| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Annotate Lavender Cubes as always item in daed only mode | Star Rauchenberger | 22 hours | 1 | -4/+2 |
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| * | Require keyholdersanity for daed only symbol shuffle | Star Rauchenberger | 47 hours | 1 | -0/+4 |
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| * | Validate restricted options when doing daed only mode daed-only | Star Rauchenberger | 47 hours | 1 | -1/+23 |
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| * | Start with Sun Symbol if doing daed only symbol shuffle | Star Rauchenberger | 48 hours | 1 | -1/+6 |
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| * | Ensure rainbow rooms entrance is always an item | Star Rauchenberger | 2 days | 1 | -1/+2 |
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| * | Worked on daed-only mode | Star Rauchenberger | 7 days | 1 | -13/+47 |
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| * | Remove debug statement | Star Rauchenberger | 2025-11-02 | 1 | -2/+0 |
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| * | (Almost) all panels are locations or connections now | Star Rauchenberger | 2025-11-01 | 1 | -2/+3 |
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| * | Removed some TODOs | Star Rauchenberger | 2025-10-26 | 1 | -1/+0 |
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| * | Added backwards compatibility with removed locations | Star Rauchenberger | 2025-10-26 | 1 | -1/+2 |
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| * | Fix gen failure with White Ending at 12 endings | Star Rauchenberger | 2025-10-25 | 1 | -5/+5 |
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| * | The Fuzzy is playable now | Star Rauchenberger | 2025-10-25 | 1 | -0/+8 |
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| * | Made White Ending customizable | Star Rauchenberger | 2025-10-25 | 1 | -9/+20 |
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| * | The Stellar is playable now | Star Rauchenberger | 2025-10-24 | 1 | -0/+2 |
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| * | The Crystalline is playable now (sorry) | Star Rauchenberger | 2025-10-23 | 1 | -0/+2 |
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| * | The Charismatic is playable now | Star Rauchenberger | 2025-10-23 | 1 | -0/+2 |
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| * | Added "Enable Gift Maps" option | Star Rauchenberger | 2025-10-23 | 1 | -0/+3 |
| | | | | | Only supports The Advanced so far. Also added the mastery to The Advanced. Location listeners are now created after any map edits are made since some locations may require custom nodes (like The Advanced's mastery). | ||||
| * | Make icarus optional | Star Rauchenberger | 2025-10-22 | 1 | -6/+49 |
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| * | Fixed deep copy when merging requirements | Star Rauchenberger | 2025-10-17 | 1 | -4/+4 |
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| * | Added button to get logical path | Star Rauchenberger | 2025-10-04 | 1 | -0/+2 |
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| * | Minor import tweaks | Star Rauchenberger | 2025-10-02 | 1 | -1/+1 |
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| * | Don't create a location for your ending | Star Rauchenberger | 2025-09-29 | 1 | -6/+3 |
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| * | Treat local letters as items for tracker | Star Rauchenberger | 2025-09-27 | 1 | -6/+7 |
| | | | | | Local letters are now synced with datastorage, so they transfer to other computers like regular items would, and the tracker also now waits until you collect local letters before showing what they give you in logic. | ||||
| * | [Apworld] Added worldport shuffle | Star Rauchenberger | 2025-09-22 | 1 | -2/+2 |
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| * | [Apworld] Fix indirect conditions for deep reqs | Star Rauchenberger | 2025-09-16 | 1 | -0/+23 |
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| * | [Apworld] Fixed reqs simplification mutating common objects | Star Rauchenberger | 2025-09-16 | 1 | -4/+9 |
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| * | [Apworld] Added compatability for python 3.11 | Star Rauchenberger | 2025-09-13 | 1 | -1/+1 |
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| * | [Apworld] Some access checking optimizations | Star Rauchenberger | 2025-09-12 | 1 | -1/+52 |
