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* Added wss supportStar Rauchenberger2023-05-051-7/+23
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* Bump version v0.4.0Star Rauchenberger2023-05-051-1/+1
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* THE MASTER requirement can now be set by the playerStar Rauchenberger2023-05-052-0/+16
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* Create "The Wanderer"Star Rauchenberger2023-05-051-0/+59
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* Bump version v0.3.1Star Rauchenberger2023-04-291-1/+1
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* Increased max in buffer sizeStar Rauchenberger2023-04-292-11/+6
| | | | Horray! We don't have to hardcode games not to download.
* Provide status updates on the connection processStar Rauchenberger2023-04-292-0/+18
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* Don't download datapackages for big gamesStar Rauchenberger2023-04-291-2/+11
| | | | Godot's websocket packet size limit can't be changed in 3.5, which is annoying.
* Bump version v0.3.0Star Rauchenberger2023-04-281-1/+1
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* Iceland Trap now lasts 60 secondsStar Rauchenberger2023-04-281-1/+1
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* Progressive Art Gallery and Hallway RoomStar Rauchenberger2023-04-284-15/+84
| | | | Also, Art Gallery is now changed a little in doors mode. The backroom is always available so that you have access to the previous floors at all times. The paintings in the backroom do not appear until you have the floor unlocked. ORDER is also blocked off until you get the fifth floor.
* Increased settings screen field font sizeStar Rauchenberger2023-04-281-0/+9
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* Item names are colored by type in messagesStar Rauchenberger2023-04-282-40/+70
| | | | The messages node is now a vertical box container with individual RichTextLabels for each line.
* Bump version v0.2.3Star Rauchenberger2023-04-261-1/+1
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* Fixed handshake failure from too-large data packagesStar Rauchenberger2023-04-262-6/+13
| | | | The needed datapackages are requested one-by-one, now.
* Bump version v0.2.2Star Rauchenberger2023-04-241-1/+1
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* Renamed cache directoryStar Rauchenberger2023-04-241-2/+2
| | | | When it was just "archipelago", the names showed up in the file load list if you clicked load game, which gave people the impression that they were actual save files.
* Fix THE END locationStar Rauchenberger2023-04-231-1/+6
| | | | The THE END location did not function properly before. Because THE END is not in Panels (it's in Decorations), node lookup did not work right before and the THE END location ended up using the panel from the previous location, which was ENTER (fifth floor orange). This fixes that lookup so that the location works correctly.
* Bump version v0.2.1Star Rauchenberger2023-04-221-1/+1
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* Fixed effects timer not disappearingStar Rauchenberger2023-04-221-0/+1
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* Bump version v0.2.0Star Rauchenberger2023-04-221-1/+1
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* Added trapsStar Rauchenberger2023-04-223-1/+102
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* Never mind, we are not shuffling the mandatory wall snipesStar Rauchenberger2023-04-211-9/+0
| | | | It would complicate logic too much because of ZERO needing to become a black puzzle. We can still shuffle the puzzles near these, though.
* Client now shows a version numberStar Rauchenberger2023-04-213-8/+13
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* OPEN and FOURTH are now displaced as wellStar Rauchenberger2023-04-211-2/+6
| | | | Now all three mandatory wall-snipes (and their adjacent panels) can be shuffled in panel shuffle mode.
* Messages get queued up now if there are too manyStar Rauchenberger2023-04-201-7/+26
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* Returning to main menu now disconnectsStar Rauchenberger2023-04-203-5/+18
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* Disable connect button while connectingStar Rauchenberger2023-04-203-1/+19
| | | | Pressing back now also halts the connection.
* shrugStar Rauchenberger2023-04-201-1/+1
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* Show error message if failure to connectStar Rauchenberger2023-04-203-4/+82
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* Progressive Orange Tower now says which floor you gotStar Rauchenberger2023-04-201-0/+3
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* Art gallery ORDER is now set to the randomized subpanelsStar Rauchenberger2023-04-191-0/+11
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* Move ZERO in front of the black wallStar Rauchenberger2023-04-191-0/+6
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* Signs get updated in panel shuffle modeStar Rauchenberger2023-04-191-1/+5
| | | | Palindromes room is fixed now too.
* Set some more static panelsStar Rauchenberger2023-04-191-14/+19
| | | | Also added the entry room panels back into the pool so that their values can still show up on other panels in panel shuffle mode.
* Disabled ending/levelchangingStar Rauchenberger2023-04-183-0/+16
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* Set up some static panelsStar Rauchenberger2023-04-181-0/+24
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* Added painting shufflingStar Rauchenberger2023-04-184-2/+283
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* Implemented panel shuffleStar Rauchenberger2023-04-162-1/+68
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* Implemented color shuffleStar Rauchenberger2023-04-166-4/+78
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* Added support for THE MASTER as the goalStar Rauchenberger2023-04-162-5/+15
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* Added death linkStar Rauchenberger2023-04-151-0/+28
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* Sent items are now displayedStar Rauchenberger2023-04-151-5/+49
| | | | Both sent and received items display player names now. Hints are displayed. Fixed a bug where partially downloading datapackages would overwrite already-downloaded ones.
* Previous change broke progressive orange towerStar Rauchenberger2023-04-141-1/+1
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* Receiving items shows the right name nowStar Rauchenberger2023-04-141-30/+46
| | | | (Sending checks doesn't)
* Created rudimentary message displayStar Rauchenberger2023-04-143-9/+103
| | | | | | It shows when the player sends a location or receives an item. Currently it just shows IDs instead of names. We need to download all data packages so that we can read the names. We are also currently queueing a message when we send a location, which isn't the best because if that location turns out to contain an item for us, we'll get two messages. It would be better to hold off until we receive a PrintJSON message describing the location that was sent out. We also now cache the ID of the most recently processed item, so that on relaunch we know which items are new and should be announced.
* Getting THE END marks you as completedStar Rauchenberger2023-04-142-0/+10
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* Fixed doubling up of progressive items on relaunchStar Rauchenberger2023-04-141-1/+4
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* Handle Progressive Orange TowerStar Rauchenberger2023-04-131-0/+12
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* Save file name is now generated from AP dataStar Rauchenberger2023-04-132-0/+9
| | | | The name used on the new game screen no longer matters.