This is a maintenance release that implements several new editor features and fixes bugs. It does not include new game content.
Breaking changes
The Combat2 Lua function has been renamed to CombatSession . The old Combat2 name still works for backwards compatibility, but it is deprecated, and ...
Search found 35 matches
- Yesterday, 15:24
- Forum: General Discussion
- Topic: Furblorb
- Replies: 11
- Views: 398646
Re: Furblorb
Very nice. I admit, when I committed the change to the apply-buff command, I was quietly wondering how long it would take for this to show up in your codebase... I'm impressed you're still interested in keeping up. Out of curiosity, what's the reason you made the tool?
If there are particularly ...
If there are particularly ...
- 26 Feb 2025, 17:17
- Forum: Feedback & Bugs
- Topic: Furball file size optimizations
- Replies: 9
- Views: 307165
Re: Furball file size optimizations
It's been 85 million years, but I've finally merged the format-21 PR :)
Maybe I'll still add some new features to format 21, for instance I might pick up that "hide time of day" request from your other thread, but as long as it's just adding functions and globals, there's no need for a version bump.
Maybe I'll still add some new features to format 21, for instance I might pick up that "hide time of day" request from your other thread, but as long as it's just adding functions and globals, there's no need for a version bump.
- 16 Jun 2024, 18:35
- Forum: Feedback & Bugs
- Topic: SyntacticKitsune's Finmer feature wishlist
- Replies: 2
- Views: 97770
Re: SyntacticKitsune's Finmer feature wishlist
Okay, there's a lot of fun stuff here!
Damage adjust hook
This is an interesting idea. You mention elemental damage and other such multipliers as a main use case for this. I wonder, would it also solve your use case if the combat system gets built-in support for elemental weaknesses? E.g. since ...
Damage adjust hook
This is an interesting idea. You mention elemental damage and other such multipliers as a main use case for this. I wonder, would it also solve your use case if the combat system gets built-in support for elemental weaknesses? E.g. since ...
- 24 May 2024, 23:55
- Forum: Feedback & Bugs
- Topic: Furball file size optimizations
- Replies: 9
- Views: 307165
Re: Furball file size optimizations
If you want to, absolutely! I'm a little unsure what the best approach would be for exposing this to the content stream interfaces; your idea of adding a WriteCompressed(U)Int32Property contract (and then kind of not look too hard at the slightly leaky abstraction :D) might be the simplest solution ...
- 23 May 2024, 00:34
- Forum: General Discussion
- Topic: Furblorb
- Replies: 11
- Views: 398646
Re: Furblorb
Anyway, rendering two billion dice sounded like fun, so I just went and did that.
My poor engine, haha. Yeah, it doesn't quite handle dice rendering intelligently enough to be able to efficiently render hundreds of them; I'm almost surprised 300 works as well as it does then. I expect that ...
- 22 May 2024, 22:53
- Forum: Feedback & Bugs
- Topic: Furball file size optimizations
- Replies: 9
- Views: 307165
Re: Furball file size optimizations
It could be worth at some point setting up some kind of automated testing for loading old modules (it can just make sure they parse) to quickly catch anything like this, should it ever happen.
Yep; hopefully the upcoming CLI I'm working on can help with that. However, I do not have a test ...
- 22 May 2024, 20:34
- Forum: Feedback & Bugs
- Topic: Furball file size optimizations
- Replies: 9
- Views: 307165
Re: Furball file size optimizations
Okay, a lot to think about here! Thanks for taking the time to write this all out.
GZIP compression
Fair enough. You're correct that there's not really a reason to not do it, and provided that the loader remains backwards-compatible with versions 19 and 20, it should be fine.
Also, I can bump ...
GZIP compression
Fair enough. You're correct that there's not really a reason to not do it, and provided that the loader remains backwards-compatible with versions 19 and 20, it should be fine.
Also, I can bump ...
- 21 May 2024, 19:55
- Forum: General Discussion
- Topic: Furblorb
- Replies: 11
- Views: 398646
Re: Furblorb
The solution I ended up with was tacking an @RegisterSerializable("<C# class name>") on everything.
Fair; doing all the class discovery through reflection is certainly a lot more flexible, and I agree that attributes (or annotations, in Java lingo) are really nice for making that discovery data ...
- 20 May 2024, 22:21
- Forum: General Discussion
- Topic: Furblorb
- Replies: 11
- Views: 398646
Re: Furblorb
Fair enough! In other programming languages, I guess you could get away with just having big fat mapping tables and lists of classes, to stand in for reflection. Probably annoying to maintain though.
I know ALTTP does have randomizers for a lot of stuff, like doors (any warp trigger), sounds ...
I know ALTTP does have randomizers for a lot of stuff, like doors (any warp trigger), sounds ...