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Viv fixarrow #2
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Viv fixarrow #2
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Removed unused/WIP code with great prejudice (Isa confirmed no private plugins exist) - CustomNPC - CorrectDemoDash component - Toggle color walls (plugins and load handler was forcibly removed in 1.6 lol) - SaveData + Settings - WindAgainstPlayer - CustomPlayer
1. Separate plugins into their own modules 2. Split up dream spinners 3. Remove corner boost block placements
1. Fixed baddy follow selection rect 2. Gave WindTrigger better names so we can e.g. add a mod name in Loenn 3. Add tooltips Force Variant Trigger may need an entirely alternate version, so not touching for now
Obsoleted by Extended Variants
Still needs cleanup. Massive performance gains though. One casualty is unique particle colors for fragile spinners, couldn't find a good way to do those atm. 1. Replaces shaders with render targets. We draw the textures + filler to a target, draw stars over any place we have textures, then draw the border on top. 2. Don't update spinners or the internal dream block if they are not on screen. Not as aggressive as vanilla, but sure as hell better than nothing lmao.
the particles were updating while paused lol
1. I was using IEnumerable wrong, oops lol 2. Combine spinner textures into one so we don't have to change textures between draw calls 3. Draw textures directly instead of using Images
It had an invalid constructor, was originally manually loaded. Oops!
plus a minor cleanup
Including dream spinner source for posterity
Moved more hooks into their respective classes, plus some minor style fixes
It's caused a lot of issues + we don't want to promote disabling assist features
1.6.7 never went live, but the tag was posted already
This reverts commit d50e736.
Fix resetting variants on level exit
Also update to 1.6.10
Adds placements to Ahorn's CornerBoostBlock
…lacement Add CornerBoostBlock placement
Caused by faulty patch in latest stable? TBD, but this workaround should stay safe
Bumps required Everest version to latest stable, but lets us remove some fluff
At the moment, debugging from a map with waterboosting enabled to another map will keep waterboosting enabled. This is because LevelEnter is not called when debugging, so the grab meta is never checked again. This fix just changes the check from LevelEnter to LevelLoader, which will be called for all level loading methods
Fix zipline directional issues
Viv fix bingo UI
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Fixes Arrow Booster border rendering where sprite and border should render