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Preparations for 0.25.0.
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Espyo committed Feb 16, 2024
1 parent 431a795 commit 794b6e2
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4 changes: 2 additions & 2 deletions Game_data/Areas/Mission/Crash Landing/Data.txt
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Expand Up @@ -11,8 +11,8 @@ weather=Red Alert
day_time_start=0
day_time_speed=600
maker=Helodity
version=1.2.2
engine_version=0.24.0
version=1.3.0
engine_version=0.25.0
notes
spray_amounts
mission_goal=Get to the exit
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4 changes: 2 additions & 2 deletions Game_data/Areas/Mission/Cryptic Atrium/Data.txt
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Expand Up @@ -11,8 +11,8 @@ weather
day_time_start=420
day_time_speed=120
maker=Espyo
version=1.0
engine_version=0.24.0
version=1.1.0
engine_version=0.25.0
notes
spray_amounts
mission_goal=Get to the exit
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4 changes: 2 additions & 2 deletions Game_data/Areas/Mission/Playful Yard/Data.txt
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Expand Up @@ -11,8 +11,8 @@ weather=Normal
day_time_start=420
day_time_speed=70
maker=Espyo
version=1.0.0
engine_version=0.24.0
version=1.1.0
engine_version=0.25.0
notes
spray_amounts
mission_goal=Collect treasures
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4 changes: 2 additions & 2 deletions Game_data/Areas/Mission/Tutorial Meadow/Data.txt
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Expand Up @@ -11,8 +11,8 @@ weather
day_time_start=420
day_time_speed=0
maker=Espyo
version=1.0.0
engine_version=0.24.0
version=1.1.0
engine_version=0.25.0
notes
spray_amounts
mission_goal=Collect treasures
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4 changes: 2 additions & 2 deletions Game_data/Areas/Simple/DEV Lab/Data.txt
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Expand Up @@ -11,7 +11,7 @@ weather
day_time_start=420
day_time_speed=120
maker=Espyo
version=1.0.0
engine_version=0.24.0
version=1.1.0
engine_version=0.25.0
notes
spray_amounts=Ultra-Bitter Spray=20;Ultra-Spicy Spray=20;
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194 changes: 98 additions & 96 deletions Manual/content/changelog.html

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54 changes: 54 additions & 0 deletions Manual/content/changelog_older.html
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Expand Up @@ -16,6 +16,60 @@

<p>Older entries of the <a href="changelog.html">changelog</a>.</p>

<h2 id="0.22.0">0.22.0</h2>

<p><i>July 5th, 2022 &ndash; the "polish" update</i></p>

<p><b>Gameplay changes</b></p>

<ul>
<li>Added a help page to the pause menu, with gameplay information, tips, controls, Pikmin type explanations, and more.</li>
<li>White Pikmin poison now applies a status effect that drains health over time. Enemies still end up losing the same amount of health in the end.</li>
<li>Pikmin are now better at detecting gates and other rectangular objects.</li>
<li>Pikmin can now circle around enemies when in combat.</li>
<li>Bridges now grow in chunks, and the point Pikmin deliver fragments to, or the position of the pile of sticks, now moves along with the bridge.</li>
<li>
Misc. graphical enhancements:
<ul>
<li>All gates have received graphical improvements.</li>
<li>Decorative objects no longer cast light in blackout weather.</li>
<li>When Pikmin deliver an object to an Onion, ship, etc., the sucking animation is now more dynamic. Also, added a tossing animation for delivering bridge fragments to bridges.</li>
<li>Improved the look of the ship's beam and the leader's whistle. The <code>pretty_whistle</code> option has been removed. (Thanks Helodity)</li>
<li>HUD elements now animate when things change, and slide off-frame when menus are entered in-game. (Thanks Helodity)</li>
<li>In-game message boxes are now much more animated.</li>
<li>Health wheels and fraction numbers now appear and disappear smoothly, and are more animated in general.</li>
<li>Enemies now squash and stretch when damaged.</li>
<li>Objects being carried now sway.</li>
<li>Icons for controls have been improved.</li>
</ul>
</li>
<li>Fixed leaders being able to grab group members from the other side of walls or objects with collision, like gates.</li>
</ul>

<p><b>Content making changes</b></p>

<ul>
<li><a href="mob_bridge.html">Bridges</a> are now made up of objects. This should make the process of placing bridges in an area much simpler, since there's no need to fiddle around with sectors. Areas with bridges need to be updated to use this new bridge format.</li>
<li><a href="status.html">Status effects</a> now have a <code>health_change</code> property, which controls how much health the object loses per second in an absolute value, instead of it being a ratio of total health.</li>
<li><a href="misc_config.html#spike-damage">Spike damage types</a> now have a <code>status_to_apply</code> property, which allows the damaged object to receive a status effect.</li>
<li><a href="mob_type.html">Object types</a> now have a <code>status_vulnerabilities</code> block, which works like the other vulnerability blocks, but controls damage taken from status effects.</li>
<li><a href="mob_type.html">Object types</a> now have a <code>terrain_radius</code> property, which controls their collision against walls.</li>
<li><a href="mob_type.html">Object types</a> now have a <code>description</code> property, which can be used to briefly describe it. This
appears in the area editor, and Pikmin types make use of this for the help page of the in-game pause menu.</li>
<li>The tooltip of an <a href="mob_type.html">object type</a>'s area editor property now word-wraps automatically. If you relied on line breaks (<code>\n</code>) to do this before, you may want to adjust it.</li>
<li>The <code>set_animation</code> <a href="events_and_actions.html">script action</a> now accepts the options <code>random_time</code> and <code>random_time_on_spawn</code>, to let the animation start on a random time, or start on a random time but only if the mob just spawned.</li>
<li>Added the <code>on_receive_delivery</code> <a href="events_and_actions.html">object script event</a>.</li>
<li>Added the <code>health_ratio</code> option to the <code>get_info</code> <a href="events_and_actions.html">object script action</a>.</li>
<li>Added the <code>health</code> <a href="script.html">script variable</a>.</li>
<li>Added the <code>max_health</code> <a href="script.html">script variable</a>.</li>
<li>Added the <code>bright_circle</code> and <code>bright_ring</code> <a href="misc_config.html">system assets</a>.</li>
<li>The area editor now also shows the terrain radius of selected objects (if the "Show territory/terrain radius" option is on).</li>
<li><a href="converter_type.html">Converters</a> now use an animation called <code>bumped</code> instead of <code>bumping</code>, for consistency's sake.</li>
<li><a href="misc_config.html">System assets</a> no longer have icons for mouse-related controls, but instead have one spreadsheet for many special control icons.</li>
<li>The <a href="gui.html">gameplay HUD</a> received all sorts of new items, and some have been renamed to be more consistent.</li>
<li><a href="area.html">Areas</a> and <a href="animation.html">animations</a> now save the engine version they were edited in. This will likely be used in the future to allow the engine to automatically port older content to newer versions.</li>
</ul>

