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README and INSTALL in Markdown #1
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Hume2
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Jan 16, 2016
NewIcelevel1.slt: minor tileset fix Castle #1.stl: Restaured, put a paralax background [ci skip]
ghost
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Apr 8, 2017
ghost
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Feb 20, 2018
ghost
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Feb 3, 2019
serano01
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Jul 30, 2019
add stuff from supertux master #1
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weluvgoatz
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Aug 17, 2020
* Support for easing on any path object (platforms, tilemaps, etc.) * Attempt #1 to fix Travis build errors (easing) * Attempt #2 at fixing the Travis build (easing) * Remade the easing system with a WTFPL-Licensed library * Fixed the double-to-flat implicit conversions in easing * Changed 'std::string' with 'const char*' in C-linked functions in easing * Reordered easing methods so that the names actually match the easing functions * Moved easing to src/math * Fixed include paths, oops * Fixed some magic includes * Deleted unreachable code in easing.cpp * Improved coding style and fixed building problem on macOS Co-authored-by: Semphris <[email protected]>
Semphriss
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Sep 20, 2020
What has been done : - The custom particle object exists and in instanciable (creatable) from the editor toolbox - The particles show up and are manageable with plenty of settings already (I intend to add even more if needed) - The particles spawn and death locations can be handled via a new particle area object (light green, has the same sparkle icon as the custom particle object itself) TODO: Scripting (Every single setting should have getters, setters, faders and easers (when relevant) in Squirrel) TODO: Make a particle editor alongside the level editor, because jeez, that's waaaaay too many settings TODO: Store custom particle data in standalone file for easy editing reusability (and allow users to load custom particle data from files) ... and probably much more to do and fix :)
tobbi
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Nov 25, 2020
* Introducing customisable particles (not complete in this commit, but in a working state) * Custom particles, alpha version (big commit #1) What has been done : - The custom particle object exists and in instanciable (creatable) from the editor toolbox - The particles show up and are manageable with plenty of settings already (I intend to add even more if needed) - The particles spawn and death locations can be handled via a new particle area object (light green, has the same sparkle icon as the custom particle object itself) TODO: Scripting (Every single setting should have getters, setters, faders and easers (when relevant) in Squirrel) TODO: Make a particle editor alongside the level editor, because jeez, that's waaaaay too many settings TODO: Store custom particle data in standalone file for easy editing reusability (and allow users to load custom particle data from files) ... and probably much more to do and fix :) * Particle Editor, first version. There is waaaay too much I've done in this. I apologize to anyone having to do maintenance in this. That being said, there is still a lot to be done, much more than I can list here. (scripting, some custom particles features, etc.) * Forgot a file. (Particle editor) * Custom particles: added feature to use multiple textures in a single custom particle object * Custom particles fix: forgot a comma * Finalized custom particles Added: Opening the particle editor through a custom-particle-from-file object now opens its corresponding file Added: It is now possible to add multiple textures to a single custom particle object through the particle editor Added: Saving particles now support multiple textures per object Added: It is now possible to make particles bounce on solid surfaces Done: Code cleanup and const correctness :) * Fixed some last-minute bugs (Interface buttons not working and undo not managing textures) * Fxed missing files and added some stability with a try-catch in case of I/O errors Co-authored-by: Semphris <[email protected]>
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Semphriss
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Mar 19, 2022
- Adds a Status object, to have a consistent and reliable way of checking the TextArea's progression - Removes three redundant booleans: - m_started can be checked with the state - m_inside is not needed because the player cannot re-enter the zone without leaving it first (and in any case, if the game bugs and fails to detect Tux leaving the zone, it should work anyways when it re-enters the zone again) - m_finished was redundant with m_started and, like it, was superseded by the status enum - Condenses two timers into one, since only one needs to be running at a time - Improves general code quality (Spacing, variable names, etc.) Co-authored-by: Semphris <[email protected]>
6 tasks
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Update README and INSTALL to Markdown, looks better on GitHub
--- supermat