigonasr2
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cf5c63847c
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Add dialog loading function to call and trigger Dialog game state. Add Artificer Introduction tutorial task.
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4 months ago |
sigonasr2
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fdc02351bb
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Modify Visual Novel engine to include background alpha controls to allow the Visual Novel and game world drawing to both be rendered at the same time. Add the Dialog game state which represents a Visual Novel and game world to both be running at the same time.
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4 months ago |
sigonasr2
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1747b1e5ef
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Adjusted audio events for earlier camp unlocks. Removed bass line for earlier versions of the camp song, reintroduce after chapter 2 is completed. Added placeholder Artificer sprite. Added Artificer dialog. Updated world map with a chapter 2 base location for convenience. Connect new connection points between map locations correctly. Adjust connection point unlock conditions and layer unlock conditions to their new chapter 2 levels. Release Build 10399.
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4 months ago |
sigonasr2
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c36f783fc9
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Tidied up monster drawing functions with portable lambdas to get rid of some copy-pasted code, making draw manipulation simpler. Implement Curse of Death ability. Release Build 10391.
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4 months ago |
sigonasr2
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19f3483b44
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Add sound effects for Witch auto attack, Curse of Pain, Throw Poison, and Curse of Death abilities. Release Build 10390.
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4 months ago |
sigonasr2
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864b491c46
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Adjust all spaces to tabs for consistent whitespace formatting on source files. Implement Throw Poison Ability. Added general Color Mod Buff so coloring targets a certain color based on applied buff is simpler. Release Build 10389.
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4 months ago |
sigonasr2
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ede4bffa7a
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Trapper's Mark Target and Witch's Curse of Pain abilities should not go on cooldown if no target is found. Added purple glow/outline effect to monsters affected by Curse of Pain. Release Build 10363.
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4 months ago |
sigonasr2
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a35ea5b772
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Add cat mew sound effect for Witch Leap ability. Refactor Buffs to include a player/monster callback function when a buff expires. This is used specifically for the curse debuff. Clean up buff update code to use lambdas instead of macros. Release Build 10359.
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4 months ago |
sigonasr2
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21579b7bdf
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Add cat transform sprite. Added Witch Transform ability parameters. Implemented Transform ability. Fix Trapper Mark unit test since lock on target delays were added. Release Build 10354.
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4 months ago |
sigonasr2
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8df671dcab
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Add in Witch Transform ability setup. Afterimage setup with scanline removal animation effect for Transform ability. Release Build 10347.
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4 months ago |
sigonasr2
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98208fb3e0
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Refactored monster list to use shared pointers instead of unique pointers. Converted all raw monster pointers that needed to store monster data to use weak pointers instead in case a monster gets despawned while owning object is still alive. Implemented Witch's auto attack, added turn_towards_direction function for homing ability. Fixed player reflections being drawn without additive blending. Added 30s cooldown to Trapper's Explosive trap ability. Release Build 10345.
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4 months ago |
sigonasr2
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4a7ad23196
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Make knockups pause monster strategies. Fix Effect drawing code being invisible if their fadein timer was zero. Add explosion sound effect to Trapper's Explosive Trap ability. Add knockup and 100% temporary slowdown to Trapper's Bear Trap ability. Release Build 10324.
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4 months ago |
sigonasr2
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9eaaf979f3
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Fix display bug with Effects that used the original constructor. Refactor on 23 Jul was a big oversight leading to effects not displaying at all (scale set to 0). Release Build 10308.
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4 months ago |
sigonasr2
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fad8f83554
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Add in missing Beep sound effect for explosive traps.
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4 months ago |
NicoNicoNii
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a3495d6c16
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[Compiler Error] Implement delayed lock-on targeting when multiple targets get marks at the same time (for more dramatic effect)
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4 months ago |
sigonasr2
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92cc1c7b37
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Setup Purple Energy Ball Attack.
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4 months ago |
sigonasr2
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f5ecc20339
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Prepare Witch class animations and spritesheet.
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4 months ago |
sigonasr2
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3850cbaef9
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Implemented Trapper's Explosive Trap ability. Release Build 10304.
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4 months ago |
sigonasr2
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8903410848
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Add sound effect for Mark Target ability. Release Build 10303.
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4 months ago |
sigonasr2
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47319a99f8
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Fix unit tests, item script tests weren't properly updated. Mark Tests were properly killing targets, removing their marks. 105/105 Tests passing. Release Build 10302.
