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Preparations for 0.21.0.
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Espyo committed Oct 22, 2021
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1 change: 1 addition & 0 deletions .gitignore
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Expand Up @@ -3,6 +3,7 @@ Source/visual_studio_2013/Release/
Source/visual_studio_2013/Pikifen.v12.suo
Source/visual_studio_2019/.vs/
Source/visual_studio_2019/packages/
Source/visual_studio_2019/Win32/
Source/visual_studio_2019/x64/
Source/visual_studio_2019/Pikifen.vcxproj.user
Source/codelite/Debug/
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2 changes: 1 addition & 1 deletion Game_data/Areas/Play/Data.txt
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Expand Up @@ -6,6 +6,6 @@ bg_dist=2.0000
bg_zoom=1.0000
weather=Normal
maker=Espyo
version=0.20
version=0.21
notes=Sorry for how weird the area is! It merely exists to test the engine's features.
spray_amounts=Ultra-Spicy Spray=20;Ultra-Bitter Spray=20
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20 changes: 10 additions & 10 deletions Manual/content/changelog.html
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Expand Up @@ -22,7 +22,7 @@

<h2 id="0.21.0">0.21.0</h2>

<p><i>Date TBD</i></p>
<p><i>October 22nd, 2021 &ndash; the "Pikmin 3" update</i></p>

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

Expand Down Expand Up @@ -63,7 +63,7 @@ <h2 id="0.21.0">0.21.0</h2>
</ul>
</li>
<li>If a Pikmin is lying down, a leader can now whistle it to make it get up faster, and return to the leader once it does.</li>
<li>Added an option to allow the leader to auto-throw. If you have trouble mashing the throw button, consider turning this on.</li>
<li>Added an option to allow the leader to auto-throw. If you prefer not to mash the throw button, consider turning this on.</li>
<li>If a new leader shows up from a defeated enemy, their HUD information will now display properly. (Thanks pikminjosh)</li>
<li>All menus now have a tooltip for the currently selected item.</li>
<li>The in-game message box now looks like other boxes, instead of a stretched flat image.</li>
Expand Down Expand Up @@ -104,29 +104,29 @@ <h2 id="0.21.0">0.21.0</h2>
<li>Added the <code>reapply_rule</code> property, which controls what happens to the auto-remove time of a status effect in case it is re-applied.</li>
<li>Added the <code>remove_on_hazard_leave</code> property. This is now used for statuses like drowning, where the status effect is removed once the object leaves the hazard that was applying the status effect.</li>
<li>Added the <code>replacement_on_timeout</code> property, which lets a status effect be swapped for another when its time runs out.</li>
<li>Added the <code>shaking_effect</code> property, which makes the object shake left and right while under the effects of the status effect.</li>
<li>Added the <code>state_change_type</code> and <code>state_change_name</code> properties, so status effects can change the object's state when applied.</li>
<li>Added the <code>shaking_effect</code> property, which makes the object shake left and right while under the effects of the status effect.</li>
<li>Object types, in their hazard vulnerability data and spike damage vulnerability data, can now be told to receive a status effect when interacting with one.</li>
<li>Plus other changes noted below in the compatibility warnings.</li>
</ul>
</li>
<li>
New <a href="script.html">mob script</a> actions:
<ul>
<li><code>hold_focused_mob</code> lets the object hold whatever object it has in focus, much like how a leader holds a Pikmin.</li>
<li><code>load_focused_mob_memory</code> and <code>save_focused_mob_memory</code> let the currently focused object be saved into a memory, and be recalled later. This allows the object to keep track of more than one object at a time, although it still only focuses on one at a time.</li>
<li><code>link_with_focused_mob</code> lets the object be linked to whatever object it has in focus.</li>
<li><code>hold_focused_mob</code> lets the object hold whatever object it has in focus, much like how a leader holds a Pikmin.</li>
<li><code>throw_focused_mob</code> lets the focused object be thrown in an arc towards a destination.</li>
<li><code>store_focus_inside</code> lets the object store another one inside, to be released later.</li>
<li><code>release_stored_mobs</code> lets the object release any other object that is stored inside.</li>
<li><code>get_angle</code> lets the script obtain the angle between two sets of coordinates.</li>
<li><code>set_can_block_paths</code> lets the object block or stop blocking the paths of others.</li>
<li><code>get_coordinates_from_angle</code> lets the script obtain the X and Y coordinates calculated from a given angle and distance.</li>
<li><code>get_distance</code> lets the script obtain the distance between two sets of coordinates.</li>
<li><code>get_floor_z</code> lets the script obtain the Z coordinate of the floor at the specified coordinates.</li>
<li><code>release_stored_mobs</code> lets the object release any other object that is stored inside.</li>
<li><code>set_can_block_paths</code> lets the object block or stop blocking the paths of others.</li>
<li><code>set_flying</code> lets the object move in mid air at will, unaffected by gravity.</li>
<li><code>set_radius</code> lets the object's radius be changed.</li>
<li><code>set_shadow_visibility</code> lets the object's shadow be hidden.</li>
<li><code>store_focus_inside</code> lets the object store another one inside, to be released later.</li>
<li><code>throw_focused_mob</code> lets the focused object be thrown in an arc towards a destination.</li>
<li><code>follow_path_to_absolute</code> lets the object follow path stops to get to the specified coordinates.</li>
<li><code>follow_path_randomly</code> lets the object follow path stops to get to a random stop in the area.</li>
</ul>
Expand Down Expand Up @@ -203,7 +203,7 @@ <h2 id="0.21.0">0.21.0</h2>

