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author | Vittorio Romeo <vittorio.romeo@outlook.com> | 2021-03-29 02:49:34 +0100 |
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committer | Vittorio Romeo <vittorio.romeo@outlook.com> | 2021-03-29 02:49:34 +0100 |
commit | b07a37a220dedba11d229df7c6a1e9ff507b20cd (patch) | |
tree | 0dc728730c76dd3df270c94ef763c9f4161b845d | |
parent | 3b166a847ceff69d2104e223a546c61406d96d46 (diff) |
add changelogsother_204_fixes
-rw-r--r-- | old/changelog_204.md | 127 | ||||
-rw-r--r-- | old/changelog_204_pre.md | 127 |
2 files changed, 254 insertions, 0 deletions
diff --git a/old/changelog_204.md b/old/changelog_204.md new file mode 100644 index 00000000..fc548631 --- /dev/null +++ b/old/changelog_204.md @@ -0,0 +1,127 @@ +## Major Changes + +- Changed ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement + +- Level packs can now depend on other packs in order to promote code reuse and avoid repetition + +- Change Lua runtime to LuaJIT, having 20x better performance on average + - Caveat: supports features only up to Lua 5.1 + +- Added in-game debugging and experimentation tools in *Debug Mode*: + - (F1): toggle Lua console, allowing to run code on demand and track variables in real-time + - (F2): pause and un-pause the game -- Lua console is usable when the game is paused + + + +## New Levels + +- Added a new work-in-progress official level pack, *Orthoplex*, containing: + - *Arcadia*: an unusual level with wavy patterns made out of custom walls + - *Bipolarity*: fast-paced barrages and forced 180° player swaps + + + +## Level Improvements + +- Perfectly synchronized pulse and beatpulse with the music for all built-in levels + - Exceptions: *Golden Ratio* and *Acceleradiant*, as they will be reworked in the future + +- Moved *Baby Steps* to a new pack, *Tutorial*, making its role more clear to new players + +- Added a graphical transition effect to the player's triangle when focusing/unfocusing + + + +## Minor Improvements + +- Added a few milliseconds of ignoring input after death to avoid accidental restarts + +- Added new *Show Level Info* option that displays information about the current level in the bottom-left corner of the screen, useful for streaming/recording + +- Added options to hide the timer and status text, useful for cinematic recordings + +- Added **-printLuaDocs** command line argument to print out Lua documentation + + + +## Bug Fixes + +- Fixed crash when attempting to change keyboard bindings + +- Fixed broken antialiasing menu setting, now supports up to 16x + +- Fixed **t_eval** crashing the game on Lua error + + + +## New Lua Functions + +(Please refer to the [Lua reference on the official wiki](https://github.com/SuperV1234/SSVOpenHexagon/wiki/Lua-Reference) for a more detailed explanation.) + +- **u_execDependencyScript**: to load a script from one of the pack's dependencies + - As opposed to **u_execScript**, which loads a script from the current pack + +- **l_[set/get]ManualPulseControl**: when set to **true** allows Lua scripts to manually control pulse values + - **l_[set/get]Pulse** + - **l_[set/get]PulseDirection** + - **l_[set/get]PulseDelay** + +- **l_[set/get]ManualBeatPulseControl**: when set to **true** allows Lua scripts to manually control beatpulse values + - **l_[set/get]BeatPulse** + - **l_[set/get]BeatPulseDelay** + +- **l_[get/set]pulseInitialDelay**: control initial delay before any pulse effect starts, useful to sync up a level with the song's beat or to wait until the music reaches a certain point + +- Custom wall optimized functions + - **cw_createDeadly**: more optimized way of creating a deadly custom wall and getting back an handle + - **cw_createNoCollision**: more optimized way of creating a no-collision custom wall and getting back an handle + - **cw_moveVertexPos**: more optimized way of moving a custom wall's vertex by a specified offset + - **cw_moveVertexPos4Same**: very optimized way of moving all vertices of a custom wall with the same offset + - **cw_[set/get]VertexPos4**: more optimized way of controlling all vertex positions of a custom wall + - **cw_[set/get]VertexColor4**: more optimized way of controlling all vertex colors of a custom wall + - **cw_setVertexColor4Same**: very optimized way of setting all vertex colors of a custom wall to the same color + +- **u_inMenu()**: returns **true** if a Lua script is being executed from the menu screen, **false** otherwise + +- **s_getMainColor**, **s_getPlayerColor**, **s_getTextColor**, **s_get3DOverrideColor**, **s_getCapColorResult**, **s_getColor**: return a RGBA tuple of the current style's corresponding color + + + +## Lua Function Cleanup + +- Removed unused **pulseDelayHalf** and related Lua functions + + + +## Miscellaneous + +- Added a **pulseHelper.html** JavaScript tool in the GitHub repository to help level makers calculate pulse values that are in sync with the music's BPM + - Beatpulse delay should be set to 3000/BPM (or one of its multiples) + - Pulse values can be calculated through the tool -- the displayed equation should be as close to 