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4 months ago |
sigonasr2
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2420d02f24
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Make player dot damage numbers fall instead of rise as well. Remove unused originalRiseSpd damage number member. Refactor buff repeat action system to instead use internal hard-coded restoration functions. Include the target of buffs inside the buff classes themselves so they know what to interact with. Updated Player and Monster AddBuff functions to represent new buff constructor requirements. Implemented Bear Trap ability. Refactored Monster Hit callback for bullets to send the amount of stacks a monster had before getting hit which is used as getting hurt removed a mark stack. Release Build 10300.
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4 months ago |
sigonasr2
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b3c5894be7
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Switch controller auto-targeting to use logic from Hurt function. This means the auto targeting tries to ensure it hits some target, but prefers a currently vulnerable target over an invulnerable / unhittable one. Cleanup the code to use std::optional. Add in a helper function to get nearest monster. Apply Mark to nearest selected target when Trapper Mark Target ability is used. Release Build 10275.
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4 months ago |
sigonasr2
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60b45cf6b1
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Add visual indicator/graphics for Trapper Mark on targets. Added TriggerMark and ApplyMark helper functions. Release Build 10264.
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4 months ago |
sigonasr2
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540f0c39ae
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Added TriggerMark convenience function and appropriate unit test for it.
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4 months ago |
sigonasr2
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f16d10a095
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Add 0.1s delay on Hidden Dagger's throw for Thief. Allows the player to potentially jump through a target and being able to hit them with it. Fix Stone Elementals facing the incorrect direction while casting stone pillars. Move 2-8 end ring to more sensible area (in front of Chapter 2 boss arena). Reduce Chapter 2 Boss' and Stone Elemental's collision radius to better match the sprite. Add iframe time when hit by a breaking stone pillar's bullet ring to prevent getting obliterated by standing in the center of the bullet ring. Release Build 10261.
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4 months ago |
sigonasr2
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ecfd7941b7
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2-8 spawnpoint fix (oops)
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4 months ago |
sigonasr2
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29b16bd7c8
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Add iframe time on hit to Stone Elemental bullet ring so the player doesn't get instantly obliterated standing in the center of the bullet ring. Move Stone Elemental's bullet ring center point slightly downwards so it matches better visually. Fix staircases not working when the firstgid of the staircase tilesheet is not 0 in the tilesheet list. Release Build 10258.
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4 months ago |
sigonasr2
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be8b4ab29e
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Remove all player buffs/debuffs at the start of a stage to prevent buff stacking exploit from using items in your loadout and dying/restarting the stage. Release Build 10256.
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4 months ago |
sigonasr2
|
1614022349
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Add unit testing for DOT effects, true damage effects, and applying mark tests to both player tests and monster tests. Fixed bugs related to DOTs not triggering proper damage events and not resetting DOT damage number timers over time. 105/105 unit tests passing. Release Build 10254.
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4 months ago |
sigonasr2
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3830ba8840
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Adjust collision radius default based on monster's sheet frame size. Use defined collision radius of a monster instead of 12*SizeMult as that is the actual radius for HurtMonsterType() damage calls (fixes large stone hitting pillars a little too wide in the chapter 2 boss fight). Refactored Bullet check systems to include damage flags: DOT, PLAYER_ABILITY, and NONE. Player abilities flags assigned to all auto attack and abilities that players can launch, in preparation for marked target proccing. Mark Target buff detection added, Mark buff added. Reorganized bullet hierarchy, turning the default bullet into an interface and making the normal Bullet class a base child class all Bullets derive from. Added HurtDamageInfo structure, which is passed onto bullets to modify flags before being applied to the Hurt function when bullets hit targets. Changed all storage containers holding Bullet classes to now hold IBullet classes. Release Build 10248.
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4 months ago |
sigonasr2
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c656b935e1
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Added a non-foreground dark tile for bridges to place below areas that are above ground shadow tiles. Redesigned how reference tilesets were stored in TilesheetData and TilesetData structures such that they could be std::sort'd without causing reference bugs/glitches. Release Build 10217.
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4 months ago |
sigonasr2
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6172ea3178
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Fix layers in front of the bridge layer to check for their collision tiles first prior to using the bridge's collision tiles. Release Build 10205.
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4 months ago |