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* Handled cyan doorsStar Rauchenberger6 days1-2/+1
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* Changed how door location names are formattedStar Rauchenberger7 days2-2/+0
| | | | | | | | | | | | | | | | | | 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.
* Added the_treeStar Rauchenberger11 days1-2/+1
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* Added the_three_doorsStar Rauchenberger11 days1-1/+1
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* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-2/+2
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added "endings" object typeStar Rauchenberger2025-08-201-1/+4
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* Validate that nodes in game files are usedStar Rauchenberger2025-08-181-0/+5
| | | | You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet.
* Added the_linearStar Rauchenberger2025-08-151-1/+1
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* Added the_greatStar Rauchenberger2025-08-141-5/+5
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* Added the_graveyardStar Rauchenberger2025-08-144-0/+59