* call level exit hook sooner
call the hook here so you can actually prevent the exit from happening, also no separate hook calls anymore
* instead of here
* compliance
* Fixed the ASCII representation of glyph "Ł/ł" as "L/l"
* Quality-of-Life updates for the Polish translation file
- added missing diacritics, as they are fully supported by the custom in-game font (regular and aliased)
- changed some of the entries to sound more natural, fixed incorrect translations from English
This is very much an edge case, but if a delayed warp is initiated to a custom level that has an ID greater than 127 it will just loop back around to 0.
* Removed a no-longer-existing command and added a new command to the tab-completion list
* Bugfix
* bugfix 2
* Fixed a few bad german translations
* Fixed Tabcompletion for the "nametags" command
* Revert "Merge branch 'coop-deluxe:main' into main"
This reverts commit 3803ead26d23256a5200f6fa2c4c9185ce6e05f0, reversing
changes made to bd7ffb38a7560e8791118edce2cdcaf06e683d66.
* Reapply "Merge branch 'coop-deluxe:main' into main"
This reverts commit 28c1d97dd5c8a8648d4271bb59d3ca9c16df5c30.
* Fixed the "mallocation" and "static" issues
* more fixes
* Improved, cleaned up and refactored the iZeSaveStates mod and renamed it to just SaveStates
* bug fix
* removed the savestates mod
* combined both for-loops into a single one
defining each animation is no longer necessary, as the get_character_anim function now passes through the characterAnim parameter on the principle that mario's animation enums correspond to the character animation enums
only if an animation beyond the range of mario animations is defined, then it is used
this wouldn't allow characters to reuse mario's animations for different slots, but that shouldn't be needed anyways
bye bye macro
* make Lua calls to interaction functions call interaction hooks
* Revert "make Lua calls to interaction functions call interaction hooks"
This reverts commit 14c597cd340cb19acd72f7e4327f6f078bf09f1d.
* thanks peachy for a far better solution
* don't let mods lie about what interaction it is
this removes the forced taking cap off while in the palette editor. press Z to remove cap now.
it also fixes various problems that could happen that would cause the cap to stay off when it shouldn't. also fixed the taking off cap custom action sometimes playing the animation all the way through when it shouldn't.
translations by DeepL, eros, Flower35 and Skeltan
The definition of character animations has been reduced to a macro, BASE_ANIMS(), which defines initial animations that can be subsequently overwritten if the character uses different animations.
while testing, the near/far clip plane functions prevented compilation as they appeared to be using keywords, so i've also changed the offending functions' parameters.
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way
exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces
Thanks to peachy for coming up with the better method of doing this
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
- fixed a crash that could occur when closing the game with the mods menu open. this was a use after free.
- allowed pressing the B button to go back in the save file name editor to refresh the file name.
- fixed text getting cut off on paginated page count, and centered the text (as one string)
- fixed disabled buttons not fading out since the addition of djui themes
* Add a menu where mods can put their options at
* Document mod menu hook functions
* Add HOOK_ON_LANGUAGE_CHANGED
* Add new Cheats mod
* Make player menu disable singleplayer pause
* fix some git merge conflicts that weren't resolved (#55)
and added -latomic to build flags to fix compile warnings while compiling miniaudio
* Remove legacy 'deluxe' field from built-in mods
* Lots of improvements to memory safety
* Abbreviated hex color parsing
Co-Authored-By: Mechstreme <84944335+mechstreme@users.noreply.github.com>
---------
Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Mechstreme <84944335+mechstreme@users.noreply.github.com>
- crouching now hides your nametag entirely
- nametag transparency is now based on player opacity
- nametags are no longer rendered while the player does not have a valid area sync
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it.
added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
if ex-coop is ran after the tmp folder is renamed, a new tmp folder will be created, which coopdx will then attempt to rename on the next run and fail to do so since .tmp already exists, resulting in the game failing to open
- fixed a bug where remote players would show mario's head repeatedly twitching up and down while reading automatic dialog
- fixed a bug where remote mario's would sometimes not update while unlocking a star door, resulting in the previous animation playing during that action
- fixed a bug where players exiting a warp door could get stuck for a few extra frames due to other players opening that same door.
- added dialogId to MarioState, which is synced for remote players the dialog id that player has active. this can be used by Lua mods - don't access the local player's dialog id because that isn't updated as that is unnecessary
scuttlebugs used to always target the closest mario in range, due to angleToPlayer being updated every frame, overwriting the angle if its set to the angle to the scuttlebug's home
* interpolate scrolling textures
* cleaner way to skip interpolation
* fixed interpolation only lasting for one frame
* just reorder these
just because
exposed set_menu_mode, create_dialog_box, create_dialog_box_with_response, create_dialog_box_with_var, create_dialog_inverted_box, reset_dialog_render_state
added and exposed get_dialog_response
HOOK_ON_DIALOG can now take an extra return value as a string, which will be used instead of what ever was going to be in the textbox.
Renamed the function interact_unknown_08 to interact_spiny_walking
and added the constant INTERACT_SPINY_WALKING, which has the same value of INTERACT_UNKNOWN_08
INTERACT_UNKNOWN_08 is kept for compatibility with smlua, and behavior dynos bins
* Ignore Visual Studio Stuff
* Added a few scripts for development
* Improved the development scripts
* Added option to choose between 2 different keyboard control variants in the chat
* Improved and added new batch scripts for development purposes
* Hotfix
* Converted the .BAT-Scripts to .SH-Scripts and moved them to the "development" folder and fixed a bug in the already existing "compile.sh" file
* Fixed some stuff
* Removed 7 .sh-scripts
Makes the info credits paginated so we can add more text over time with no issues and also moves the Open Appdata/User Folder button to the Misc. menu to avoid cluttering.
Also fixed the size of the changelog panel as the Back button was also being obscured.
Rewritten it from the old repo, so all new changes should stay there.
There IS an issue where if you go to the changelog, and then back to info and try to go to another page the game crashes, and I think it's DJUI and not panel related, but I'm still looking into what it could be.
* Pass "interaction" to HOOK_ALLOW_PVP_ATTACK and HOOK_ON_PVP_ATTACK
This let's you test for the kind of attack in the hook; for example, you can do `interaction & INT_KICK ~= 0` to test if the attack is a kick.
* Fix broken links in wiki
Have to go up one directory