sigonasr2
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a9b59b5eba
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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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5 months ago |
sigonasr2
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9d290aae5a
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Add Trapper class new animation sheet. Change XP data size from holding 32 bit integers to 64 bit integers due to higher level EXP numbers overflowing the XP counter. Release Build 10172.
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5 months ago |
sigonasr2
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b2fc642723
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Fix Wizards and Rangers being able to override iframe timer when using Teleport and Retreat respectively. Remove last released key state. Seemed redundant when animation facing direction exists. Make player animation changes be reflected in the facing direction variable. Add pathfinding to Thief's Deadly Dash attack so it can't go through barriers. Added new class counterpoints as equippable classes for the prior weapons. Release Build 10146.
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5 months ago |
NicoNicoNii
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11b45499fd
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Deadly Dash directional fix + Additive Blending toggle.
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5 months ago |
NicoNicoNii
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7266e5eb2e
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Add deadly dash attack sound effects and basic behavior
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5 months ago |
sigonasr2
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1450d01edf
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Add in Deadly Dash state. Change zoom out effect to zoom in when loading into a map. Dramatically decrease effect, too much motion sickness. Add deadly dash animation state. Release Build 10109.
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5 months ago |
sigonasr2
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352847ab27
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Add Thief Roll Ability. Release Build 10093.
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5 months ago |
sigonasr2
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9d95796062
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Item Loadout Usage Tests added. 101/101 unit tests passing. Release Build 9947.
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5 months ago |
sigonasr2
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6ea8588feb
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Add Heal function for monsters. Make player stat functions const return. Add Missing Health bonus stat from buffs. Refactor names of stat functions to be more explicit. Add more stat buff and pct buff checks. Fix up discrepancies with how stat up buffs work for the player. 53/53 passing tests.
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5 months ago |
sigonasr2
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d6d02cc986
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Refactor ability use skills to be testable. Add in basic player damage check and ability use unit tests.
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5 months ago |
sigonasr2
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5f0a516be5
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Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546.
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6 months ago |
sigonasr2
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5918846fbd
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Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
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6 months ago |
sigonasr2
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cfbd4dce97
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Fix a bug where hp recovery when at full health still applied passive hp recovery effects. Fix bug with volume transitions not respecting the user's set volume controls when adjusting audio events. Add debris spawning for second bonus boss. Release Build 9522.
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6 months ago |
sigonasr2
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a8bb30e12f
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Fix bug with double rendering. Not using iterator marker to determine what else to draw. Fix bug with maximum health not healing to maximum when health is affected by Health %. Refactored wind speed to be a global value within the game's engine. Included speed reduction properties for wind when warrior blocks. Include projectiles/player being affected by wind and casting to be allowed when pushed by wind. Release Build 9507.
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6 months ago |
sigonasr2
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92a3c463f7
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Add player velocity adjustment function. Add Wind attack functionality for second bonus boss. Add overlay ease-in transparency. Release Build 9494.
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6 months ago |
sigonasr2
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ad14544418
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Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447.
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6 months ago |
sigonasr2
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2b6201f641
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Cherry pick health % not being applied bug from commit f0ea435562 into master branch. Release Build 9424.
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6 months ago |
sigonasr2
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17ab92eeee
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Fix bug with Health % item stats/set effects not being applied to the player. Release Build 9424.
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6 months ago |
sigonasr2
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fa0caa5fa9
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Implement rock toss and stone pillar spawning behaviors for stone elemental. Refactor HurtEnemies functions to instead hurt any target with targeting flags. Fix bug with player to monster collision not respecting new collision radii. Release Build 9318.
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7 months ago |
sigonasr2
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79b595bbef
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Added overrides for playing default animations in move towards and run away scripts. Implemented Bomb Goblin AI. Include convenience methods for proximity knockback functions. Prepped AI functions for the Hawk and Stone Elementals. Release Build 9230.
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7 months ago |
sigonasr2
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2e39c0a3f5
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Implemented minimap HUD overlay and included miniature player marker. Rearranged initialization of player animations in loading process. Release Build 8851.
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8 months ago |
sigonasr2
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e052f6e089
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Added analog controller precision movement for controllers. Fixed bugs with animation system involving movement velocities not being consistent nor updating correctly for up/down directions. New Steam Controller Configurations. Release Build 8577.
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8 months ago |
sigonasr2
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0830185829
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Fix Ranger Charged Shot and Multi Shot animations being overwritten by cast completion state resetting. Release Build 8367.
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8 months ago |
sigonasr2
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37d738fbf9
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Add Steam input binding groups to tutorial tasks. Release Build 8357.
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8 months ago |
sigonasr2
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9133ab9e94
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Added low health warning visuals and sound effect. Release Build 8145.
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9 months ago |
sigonasr2
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72c5a7394b
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Added Yellow Slime jump attack behavior. Release Build 8023.
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9 months ago |
sigonasr2
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588e184764
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Add in hp and atk growth rate displays on level ups. Make increase and decrease buttons disable when the appropriate sell/buy amounts have been reached. Sell inventory count now shows up in the selling window. Add Lock/Unlock input helper display on merchant accessory sell window. Fix missing collision tile in 1-1. Release Build 7992. Patch Version 0.5.
