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WIP: Extra Stage #261

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WIP: Extra Stage #261

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Commits on Aug 24, 2023

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  2. progress: zstd-compress and write with new filename

    Old uncompressed progress.dat will be loaded if progress.zst is not
    found. The reason for this change is that progress files are much larger
    now, and taisei <1.4 had a stupid 4kb size limit for them. Older
    versions of taisei would refuse to load the new large file at all,
    resulting in possible data loss in case multiple versions are installed.
    Akaricchi committed Aug 24, 2023
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  3. stage4: make vlad's army slightly less unfair

    it still sucks ass
    Akaricchi committed Aug 24, 2023
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Commits on Aug 28, 2023

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  2. gles: create angle context in webgl mode on windows

    Cubemaps are broken in ANGLE's D3D11 backend, except in WebGL mode for
    some reason. This is a terrible workaround, but it beats fucked up
    rendering in stage backgrounds.
    Akaricchi committed Aug 28, 2023
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  3. stage5: atmospheric discharge adjustments

    it's still pretty dumb
    Akaricchi committed Aug 28, 2023
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Commits on Aug 30, 2023

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  4. glcommon: disable norm16 formats on nouveau

    These seem to be broken
    Akaricchi committed Aug 30, 2023
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Commits on Sep 2, 2023

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Commits on Sep 6, 2023

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Commits on Sep 7, 2023

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  3. stage: massively boost all-clear bonus

    Depends on PIV, current score, and difficulty
    Akaricchi committed Sep 7, 2023
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Commits on Sep 8, 2023

  1. xdg: update appdata

    Akaricchi committed Sep 8, 2023
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Commits on Sep 9, 2023

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  2. external: update koishi

    Fixes #372
    Akaricchi committed Sep 9, 2023
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Commits on Sep 10, 2023

  1. demoplayer: ignore suspend/resume requests when not initialized

    This fixes a nasty interaction between the intro sequence and the
    demoplayer introduced in 3ff6204. The cutscene tries to suspend the
    demoplayer for its duration and then resume it later. When the
    suspension counter hits 0, the demoplayer event handlers are installed
    globally. And then AFTER that happens, the demoplayer is actually
    initialized, resetting the suspension counter and installing the event
    handlers AGAIN. When the demoplayer is then suspended (e.g. by starting
    the actual demo playback), only one set of those handlers is removed,
    which has the effect of the demoplayer remaining active even in-game.
    Eventually, it tries to play a demo while a game is already running,
    at which point all hell breaks loose.
    
    Fix this by making suspend and resume no-ops until the demoplayer has
    been properly initialized.
    
    Fixes #371
    Akaricchi committed Sep 10, 2023
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Commits on Sep 19, 2023

  1. util/miscmath: add re(z) and im(z) macros

    Shorter and type-generic replacements for creal() and cimag(). If z is
    an l-value, the returned value is also an l-value, e.g.:
    
    	cmplx foo = 420 + 69i;
    	im(foo) = 1337;
    	assert(foo == 420 + 1337i);
    Akaricchi committed Sep 19, 2023
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Commits on Sep 20, 2023

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Commits on Sep 28, 2023

  1. all: use re()/im() macros

    Akaricchi committed Sep 28, 2023
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  10. item: cache sprite pointers

    Akaricchi committed Sep 28, 2023
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  15. util/miscmath: change assume to assert in ASSUME_FINITE for now

    On some toolchains isfinite compiles to a function call and trips a
    -Wassume warning
    Akaricchi committed Sep 28, 2023
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  18. all: use the clamp() macro

    Akaricchi committed Sep 28, 2023
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Commits on Sep 29, 2023

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Commits on Sep 30, 2023

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Commits on Oct 8, 2023

  1. ci: fix Switch build container

    StarWitch authored and Akaricchi committed Oct 8, 2023
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Commits on Oct 20, 2023

  1. util/rectpack: fix wrong subsplit direction in split_vertical

    Doesn't seem to ever actually matter in practice, but theoretically it
    was wrong.
    Akaricchi committed Oct 20, 2023
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Commits on Nov 29, 2023

  1. boss: make boss and attack names constant strings (#375)

    Functions `create_boss()` and `boss_add_attack()` take name strings
    which they copy with `strdup()` and store in `Boss` and `Attack`. This
    is unnecessary, because all these names are static constant strings and
    they're never modified.
    LocalSpook authored Nov 29, 2023
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  3. switch: cleanup unused video defaults

    p-sam authored and Akaricchi committed Nov 29, 2023
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  4. switch: remove unneeded fs session limit

    p-sam authored and Akaricchi committed Nov 29, 2023
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  5. switch: use native screen resolution

    p-sam authored and Akaricchi committed Nov 29, 2023
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Commits on Dec 17, 2023

