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  1. Jul 12, 2019
  2. Jul 08, 2019
  3. Jul 06, 2019
  4. Jul 02, 2019
    • ReformCopyright's avatar
      Improve keyboard handling. · 428a42e6
      ReformCopyright authored
      * Prevents the space key from pushing buttons at the same time as advancing the game (caused the game to advance two phases at a time if the main button had focus).
      * Sets focus in each modal.
      * Disables game key handler whenever a modal is displayed instead of toggling a variable in only some cases.
      * Blocks tabbing to control on the screen in the background whenever a modal is displayed.
      * Adds a focus indicator so you can know where you're tabbing.
      428a42e6
  5. Jun 22, 2019
  6. Jun 12, 2019
  7. May 11, 2019
  8. Apr 29, 2019
    • FarawayVision's avatar
      Add 'Search by Creator' option to individual select screen · 6a485cd3
      FarawayVision authored
      Autodetection of creator names isn't (and will never be) perfect.
      Character creators are listed in inconsistent formats and different spellings, etc.
      But this gets 95% of cases right, and in all other cases you can just type in a (partial) creator name yourself to get it right.
      6a485cd3
  9. Apr 27, 2019
  10. Apr 26, 2019
  11. Apr 25, 2019
  12. Apr 21, 2019
  13. Apr 16, 2019
  14. Apr 07, 2019
    • ReformCopyright's avatar
      Add a hasTag method to Player, which calls canonicalizeTag, avoiding code... · 198ea99d
      ReformCopyright authored
      Add a hasTag method to Player, which calls canonicalizeTag, avoiding code duplication and allowing the tag representation to be changed.
      
      Also canonicalizeTag shoulnd't return ''. Either change on its own resolves a bug where <condition> elements without a filter attribute would never match, because we'd be looking for a blank tag.
      198ea99d
  15. Mar 05, 2019
    • FarawayVision's avatar
      Add tag canonicalization, aliasing, and implication · 95dc39e2
      FarawayVision authored
      * canonicalizeTag(tag) converts a tag into its 'canonical' form:
        - no spaces
        - all lowercase
        - aliases, if any, processed
      
      * expandTagsList(input_tags) canonicalizes a list of tags:
        - All tags within the list are canonicalized
        - Any implied tags are added
        - Duplicate tags are removed
      
      * Handling of tag modifications from alternate costumes has been simplified:
          The set of tags applied to the base opponent (without implied tags) is stored within a baseTags list on the Opponent object.
          All modifications specified by alt. costumes are applied to a copy of baseTags, before expandTagsList is applied.
      
      * All places that use user-input tag names (dialogue conditions, tag search, etc.)
        have been modified to use canonicalizeTag.
      95dc39e2
  16. Feb 10, 2019
    • ReformCopyright's avatar
      Fix forced alternate costume issues: · c68adc57
      ReformCopyright authored
      * Use selection_image in opponent selection quads.
      * Keep costume selection. Only unload selected alternate costume if another costume is selected (including default).
      * Apply forced selection by calling .selectAlternateCostume() when Opponent object is instantiated instead of doing that when loading behaviour.xml and only setting selection_image upon instantiation.
      * Initialize costume members in Opponent() rather than Player() since Opponent() doesn't call Player().
      
      Note that selected_costume is the selection on the selection screen (the costume folder name) and alt_costume is the object containing metadata of the loaded costume. We need to add the costume base folder to that object to be able to know if the player has selected a different costume.
      c68adc57
    • FarawayVision's avatar
    • FarawayVision's avatar
      e9691bbe
  17. Feb 09, 2019
  18. Feb 03, 2019
  19. Jan 18, 2019
  20. Jan 14, 2019
  21. Jan 12, 2019
    • FarawayVision's avatar
      Pose engine updates · 36ad8a57
      FarawayVision authored
      Make complex poses work on the main select screen, ensure that
      sprites are centered w.r.t the pose box if overfull
      36ad8a57
    • ReformCopyright's avatar
      Let already selected characters greet subsequently selected opponents. · cde00ecd
      ReformCopyright authored
      Note: Only when individuallty selected; when a group is selected, all characters arrive simultaneously, so it doesn't make sense to trigger an opponent_selected event, and all slots are prepared so they can all see which other characters are selected.
      
      When using the random buttons, up to three opponents could already be present, but it's still to complicated to handle.
      
      I hope I sprinkled the right amount of volatile behaviour updating and behaviour committing.
      cde00ecd
  22. Dec 31, 2018
    • ReformCopyright's avatar
      Avoid creating preset tables where not all characters are available. · 0ebb6132
      ReformCopyright authored
      This changes the strategy from trying to load metadata for all characters included on preset tables
      (and failing on spnati.net when it comes to the offline tables) to only setting up those tables where
      all characters' development statuses are among those enabled, or "testing". All characters in testing
      should be on a testing table, so we don't load anyone needlessly.
      0ebb6132
  23. Dec 30, 2018
  24. Dec 09, 2018
  25. Nov 15, 2018
  26. Nov 12, 2018
  27. Nov 04, 2018
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