<h2 id="0.20.0">0.20.0</h2>

<p><i>April 24th, 2021</i></p>
<p><i>April 24th, 2021 &ndash; the "missing menus" update</i></p>

<p><b>Changes</b></p>

Expand Down Expand Up @@ -277,7 +277,7 @@ <h2 id="0.20.0">0.20.0</h2>

<h2 id="0.19.0">0.19.0</h2>

<p><i>August 15th, 2020</i></p>
<p><i>August 15th, 2020 &ndash; the "Dear ImGui" update</i></p>

<p><b>Changes</b></p>

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10 changes: 5 additions & 5 deletions Manual/content/changelog_older.html
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Expand Up @@ -20,7 +20,7 @@

<h2 id="0.18.0">0.18.0</h2>

<p><i>February 8th, 2020</i></p>
<p><i>February 8th, 2020 &ndash; the "missing object types" update, part 2</i></p>

<p><b>Changes</b></p>

Expand Down Expand Up @@ -195,7 +195,7 @@ <h2 id="0.17.1">0.17.1</h2>

<h2 id="0.17.0">0.17.0</h2>

<p><i>May 4th, 2019</i></p>
<p><i>May 4th, 2019 &ndash; the "missing object types" update, part 1</i></p>

<p><b>Changes</b></p>

Expand Down Expand Up @@ -508,7 +508,7 @@ <h2 id="0.15.0">0.15.0</h2>
<li>Fixed minor glitches (thanks Kman)</li>
</ul>

<p><b> Format change warnings</b></p>
<p><b>Format change warnings</b></p>

<ul>
<li>Sprites no longer use a "game size", but rather, a "scale". If you made custom animations that changed the size of the sprite, you'll have to re-specify the size with the scale.</li>
Expand Down Expand Up @@ -572,7 +572,7 @@ <h2 id="0.14.0">0.14.0</h2>
</li>
</ul>

<p><b> Format change warnings</b></p>
<p><b>Format change warnings</b></p>

<ul>
<li>The <code>attack_power</code> parameter for Pikmin has been removed. Pikmin damage is now controlled by the hitbox's attack multiplier.</li>
Expand Down Expand Up @@ -614,7 +614,7 @@ <h2 id="0.13.0">0.13.0</h2>

<p><i>February 11th, 2018</i></p>

<p><b> Format change warnings</b></p>
<p><b>Format change warnings</b></p>

<ul>
<li>The area editor backup files have moved to <code>/User_data/Area_backups/&lt;area name&gt;</code>, and are called <code>Data.txt</code> and <code>Geometry.txt</code>. Move your existing backups over if you care about them.</li>
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4 changes: 4 additions & 0 deletions Manual/content/glossary.html
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Expand Up @@ -139,6 +139,10 @@ <h2 id="G">G</h2>
<dt>Glow</dt>
<dd>A way to brighten up an object. Due to Allegro limitations, it's not a real glow in the current versions of the engine because: 1. the brightness is limited to the bitmap's original pixels &#8211; darker bitmaps have a harder time becoming brighter; 2. the glow doesn't bleed and fade out, but is limited to the exact shape of the original bitmap.</dd>
</dl>
<dl>
<dt>Group</dt>
<dd>The group of objects that follow another object. Typically, the group of Pikmin+leaders following a leader.</dd>
</dl>

<h2 id="H">H</h2>

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7 changes: 0 additions & 7 deletions Manual/content/history.html
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Expand Up @@ -33,13 +33,6 @@ <h2 id="roadmap">Roadmap</h2>
<p>Many more features, content, and tweaks are still planned, but the following is a general outline of what major things still need to be finished, as well as a rough idea of what versions will contain what.</p>

