* Aglambi (Added romhack camera dpad functionality)
* Remove this random comment on request
* Make dpad camera disabled by default
* Force axis alignment when dpad camera is off
* Update personal star counter mod
Decided to modernize this mod by making it more efficient and readable. Added a ton of comments to make it much easier to understand what's going on here.
* Rename mod
* Rename mod just a bit more
Remove the need to use rosetta 2, and now use arm instead.
Intel macs should still work, although have not been tested (I don't have a intel mac).
Coopnet and lua have both been tested, and both work.
I ended up removing the logfile stuff, as 1, it was only used once for mario action hang, and 2, it was causing pointer misalignment on macos arm.
Discord integration is disabled on arm.
Compilation now takes 25 seconds instead of a minute and 20
Completely redid the console ui to look more like the rest of coop
Added log_to_console and djui_console_toggle to lua
Made the keybind to activate it the tilda key (~) instead of ctrl+f1
Replaces references to set_mario_animation() with set_character_animation(), but the old function still exists as a way to play any character animation on any character. Waluigi has two animations, added as a test and may not be final. Exposed new functions to Lua for usage in mods.
Primary concern is that each character requires 209 lines indicating what animations they use, similar to Character Sounds.
clean up custom level code
fixed a bug where custom level course numbers weren't used by dynos warps
removed a bunch of unused dynos code
fix demos triggering incorrectly
allowed the right Ctrl key to be used when opening the in game console
fixed a softlock that was possible to experience when talking to the snowman in CCM
fixed the bug where you can permanently lose your cap (bug created by my own PR from beta 32)
fix the moderator feature I made a while back; I am amazed it even worked at all before
fixed dynos warp initial actions being skipped (read ec8aabc for explanation)
completely changed the way star names and course names work
* Remove old setting
* Readded setting
* Make setting actually work
* Add override functions
* Reset overrides on network shutdown
* Use djui_is_popup_disabled instead of ternary expression
* Move all the other stuff out of .h file
* Fix gBehaviorValues.GrateStarRequirement and add gBehaviorValues.ChillyChiefDeathPosY
For some reason, the castle_cannon_grate.inc.c file was unaltered so gBehaviorValues.GrateStarRequirement would not do anything.
gBehaviorValues.ChillyChiefDeathPosY is self explanatory, it lets you change the Y position where the Chilly Chief bully dies.
* ChillyChiefDeathPosY -> ChillBullyDeathPosY
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Co-authored-by: <peachy.peach.sm64@gmail.com>
* Fix crashes when pausing in certain invalid acts of levels (e.g. act 65400 of TTM)
* Cap the player's act number at ?-6 (unless the number is 99)
* Removed the original changes (because they're useless)
* Remove the old changes again
* Use PeachyPeach's suggestion
* Remove useless include
* Update ingame_menu.c
* Readded version checks, added some extra symbols and changed print.c and print.h a bit, also changed all characters head icons. And made ~ into multiply and ^ into key (no longer beta key) and remade all beta textures for all versions.
* Changed the Q to q in the custom hud font
* Added mathematical symbols
* Turns out there are ? in other versions and there was a jp check stopping us from using it and I am dumb
* No more funny comments
* No more print.c funny comments
* Fixed accidentally screwed up coin counter
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Co-authored-by: xLuigiGamerx <mohammmedsadawi666@gmail.com>
* xLuigiGamerxsDevFork
* xLuigiGamerxsDevFork
* Fixed Accidentally used older character.c file
* Modified the playerlist so that it can support more than 16 players if it is to be added and increased the username character limit from 20 to 60 so people with longer names can use hex codes
* Changed the Makefile back
* Just Fixing up the makefile which for some reason changed
* Fr this time I hopefully fixed the Makefile
* Bruh why did this even change it's fucking annoying
* Modified the playerlist so that it can support more than 16 players if it is to be added and increased the username character limit from 20 to 60 so people with longer names can use hex codes (Removed Whitespace lol)
* Modified the playerlist so that it can support more than 16 players if it is to be added and increased the username character limit from 20 to 60 so people with longer names can use hex codes (Removed Whitespace V2 lol)
* Used MAX_PLAYER_STRING instead of a number
* Apparently math.h wasn't needed
* Me when I use google translate only for it to fuck up french:
* Used MAX_PLAYER_STRING and removed ceils and removed multiplicaion by sPlayerListSize
* Added comment for p variable
* Removed 16
* Update djui_panel_playerlist.c
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Co-authored-by: xLuigiGamerx <mohammmedsadawi666@gmail.com>
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
* Force secret stars to respawn
Hacky fix for sure. I'll need to see how to deal with this in a better way.
* Improve star syncing
All stars now respawn (hopefully) and the red coin star no longer repeatedly respawns.
Also forced oSyncDeath for other objects.
* Remove leftover include
* (Probably) improve star syncing
It'll still spam packets but at least it'll only spam packets to people who are able to receive them
* Revert "(Probably) improve star syncing"
This reverts commit 86ff2c5451cff0a06e8c3410b2815e12b414f264.
* Weird sync
No idea why this works but it does. At least no fields have to be synced over, as far as I can tell.
* Patch out toxic gas camera from romhacks
* Allow toxic gas camera in romhacks to be disabled with camera_allow_toxic_gas_camera()
In romhacks only. Toxic gas camera in vanilla levels will always remain active.
Passing in 0 means enable toxic gas camera.
* Reset gOverrideAllowToxicGasCamera to network_shutdown()
* Swap order
I too have a hard time reading my own code
Some romhacks do change the speed of the wdw water level.
I am aware that the water level is an object and should be under gBehaviorValues, but that feels wrong so it's under gLevelValues.