<h2 id="0.21.1">0.21.1</h2>

<p><i>November 5th, 2021</i></p>
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8 changes: 4 additions & 4 deletions Manual/content/history.html
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Expand Up @@ -32,11 +32,10 @@ <h2 id="roadmap">Roadmap</h2>

<ul>
<li>
<b>Version 0.25</b>
<b>Version 0.26</b>
<ul>
<li>Improvements to sound effects</li>
<li>Music support</li>
<li>Ice Pikmin and Glow Pikmin</li>
<li>Songs</li>
<li>General glow-up</li>
</ul>
</li>
<li>
Expand All @@ -46,6 +45,7 @@ <h2 id="roadmap">Roadmap</h2>
<li>Radar</li>
<li>Multiplayer</li>
<li>Caves</li>
<li>Ice Pikmin and Glow Pikmin</li>
<li>More editors</li>
<li>Story mode</li>
</ul>
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30 changes: 30 additions & 0 deletions Manual/content/options.html
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Expand Up @@ -22,6 +22,12 @@
<tr>
<th>Option</th><th>Description</th><th>Default</th><th>Performance impact?</th>
</tr>
<tr>
<th><code>ambiance_volume</code></th>
<td>Volume for ambiance sounds, from 0 to 1.</td>
<td><code>1</code></td>
<td>No</td>
</tr>
<tr>
<th><code>area_editor_advanced_mode</code></th>
<td>If <code>true</code>, the area editor will use an advanced interface mode.</td>
Expand Down Expand Up @@ -196,6 +202,12 @@
<td><code>2</code></td>
<td>No</td>
</tr>
<tr>
<th><code>master_volume</code></th>
<td>Master game volume, from 0 to 1.</td>
<td><code>0.8</code></td>
<td>No</td>
</tr>
<tr>
<th><code>max_particles</code></th>
<td>Maximum number of particles to have on the world at once. If more particles than this need to be created, older particles are deleted.</td>
Expand All @@ -214,6 +226,12 @@
<td><code>true</code></td>
<td><b>Yes</b></td>
</tr>
<tr>
<th><code>music_volume</code></th>
<td>Volume for music, from 0 to 1.</td>
<td><code>1</code></td>
<td>No</td>
</tr>
<tr>
<th><code>resolution</code></th>
<td>Width and height of the game window. The engine was made with a small-medium resolution in mind, although you can change the window size to anything you want.</td>
Expand All @@ -232,12 +250,24 @@
<td><code>false</code></td>
<td>No</td>
</tr>
<tr>
<th><code>ui_sfx_volume</code></th>
<td>Volume for UI sound effects, from 0 to 1.</td>
<td><code>1</code></td>
<td>No</td>
</tr>
<tr>
<th><code>window_position_hack</code></th>
<td>For some users, the game window does not appear, although the engine is definitely running fine. This is because it somehow gets placed out of the screen. Set this to true to force it to appear inside the screen.</td>
<td><code>false</code></td>
<td>No</td>
</tr>
<tr>
<th><code>world_sfx_volume</code></th>
<td>Volume for in-world sound effects, from 0 to 1.</td>
<td><code>1</code></td>
<td>No</td>
</tr>
<tr>
<th><code>animation_editor_history_&lt;<i>number</i>&gt;</code></th>
<td>List of recently-opened files on the animation editor. This does not need to be edited by the player, as the engine controls the list by itself.</td>
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Binary file modified Manual/images/carrying_paths.png
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2 changes: 1 addition & 1 deletion Source/source/const.h
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Expand Up @@ -28,7 +28,7 @@ using std::string;
//Engine version stuff. For every release, update these numbers, and
//update the numbers in the resouce (.rc) file.
constexpr unsigned char VERSION_MAJOR = 0;
constexpr unsigned char VERSION_MINOR = 24;
constexpr unsigned char VERSION_MINOR = 25;
constexpr unsigned char VERSION_REV = 0;

//Cross-platform way of representing an invalid index.
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1 change: 1 addition & 0 deletions Source/source/load.cpp
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Expand Up @@ -143,6 +143,7 @@ void load_area(
}

if(
!game.cur_area_data.song_name.empty() &&
game.audio.songs.find(game.cur_area_data.song_name) ==
game.audio.songs.end()
) {
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