<ul>
<li>
<b>Version 0.21</b>
<ul>
<li>Misc. mechanics improvements (physics, cursor)</li>
<li>Rock Pikmin, Winged Pikmin, and Bulbmin</li>
</ul>
</li>
<li>
<b>Version 0.22</b>
<ul>
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2 changes: 1 addition & 1 deletion Source/documents/Code helper/code_helper.py
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Expand Up @@ -7,7 +7,7 @@
from find_problems.find_misc import *

def change_version_numbers():
new = input("What is the new version? ")
new = input("What is the new version (X.Y.Z)? ")
new_parts = new.split(".")
system_call("sed -i 's/VERSION_MAJOR = .*;/VERSION_MAJOR = " + new_parts[0] + ";/g' Source/source/const.h")
system_call("sed -i 's/VERSION_MINOR = .*;/VERSION_MINOR = " + new_parts[1] + ";/g' Source/source/const.h")
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29 changes: 15 additions & 14 deletions Source/documents/Misc. info.txt
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Expand Up @@ -122,8 +122,8 @@ Bag of notes (useful stuff)
If the user turns a sector inside out, there's not much the engine can do...
If the user starts stitching by grabbing only one vertex, it'll complain that a sector is cut up
There should be a clear way to communicate that you can't drag a sector into another...
Likewise, dragging a sector entirely outside of its parent sector is allowed, and there isn't a whole lot the engine can do to detect this...
On the area editor, two triangular sectors, facing one another, sharing the middle vertex (like an hourglass lying down). The right triangle should be then turned into a rhombus, by adding a new vertex slightly above the joining vertex. Finally, drag the left triangle's top-left vertex and drop it in the top line. It will let you do so despite crossing lines. I have no idea how to solve this (January 2018)
Dragging a sector entirely outside of its parent sector is allowed, and there isn't a whole lot the engine can do to detect this...
Conclusions
Looks like there are only four ways for a new polygon (N) to be related to any existing polygon (E): N is parent of E, N is child of E, N is neighbor of E, or N is not connected to E
A sector can only have no holes, have 1+ holes, or be the void
Expand Down Expand Up @@ -154,14 +154,14 @@ Bag of notes (useful stuff)
Placing a Fire Flower on a Mushroom does nothing, but the opposite does
Handheld mode forces you to not use controller mode
You can't place blocks when in zoomed-out mode
Steps I've followed to get the engine on VS 2010
Steps I've followed to get the engine to compile on VS 2010
I used Visual Studio 2010 to compile for XP
Used the msvc-10.0 library version of Allegro so it works on XP
Properties > Config. Properties > General > Platform Toolset set to v100
If it complains about min or max, add an #include <algorithm> to the top
If it complains about scopes inside lambdas, it probably wants a "this" to be passed into the lambda, or cannot infer a "this" inside the lambda
If it gives linker errors, check what classes it keeps complaining about, and see if the files where that class is declared/defined are part of the workspace
Steps I've followed to get the engine on VS 2019
Steps I've followed to get the engine to compile on VS 2019
Installed Visual Studio
I've installed Visual Studio Community, but any version should work
When asked for the features, I enabled the following:
Expand Down Expand Up @@ -235,17 +235,18 @@ Procedure for every version release
Compile with -Wall and correct all problems
Use cppcheck on the code and correct the problems
Confirm that there are no superfluous #includes (how?)
Confirm that no line goes over 80 characters
Use the helper tool, or run:
grep -Enr --include="*.cpp" ^.\{81,\}$
Confirm that all function definitions are sorted alphabetically, and by namespace
Use the helper tool
Confirm that all includes are sorted alphabetically
Use the helper tool
Confirm that all functions have documentation, and that it has no missing/extra parameters
Use the helper tool
Confirm that all function definitions and blocks of includes have two empty lines of space before what comes next
Use the helper tool
Code cleanup
Confirm that no line goes over 80 characters
Use the helper tool, or run:
grep -Enr --include="*.cpp" ^.\{81,\}$
Confirm that all function definitions are sorted alphabetically, and by namespace
Use the helper tool
Confirm that all includes are sorted alphabetically
Use the helper tool
Confirm that all functions have documentation, and that it has no missing/extra parameters
Use the helper tool
Confirm that all function definitions and blocks of includes have two empty lines of space before what comes next
Use the helper tool
Fix up all changed images since the last release
Use the helper tool to get the list, or run:
git diff --name-status $(git describe --abbrev=0 --tags) | grep -E '^[AM].*(png|jpg)'
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3 changes: 0 additions & 3 deletions Source/documents/Todo.txt
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Expand Up @@ -8,9 +8,6 @@ Next tasks (roughly sorted most important first)
--- To fix ---


--- v0.21.0 ---


--- v0.22.0 ---
Details
Bridge improvements
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33 changes: 3 additions & 30 deletions Source/documents/Vectorial graphics/Objects/Gates.svg
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