Releases: Vortex2Oblivion/LeatherEngine
Releases · Vortex2Oblivion/LeatherEngine
0.5.0 pre
0.5.0pre
The full release of 0.5.0 has been in development for a while now and with mainly only bugfixes left its time for a stable prerelease.
In case you haven't been keeping up here's whats changed since 0.4.2
Im probably forgetting a lot of things too so keep that in mind.
Added
- Weekend 1
- Erect mode
- Support for vslice chart format.
- Zoom in the chart editor.
- Lots of new functions and variables in the Lua API. See the wiki!
singDuration
property to character jsons to control their sing duration.- Flixel Splash Screen option to toggle the HaxeFlixel splash screen that shows up when the game starts.
- Icons now bump to the song playing when you play it with the space bar in freeplay.
- When using the default time bar style the time bar color changes depending on what character is currently in focus.
- Score text changed to use the format `< Score:$score ~ Misses:$misses ~ Accuracy:$accuracy% ~ $comboRating ~ $rating >
- Animation Debug now has a toggleable stage and a character position dot to help with offsets.
- You can now switch what side you are using to edit offsets on in Animation Debug.
Mute Vocals
option in chart editor.- Persistent Cached Data option (stops clearing asset caches).
- Vram Sprites option (loads textures into gpu)
- Skip Results Screen Options.
- You can now zoom into the Animation Debug using the mouse.
- HScript support!
- Global scripts will be run on any mod in data/scripts/global
- Local scripts will be run on the current mod in data/scripts/local
- You can put any .lua or .hx file into a song folder to have it run (like psych engine)
- Discord Rich Presence can now be changed per mod.
- Runtime shader support
- Change Keycount events
- Copy/Paste events in charter
- Cool new modchart features via modcharting tools haxelib
- Modcharting tools can be used in lua scripts, hscript, and the modchart editor (hit 9 midsong)
- Lil' Buddies in charter
- Multiatlas support in characters via
extraSheets
property - FlxAnimate support (Texture atlas)
mainCharacterID
property in group character jsons- Characters can now have an hscript attached.
- Added
script
type to cutscenes. - Added
introSound
property to cutscenes. - Notes can now be skewed
- Notes can now carry a hscript or lua script.
- Color quants option.
- Stages can now have a hscript.
- Stages have a HSV shader attached, used in voiid chronicles.
backgroundColor
property in stages.imageDirectory
property in stages.dances
property in stage objects- The mod system has been changed to allow for more customization and less conflicts. The currently selected mod will take priority over all other mods.
- The base game assets are now in a mod, this mod will take priority 2nd to the currently selected mod.
- All states/and substates can now carry a script.
- Added developer mode option. Shows ingame logs. Press F3 when enabled.
- Different breakfast themes per character.
- Ingame mod creator gui.
- Added support for hud elements to be moved.
- The ability to write custom states and substates via hscript
- Added crash handling for better debugging
- Auto generated docs after every commit
- Dinnerbone mode (basically just flips all characters upside down)
Fixed
- Bug with charting state (specifically
specialAudioName
not working in it). - Bug where you can go to negative song position in the charter.
- Bug where the ui skin menu opens when opening the
Note Options
section in the options menu. - Bug where the game would crash in the pause menu when
Prototype Title Screen
is on. - Bug where the game would crash when opening the ui skin menu with an invalid ui skin in your save data.
- Bug with anything that would normally open the 'application error' window that crashed on Linux.
- Bug where pause menu music wouldn't disappear after closing the menu.
- Bug where the game crashes when trying to load a song or week set that does not exist in story mode.
- Animations now play when character will idle is true like how they would in psych (aka animation fully plays then once it stops the character idles).
- That one bug where characters that dance left and right would be slower than needed at high bpms.
- Difficulty specific audio not playing in freeplay (Linux).
crochet
now links toConductor.crochet
instead ofConductor.stepCrochet
in lua (WARNING: This fix may accidentally break some obsecure scripts, to fix them use the newstepCrochet
variable instead).- Some alphabet font characters having the wrong name internally, causing them to not appear correctly in-game.
- Not being able to set note or strum angles in lua.
- Pause Menu now uses it's own camera so that it isn't affected by the game's ui zoom.
- Event Luas now have the
create()
function called on them just like the rest of the game's lua. - Crashes with sounds not having a
_transform
value while trying to use it. - Memory Counter reports correct values.
- Note splashes should now be antialiased properly.
- Lots of new built in events.
- Skip time option when charting.
- Change playback speed when charting,
- Bug where charts in psych extra keys would display the wrong key count.
- All cached assets should try and clear when changing states to hopefully help on memory leaks
- The window icon will change to the icon of the currently selected mod
- Sustains should no longer be able to be a negative value in the chart editor, causing rendering issues.
- Fixed a lime issue where audio could be muffled or low quality due to lime having a gain limiter on by default see FunkinCrew#3318
- Fixed an issue where the options menu music would not play.
Changed
- The option
Import Old Scores
is now inMisc
. - Optimized Note Splash spawning.
- Optimized Score text and Info text in PlayState.
- Pause menu music is now cached at the start of each song to prevent lag when opening the menu.
- Freeplay no longer has < > when the selected song has one difficulty.
- Info text now goes onto the time bar in the leather engine time bar style.
- Stage sprites that use the
beatHit
animation no longer are forced to play it every beat (if it's already playing it won't play until it's not). - Tutorial's camera zoom now acts like it does in base game* (not exactly the same, but close enough, and a less janky way as well).
- Some miscellaneous ui changes in-game.
- Revamped Animation Debug Menu.
- Results screen note graph now uses one texture for much better performance.
- Hitting 8 midsong will now bring you to animation debug
- Better tankman offsets
- Optimized all spritesheets
- Results screen now matches the one from vslice
- Softcoded all stages and characters
- Added support for voiid chronicles lua functions.
- HSV note shader to RGB note shader (may break some old ui skins)
- The time bar is now a group
- Updated polymod to 1.8.0
- All menu backgrounds are now recolored ingame.
- Story mode and freeplay will no longer crash when no weeks or songs are present.
- Window title is now named after the current mod rather than a text file.
- Sprites created with lua are now antialiased by default.
- Strums are now in a separate image from the notes (This might break mods overwriting the default ui skin)
- Stages should now work even when not in the
stageList
- Gf is now a group character, gf + speakers.
- Sustains now show the actual sustain texture.
- The mouse pointer will automatically hide itself during gameplay.
- The window title will show
(DEBUG)
when compiling to debug mode. - Note splash texture now uses the one from vslice.
- Using the
options
button in the pause menu now sends you to the full menu rather than a submenu.
Removed
- LeatherLogoBumpin
- Unused spritesheets
- Support for shaggy charts (The ones made in the kade engine 1.2 3 year old mod that nobody has touched in forever)
- Replays support (nobody used them and they caused a lot of overhead)
Full Changelog: https://github.com/Vortex2Oblivion/LeatherEngine/commits/0.5.0pre