3000/BPM (or one of its multiples) as possible + + + +## Community Spotlight + +- Check out the *Open Hexagon - Custom Level Aesthetics* video, showcasing levels from two excellent packs + - *Polygonal Cubics*, by Babadrake + - *The Travel Pack*, by Syyrion + +- https://www.youtube.com/watch?v=h4Jfj3lzWD4 + + + + + + + + + + + + + + + + + diff --git a/old/changelog_204_pre.md b/old/changelog_204_pre.md new file mode 100644 index 00000000..e9bff142 --- /dev/null +++ b/old/changelog_204_pre.md @@ -0,0 +1,127 @@ +## Major Changes + +- Changed ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement + +- Level packs can now depend on other packs in order to promote code reuse and avoid repetition + +- Change Lua runtime to LuaJIT, having 20x better performance on average + - Caveat: supports features only up to Lua 5.1 + +- Added in-game debugging and experimentation tools in "Debug Mode": + - (F1): toggle Lua console, allowing to run code on demand and track variables in real-time + - (F2): pause and un-pause the game -- Lua console is usable when the game is paused + + + +## New Levels + +- Added a new work-in-progress official level pack, "Orthoplex", containing: + - "Arcadia": an unusual level with wavy patterns made out of custom walls + - "Bipolarity": fast-paced barrages and forced 180° player swaps + + + +## Level Improvements + +- Perfectly synchronized pulse and beatpulse with the music for all built-in levels + - Exceptions: "Golden Ratio" and "Acceleradiant", as they will be reworked in the future + +- Moved "Baby Steps" to a new pack, "Tutorial", making its role more clear to new players + +- Added a graphical transition effect to the player's triangle when focusing/unfocusing + + + +## Minor Improvements + +- Added a few milliseconds of ignoring input after death to avoid accidental restarts + +- Added new "Show Level Info" option that displays information about the current level in the bottom-left corner of the screen, useful for streaming/recording + +- Added options to hide the timer and status text, useful for cinematic recordings + +- Added `-printLuaDocs` command line argument to print out Lua documentation + + + +## Bug Fixes + +- Fixed crash when attempting to change keyboard bindings + +- Fixed broken antialiasing menu setting, now supports up to 16x + +- Fixed `t_eval` crashing the game on Lua error + + + +## New Lua Functions + +(Please refer to the Lua reference on the wiki (https://github.com/SuperV1234/SSVOpenHexagon/wiki/Lua-Reference) for a more detailed explanation.) + +- `u_execDependencyScript`: to load a script from one of the pack's dependencies + - As opposed to `u_execScript`, which loads a script from the current pack + +- `l_[set/get]ManualPulseControl`: when set to `true` allows Lua scripts to manually control pulse values + - `l_[set/get]Pulse` + - `l_[set/get]PulseDirection` + - `l_[set/get]PulseDelay` + +- `l_[set/get]ManualBeatPulseControl`: when set to `true` allows Lua scripts to manually control beatpulse values + - `l_[set/get]BeatPulse` + - `l_[set/get]BeatPulseDelay` + +- `l_[get/set]pulseInitialDelay`: control initial delay before any pulse effect starts, useful to sync up a level with the song's beat or to wait until the music reaches a certain point + +- Custom wall optimized functions + - `cw_createDeadly`: more optimized way of creating a deadly custom wall and getting back an handle + - `cw_createNoCollision`: more optimized way of creating a no-collision custom wall and getting back an handle + - `cw_moveVertexPos`: more optimized way of moving a custom wall's vertex by a specified offset + - `cw_moveVertexPos4Same`: very optimized way of moving all vertices of a custom wall with the same offset + - `cw_[set/get]VertexPos4`: more optimized way of controlling all vertex positions of a custom wall + - `cw_[set/get]VertexColor4`: more optimized way of controlling all vertex colors of a custom wall + - `cw_setVertexColor4Same`: very optimized way of setting all vertex colors of a custom wall to the same color + +- `u_inMenu()`: returns `true` if a Lua script is being executed from the menu screen, `false` otherwise + +- `s_getMainColor`, `s_getPlayerColor`, `s_getTextColor`, `s_get3DOverrideColor`, `s_getCapColorResult`, `s_getColor`: return a RGBA tuple of the current style's corresponding color + + + +## Lua Function Cleanup + +- Removed unused `pulseDelayHalf` and related Lua functions + + + +## Miscellaneous + +- Added a `pulseHelper.html` JavaScript tool in the GitHub repository to help level makers calculate pulse values that are in sync with the music's BPM + - Beatpulse delay should be set to 3000/BPM (or one of its multiples) + - Pulse values can be calculated through the tool -- the displayed equation should be as close to 3000/BPM (or one of its multiples) as possible + + + +## Community Spotlight + +- Check out the "Open Hexagon - Custom Level Aesthetics" video, showcasing levels from two excellent packs + - "Polygonal Cubics", by Babadrake + - "The Travel Pack", by Syyrion + +- https://www.youtube.com/watch?v=h4Jfj3lzWD4 + + + + + + + + + + + + + + + + + |