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9 months ago |
sigonasr2
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72f4693cfc
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Fix health display on equipment menu to show max health instead of current health. Fix health values being reduced due to temporary unequips when hovering over items. Release Build 7887.
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9 months ago |
sigonasr2
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2d0702af2c
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Mouse auto aim mode no longer occurs if a mouse button is held down but the mouse hasn't moved for 2 or more seconds. Fix bug with background sound not respecting BGM volume during fade-in / fade-out. Fix non-combat sound effects not playing while on the title screen. Combine unused foresty stems for now. Add in follow-directions for defensive abilities when using controller or keyboard inputs as well as an inversion direction flag. These are desirable for the retreat types since aiming defensives towards the target is not what the player prefers. Limited pathfinding frequency for monsters and wizard pathfinding ability. Fixed bug with shared pointer being passed into two separate inventories, causing double item duplication everytime a stackable item was added to the player's inventory. Release Build 7795.
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9 months ago |
sigonasr2
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03e6d3bd80
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Fix missing strategy draw call for monsters. Add in death state and basic transition effects. Release Build 7662.
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9 months ago |
sigonasr2
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53b5c1f967
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Redo rendering pipeline so all tile groups are now interweaved with game objects such that objects in front of foreground tiles are now properly displayed after stuff in the background. Release Build 7635.
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9 months ago |
sigonasr2
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99049d6fa0
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Add in intro level scenes and identify combat-related sounds so they do not play on the main menu. Release Build 7587.
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9 months ago |
sigonasr2
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e2cc0aa90c
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Implemented controller compatibility for the pause menu. Release Build 7447.
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10 months ago |
sigonasr2
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d5bd8655a9
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Added additional toggle and setting options in Settings menu. Made screen shake, gamepad rumble, keyboard aim assist, and terrain collision box display toggles functional. Added toggle sound effect. Release Build 7344.
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10 months ago |
sigonasr2
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22b1557c05
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Added wrapping menu macro functionality. Implemented controller compatibility for level complete window. Added right alignment for menu labels. Added ProgressBar component. Added XP-related functions for callbacks to other components in-game. Fix giant normalized vector issue with Wolf AI script. Release Build 7041.
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10 months ago |
sigonasr2
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a6d2765585
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Condensed DrawInput function to accept a variant instead of having double copies of the function.
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10 months ago |
sigonasr2
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0aea7beb83
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Implemented ability to craft weapons/armor. Sorting all equipment by tier / type. Fixed bug with not properly setting available chapter for crafting on items with multiple enhancement levels. Fixed bugs related to adding crafting to weapons / armor (side effects applied directly to consumable items), fix stage loot/monster loot displays not properly updating when collecting items. Made old items properly convert to newer item names when being read in (constructor for the IT data type is no longer an enum and instead does the conversion automatically). This type now has implicit conversion from a std::string so is still a highly flexible typing like before. Release build 6677.
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10 months ago |
Nic0Nic0Nii
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8149db260b
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Update copyright 2024 for FreeType. Equipment can now have an initial crafting cost. RowItemDisplays will have a craftable and upgradeable tag.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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10 months ago |
sigonasr2
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c0ae0697b7
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Move to smart pointers for menu component system.
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11 months ago |
sigonasr2
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6b2f4f7bf9
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Added aiming system for controllers, integrated aiming and hot swapping between keyboard/gamepad controls. Switched all mouse aiming functions for classes to modular aiming function. Disable vibration when not using the controller.
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11 months ago |
sigonasr2
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1fd37bbd51
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Added controller vibration for world shake events/player hurt events.
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11 months ago |
sigonasr2
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b7ef0c8712
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Added knockup status for players/monsters.
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11 months ago |
sigonasr2
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db9c35f813
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Wolf behavior implemented. Fixed facing direction behavior for AI scripts.
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11 months ago |
sigonasr2
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1655fe7b51
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Frog animations setup. Frog tongue bullet setup.
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11 months ago |
sigonasr2
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2c54e9a9c7
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Monsters get a 1-second cooldown on collision to avoid overwhelming the player through constant charging. Remove extra A* nodes that are not required during map loading. Reversed the surround sound directions so stuff on the right is heard from the right channel, and stuff on the left is heard from the left channel. Fix lerp function in olcPGEX geometry util.
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11 months ago |
sigonasr2
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c193aa7116
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Added collision handling for areas where there are no valid tiles.
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11 months ago |
sigonasr2
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c7ea530484
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Update Overworld Map with new stage plates. Updated stages with spawn zones and end zones. Cleaned up sound effects with extra noise. Updated some sound effects with more appropriate ones. Added sound effects for many events.
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11 months ago |
sigonasr2
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725a858fab
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Implemented environmental audio loading in maps. Added stb_vorbis header/cpp file for ogg format support. Converted track parts and sound effect to be ogg instead.
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11 months ago |
sigonasr2
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3e1227a899
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Fix bugs with money display in menus. Fix cooldown time value not being set properly while items are being loaded. Release Build 5395.
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11 months ago |
sigonasr2
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296ea1f2e6
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Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes.
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11 months ago |