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  3. build: update cglm to 0.9.1

    Akaricchi committed Dec 17, 2023
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  7. build: update zstd to 1.5.5

    Akaricchi committed Dec 17, 2023
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  8. build: update zlib to 1.3

    Akaricchi committed Dec 17, 2023
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Commits on Jan 24, 2024

  1. build: update zlib to 1.3.1

    Akaricchi committed Jan 24, 2024
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  2. build: update cglm to 0.9.2

    Akaricchi committed Jan 24, 2024
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Commits on Feb 23, 2024

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Commits on Feb 29, 2024

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Commits on Mar 3, 2024

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Commits on Mar 4, 2024

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Commits on Mar 6, 2024

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  4. ci: update containers

    Akaricchi committed Mar 6, 2024
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Commits on Mar 11, 2024

  1. xdg: update appdata

    Akaricchi committed Mar 11, 2024
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Commits on Mar 18, 2024

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Commits on Mar 21, 2024

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  3. util/miscmath: add cswapf()

    Akaricchi committed Mar 21, 2024
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  4. lasers/draw: sort before packing and allow rotation in sdf texture

    Slightly improves packing efficiency
    Akaricchi committed Mar 21, 2024
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Commits on Apr 4, 2024

  1. util/miscmath: force inline cdot[f] and cabs2[f]

    These massively affect the performance of quantize_laser()
    Shouldn't matter in LTO builds, but helps for quick debug/dev builds
    Akaricchi committed Apr 4, 2024
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  2. boss: fix smoke particles

    Akaricchi committed Apr 4, 2024
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  3. lasers: fix off-by-one errors in quantization; adjust width calculation

    The width is now calculated relative to the maximum laser timespan
    instead of the number of considered samples. This makes collapsing
    lasers look a bit nicer.
    Akaricchi committed Apr 4, 2024
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Commits on Apr 8, 2024

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Commits on Apr 11, 2024

  1. entity: add ENT_ARRAY_ADD_FIRSTFREE(array, ent)

    Like ENT_ARRAY_ADD, but tries to scan the array for dead slots first. If
    it finds one, it will put the new entity into that slot instead of
    adding a new one. Returns the index. The regular ENT_ARRAY_ADD() now
    also returns the index as well.
    Akaricchi committed Apr 11, 2024
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  3. gl33: fix scissor test

    Akaricchi committed Apr 11, 2024
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Commits on Apr 20, 2024

  1. stage: fix pause menu related crashes

    There were two distinct things going on here:
    
    1. If we receive multiple buffered TE_GAME_PAUSE events in the same
       frame, we'd process all of them and create a pause menu for each.
       This could theoretically overflow the evloop stack and crash the
       game.
    2. The `stage_comain` task starts before scheduling the stage main
       loop via `eventloop_enter`. It initializes systems that depend on
       tasks, and then immediatelly enters its per-frame async loop,
       finishing its first iteration before yielding back to `_stage_enter`
       and thus allowing `eventloop_enter` to be finally called. If there is
       a TE_GAME_PAUSE event in the queue at this point, it would be handled
       right there, and a pause menu would be created before the stage main
       loop is scheduled. This messes things up quite a bit, leaking a
       "zombie" pause menu into the evloop stack. After the stage is
       destroyed, the evloop would try to switch to the frame created for
       this menu. The menu's draw function would then attempt to reference
       free'd resources of the destroyed stage, crashing the game. This
       crash has actually been observed and reported (thanks @0kalekale)
    
    To fix #1, the stage now tracks its paused state and refuses to open a
    pause menu if one already exists.
    
    To fix #2, `stage_comain` now yields before starting its async loop, to
    let the stage set up its main loop early.
    
    Note that because the stage main loop runs all coroutine tasks before
    incrementing the frame counter, `stage_comain`'s per-frame logic would
    execute twice on frame 0. This is obviously wrong, but this behavior
    must be preserved to maintain compatibility with v1.4 replays. For that
    reason, the `stage_comain` loop now skips its first YIELD. This hack can
    be removed once v1.4 compat is no longer a concern.
    Akaricchi committed Apr 20, 2024
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Commits on Apr 23, 2024

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Commits on Apr 26, 2024

  1. pixmap: optimize webp decoding

    Chunked decoding wastes a lot of time copying buffers, so just load the
    entire file into memory.
    Akaricchi committed Apr 26, 2024
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Commits on Apr 27, 2024

  1. events: fix possible use-after-free

    Can happen when a global handler is added during events_poll() if the
    array must be resized.
    Akaricchi committed Apr 27, 2024
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Commits on Apr 28, 2024

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  5. renderer: add asynchronous framebuffer readback API

    Used to download rendered images from the GPU with minimal (if any)
    pipeline stalling. Implemented with PBOs in OpenGL.
    Akaricchi committed Apr 28, 2024
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  6. video: add "framedump" mode; use async readback for screenshots;

    The framedump mode captures every frame and saves it as a .png image.
    This can be useful for rendering videos.
    
