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* [Client] Handle cyan door behaviorStar Rauchenberger2025-09-082-19/+52
| | | | Player still needs to leave and re-enter the map for "any double letter" value.
* [Client] Handle grouped doors / shuffled CC doorsStar Rauchenberger2025-09-071-0/+17
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* [Client] Location scouting for lettersStar Rauchenberger2025-09-065-8/+89
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* [Client] Handle letter shuffleStar Rauchenberger2025-09-069-15/+345
| | | | Cyan doors are not handled properly yet.
* [Client] Client pause mode?Star Rauchenberger2025-09-051-0/+2
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* [Client] Maybe for real fixed the crash on connectStar Rauchenberger2025-09-051-2/+1
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* [Client] Fixed external names in messages popupStar Rauchenberger2025-09-041-8/+8
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* [Client] Handle roof access optionStar Rauchenberger2025-09-042-1/+3
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* [Client] Handle keyholder sanityStar Rauchenberger2025-09-022-2/+28
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* [Client] Handle progressive doorsStar Rauchenberger2025-09-017-63/+99
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* [Client] Fix intermittent crash on connectStar Rauchenberger2025-09-011-1/+1
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* [Client] Display message when goalingStar Rauchenberger2025-09-011-0/+2
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* [Client] Handle triggering goalStar Rauchenberger2025-09-015-3/+51
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* [Client] Batch sending locations on map loadStar Rauchenberger2025-08-313-1/+27
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* [Client] Restrict Daedalus roof accessStar Rauchenberger2025-08-311-0/+50
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* [Client] Keyholders in locationsStar Rauchenberger2025-08-311-0/+19
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* [Client] Handle locations needing specific answersStar Rauchenberger2025-08-301-2/+9
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* [Client] Potentially fixed crash when loading corrupted localdataStar Rauchenberger2025-08-302-6/+4
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* [Client] Added textclientStar Rauchenberger2025-08-294-0/+145
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* [Client] Save connection settings to diskStar Rauchenberger2025-08-292-2/+37
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* [Client] Last received item is rememberedStar Rauchenberger2025-08-291-1/+33
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* [Client] Added ending locationsStar Rauchenberger2025-08-293-0/+22
| | | | Getting an ending (other than White) also does not send you to the credits.
* [Client] Added mastery checksStar Rauchenberger2025-08-291-0/+12
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* [Client] Various fixesStar Rauchenberger2025-08-296-13/+101
| | | | | - Locations count puzzles in a map that are already solved. - Item-controlled paintings, animation listeners, and teleport listeners are handled properly.
* [Client] Added messages overlayStar Rauchenberger2025-08-284-6/+166
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* Client is starting to work!Star Rauchenberger2025-08-2812-0/+1269
ass="n">symbol_solvable symbol_solvable = true if panel_logic == null: # There's no logic for this panel. return var ap = global.get_node("Archipelago") if not ap.shuffle_symbols: # Symbols aren't item-locked. return var gamedata = global.get_node("Gamedata") for symbol in panel_logic.get_symbols(): var item_name = gamedata.kSYMBOL_ITEMS.get(symbol) var item_id = gamedata.objects.get_special_ids()[item_name] if ap.client.getItemAmount(item_id) < 1: symbol_solvable = false break if symbol_solvable != old_solvable: if symbol_solvable: setField("clue", clue) setField("symbol", symbol) setField("answer", answer) else: quad_mesh.surface_set_material(0, black) get_node("Hinge/clue").text = "missing" get_node("Hinge/answer").text = "symbols" func checkSolvable(key): checkSymbolSolvable() if not symbol_solvable: return false return super.checkSolvable(key) func evaluateSolvability(): checkSolvable("") func passedInput(key, skip_focus_check = false): if not symbol_solvable: return super.passedInput(key, skip_focus_check) func focus(): if not symbol_solvable: has_focus = false return super.focus() func unfocus(): if not symbol_solvable: has_focus = false return super.unfocus()