| | | | | | | | | | | | | | | | | | | | | | | | Letter requirements in OR logic (which is the main thing OR logic is used for) is simplified now. Any requirement within the OR logic that is redundant with the top level requirement now has the redundant letters removed. If a clause in a disjunction becomes empty due to this, the disjunction can be removed. Additionally, if all of the clauses in a disjunction are identical, then they can be merged into the top level requirement. I manually verified that every requirement that is affected by this simplification looks correct. Region objects are also now used in access checking instead of looking up the regions by name during access checking. This is a little faster for access checks that involve a lot of rooms, such as the Maze Gravestone. Finally, locations no longer check for access to the region the location is in, and connections no longer check for access to the source region, because these are both implied by how the graph works. | ||||
| * | Added gallery painting shuffle | Star Rauchenberger | 2025-09-12 | 1 | -0/+3 |
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| * | [Apworld] Handle complete_at > 1 | Star Rauchenberger | 2025-09-12 | 1 | -4/+39 |
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| * | Added symbol shuffle | Star Rauchenberger | 2025-09-09 | 1 | -17/+37 |
| | | | | | | Also fixed unlocked letters + any double letter cyan doors, and tweaked some logic related to important panels with symbols on them. | ||||
| * | Made sure the apworld unit tests pass | Star Rauchenberger | 2025-09-08 | 1 | -1/+5 |
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| * | Added lavender cubes logic | Star Rauchenberger | 2025-09-08 | 1 | -0/+3 |
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| * | Add cyan door behavior option | Star Rauchenberger | 2025-09-08 | 1 | -10/+26 |
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| * | Added door groups | Star Rauchenberger | 2025-09-07 | 1 | -6/+29 |
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| * | [Apworld] Added letter shuffle | Star Rauchenberger | 2025-09-06 | 1 | -26/+83 |
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| * | Added keyholder sanity | Star Rauchenberger | 2025-09-02 | 1 | -0/+9 |
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| * | Added progressive doors | Star Rauchenberger | 2025-09-01 | 1 | -3/+24 |
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| * | [Apworld] Better handling of White Ending | Star Rauchenberger | 2025-08-31 | 1 | -2/+14 |
| | | | | | | It now has the correct logic, and also no location will be created for it. | ||||
| * | Handled cyan doors | Star Rauchenberger | 2025-08-31 | 1 | -1/+6 |
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| * | Changed how door location names are formatted | Star Rauchenberger | 2025-08-30 | 1 | -1/+1 |
| | | | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented. | ||||
| * | [Apworld] Require CC access + letters for CC color doors | Star Rauchenberger | 2025-08-30 | 1 | -0/+4 |
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| * | Letter requirements in apworld | Star Rauchenberger | 2025-08-27 | 1 | -4/+42 |
| | | | | | Also fixed or logic so everything actually works now. | ||||
| * | Set apworld victory condition | Star Rauchenberger | 2025-08-27 | 1 | -25/+35 |
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| * | Implemented complete_at=1 in the apworld | Star Rauchenberger | 2025-08-20 | 1 | -3/+11 |
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| * | Maps have display names now | Star Rauchenberger | 2025-08-20 | 1 | -0/+4 |
| | | | | | Also added endings to the apworld. | ||||
| * | Assigned IDs for the_gold, the_graveyard, and the_great | Star Rauchenberger | 2025-08-14 | 1 | -1/+1 |
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| * | Fixed some issues with door logic | Star Rauchenberger | 2025-08-14 | 1 | -5/+25 |
| | | | | | | | If a door is shuffled, the door's item should be used in connections and in requirements specified by panels, ports, paintings, and other doors. However, the original requirements still need to be used for locations. | ||||
| * | Assigned IDs for the_gallery | Star Rauchenberger | 2025-08-13 | 1 | -0/+4 |
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| * | Converted to proto2 | Star Rauchenberger | 2025-08-12 | 1 | -4/+4 |
| | | | | | | | | | | | | | | | | | | This will let us use an older version of protobuf in Python, and allows us to use the Godot protobuf implementation at all. Scalar fields with custom defaults in data.proto were changed to not have a default, because Godot doesn't handle it properly. The equivalent fields in human.proto still have the defaults, and datapacker copies the default value in if necessary. The Panel message in data.proto was also renamed to PanelData because otherwise it conflicts with the native Godot class named Panel. The double field in Letter was renamed to level2, because Godot couldn't handle it well. Finally, common.proto was removed and its contents were moved into data.proto, which allows us to generate code for Python without needing to edit it. NOTE: I had to slightly modify the Godot protobuf code generator. I'll need to upload that somewhere. | ||||