    To activate, set the `TAISEI_FRAMEDUMP` environment variable to a
    prefix. A 8-digit frame number followed by ".png" will be appended to
    this string to form the filename of each frame.
    
    Example:
    	$ mkdir /var/tmp/taisei
    	$ export TAISEI_FRAMEDUMP="/var/tmp/taisei/frame-"
    	$ taisei -f1 -r /foo/some-replay.tsr
    	$ ls /var/tmp/taisei
    	frame-00000000.png  frame-00000001.png frame-00000002.png
    	...
    
    `TAISEI_FRAMEDUMP_SOURCE` can be set to either "screen" or "viewport".
    The default is "screen", which records the whole game screen as it
    appears (minus the letterboxing borders). "viewport" makes it record the
    stage viewport only. The image is taken directly from the viewport
    framebuffer, so elements that are drawn over the viewport will be
    missing, such as the dialogue or the pause menu.
    
    `TAISEI_FRAMEDUMP_COMPRESSION` can be set to change the quality of zlib
    compression of the png images, ranging from 0 to 9. The default is 1.
    
    Additionally, it's now possible to take screenshots of the game viewport
    by pressing Alt+P (by default). This works on the same principle as
    `TAISEI_FRAMEDUMP_SOURCE=viewport`, so the same caveats apply. This can
    be used to take a clean screenshot of the viewport while the game is
    paused.
    Akaricchi committed Apr 28, 2024
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Commits on Apr 30, 2024

  1. renderer: simplify async readback API; use glMapBufferRange

    glGetBufferSubData is not available on GLES
    Akaricchi committed Apr 30, 2024
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Commits on May 1, 2024

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Commits on May 3, 2024

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  2. config: read defaults from optional "config.default" file in resources

    Not included by default, intended for custom distributions (for DoKomi
    in particular)
    
    Also improve the upgrade mechanism by ignoring settings that were not
    changed in the config being parsed.
    Akaricchi committed May 3, 2024
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  5. menu/gameovermenu: add "Load Quicksave" entry when available

    Also move the logic of action choice handling out of the menu and into
    the stage.
    Akaricchi committed May 3, 2024
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Commits on May 4, 2024

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  3. global: add TAISEI_KIOSK_PREVENT_QUIT env var

    Defaults to 1. Set to 0 to be able to close the window in kiosk mode.
    This is intended for testing and not recommended for deployment.
    Akaricchi committed May 4, 2024
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Commits on May 8, 2024

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Commits on May 9, 2024

  1. lasers: support lasers with abrupt angle changes

    This requires some look-ahead, so quantize_lasers will now compute all
    samples ahead of time before starting to build segments. The samples are
    held in a global dynamic array to minimize reallocations.
    Akaricchi committed May 9, 2024
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  2. lasers: compute segment visibility correctly

    The previous naive check had some false negatives
    Akaricchi committed May 9, 2024
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  3. lasers/rules: make create_dynamic_laser return MoveParams* in an out-…

    …parameter
    
    No need to mess with LaserRuleDynamicData and LaserRuleDynamicTaskData
    Akaricchi committed May 9, 2024
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Commits on May 13, 2024

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Commits on May 14, 2024

  1. build: put most sources except main.c into a static lib

    Allows building other executables (tests, tools like tsrtool, etc.) that
    make use of taisei code in the future.
    Akaricchi committed May 14, 2024
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Commits on May 15, 2024

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Commits on May 16, 2024

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Commits on May 17, 2024

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  2. scripts/upkeep: remove taisei.h include from non-header files

    It's redundant because every local header pulls it in anyway, and it
    also interacts badly with clangd's automatic include insertion
    Akaricchi committed May 17, 2024
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  3. src: run upkeep

    Akaricchi committed May 17, 2024
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Commits on May 19, 2024

  1. lasers: improve degenerate sample rejection during quantization

    Fixes some issues with curves that have degenerate samples at the start,
    and is more efficient for curves with lots of degenerate samples in
    general.
    Akaricchi committed May 19, 2024
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Commits on May 22, 2024

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  2. shaders: don't use textureGrad() in powersurge_effect

    Apparently it has bad performance at least on some intel iGPUs (my
    laptop), and it does nothing visually here.
    Akaricchi committed May 22, 2024
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Commits on May 27, 2024

  1. gamepad: direction snapping; more flexible configuration options

    - The free/restricted axis distinction is gone; the joystick always
      operates in "free" mode.
    - Added direction snapping functionality to help aid exact movement in
      cardinal and/or diagonal directions. The snapping angle can be
      adjusted from 0% (disabled) to 100% (similar to the old "restricted"
      mode). The snapping angle can also be biased towards cardinals or
      diagonals.
    - When the maximum zone is less than or equals dead zone, moving
      the character will always move at maximum speed (as in the old
      "restricted" mode).
    - Most of these settings are now visualized in the options menu and can
      be tested there.
    Akaricchi committed May 27, 2024
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Commits on Jun 4, 2024

  1. config: change default bomb and surge gamepad buttons

    LT and RT respectively
    Akaricchi committed Jun 4, 2024
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Commits on Jun 5, 2024

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  2. memory/mempool: refactor to avoid storing object size and alignment i…

    …n struct
    
    Works similarly to DYNAMMIC_ARRAY(type)
    Akaricchi committed Jun 5, 2024
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Commits on Jun 14, 2024

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Commits on Jun 15, 2024

  1. memory/mempool: fix warning

    Akaricchi committed Jun 15, 2024
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Commits on Jun 16, 2024

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  2. util: add portable sort_r()

    Akaricchi committed Jun 16, 2024
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  3. WIP Yumemi

    Akaricchi committed Jun 16, 2024
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  4. WIP Yumemi survival spell

    Akaricchi committed Jun 16, 2024
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  5. wip extra glitch effect

    Akaricchi committed Jun 16, 2024
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  10. fix Yumemi slave faders

    Akaricchi committed Jun 16, 2024
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  12. sierpinski tweaks

    Akaricchi committed Jun 16, 2024
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  13. Basic spell practice for extra stage

    Also changed extra stage id to 7 (was C1), and type to STAGE_EXTRA (was
    STAGE_SPECIAL)
    Akaricchi committed Jun 16, 2024
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  15. stagex: boss setup cleanup

    Akaricchi committed Jun 16, 2024
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  16. Add a spell bg for Yumemi

    Akaricchi committed Jun 16, 2024
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  21. EX Boss Dialogue (#222)

    * draft commit of full EX boss dialogue
    
    * fix smartquotes(???) and change some dialogue
    
    * add Elly dialogue in EX stage
    StarWitch authored and Akaricchi committed Jun 16, 2024
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  22. New expressions used in Stage 1-6 dialogue (#223)

    rebalance some of the expressions in the dialogue, add the news one to earlier in the game too
    
    expression spelling mistake in atlas, 'embarrased' vs 'embarrassed'. committed correct spelling, needs correction elsewhere too
    
    minor wording change
    StarWitch authored and Akaricchi committed Jun 16, 2024
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  24. sierpinski wip

    laochailan authored and Akaricchi committed Jun 16, 2024
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  25. sierpinski laser stuff

    Akaricchi committed Jun 16, 2024
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  26. fix warnings

    Akaricchi committed Jun 16, 2024
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  31. stagex: three fairy sketches

    two turtle doves
    and a partridge in a pear tree
    laochailan authored and Akaricchi committed Jun 16, 2024
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  32. scuttle non sketch

    laochailan authored and Akaricchi committed Jun 16, 2024
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  33. rest of the attack

    laochailan authored and Akaricchi committed Jun 16, 2024
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  34. implemented suggestions from akari

    laochailan authored and Akaricchi committed Jun 16, 2024
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  36. scuttle second spell

    laochailan authored and Akaricchi committed Jun 16, 2024
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  37. yumemi memcpy spell

    laochailan authored and Akaricchi committed Jun 16, 2024
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  38. wip yumemi spell

    laochailan authored and Akaricchi committed Jun 16, 2024
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  40. attempt to rebase Yumemi branch - several things don't work, but the …

    …broad strokes are there, and the level 'plays'
    StarWitch authored and Akaricchi committed Jun 16, 2024
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  41. fix stage EX crash

    StarWitch authored and Akaricchi committed Jun 16, 2024
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  42. stagex: fix deprecations

    Akaricchi committed Jun 16, 2024
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  43. stagex: fix yumemi nons

    Akaricchi committed Jun 16, 2024
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  46. wip extra bg revamp

    Akaricchi committed Jun 16, 2024
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  48. stagex: make it compile

    Akaricchi committed Jun 16, 2024
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  49. stagex: make it not crash

    stage background is still fucked for now
    Akaricchi committed Jun 16, 2024
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  53. menu: add extra stage music to musicroom

    Note: the actual music is not in yet, this just adds the menu entries.
    Akaricchi committed Jun 16, 2024
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  60. stagex: shut up GCC warning

    Akaricchi committed Jun 16, 2024
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  70. enemy_classes: ecls_anyenemy_fake3dmovein(): reproject 3d pos every f…

    …rame
    
    Needed to account for camera movement. Usage may need adjustments
    Akaricchi committed Jun 16, 2024
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