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* Added symbol shuffleStar Rauchenberger2025-09-091-0/+18
* Downgrade protobufStar Rauchenberger2025-09-081-0/+1
* Added door groupsStar Rauchenberger2025-09-071-0/+20
* [Data] Strip unnecessary AP IDsStar Rauchenberger2025-09-041-16/+61
* Added keyholder sanityStar Rauchenberger2025-09-021-0/+23
* Added progressive doorsStar Rauchenberger2025-09-011-33/+31
* Prevent assigning ap_id==0Star Rauchenberger2025-08-271-1/+1
* Added "endings" object typeStar Rauchenberger2025-08-201-0/+13
* Store IDs in a yaml fileStar Rauchenberger2025-08-191-9/+8
* Minor changes for compiling on WindowsStar Rauchenberger2025-08-161-1/+1
* Converted to proto2Star Rauchenberger2025-08-121-2/+1
* Assigned IDs for the_colorfulStar Rauchenberger2025-08-101-0/+12
* Added support for masteriesStar Rauchenberger2025-08-092-2/+32
* Assigned IDs for the_bearerStar Rauchenberger2025-08-091-0/+4
* Added special IDsStar Rauchenberger2025-08-071-0/+8
* Assign AP IDs to doors and panelsStar Rauchenberger2025-08-072-0/+181
olor: #bbbbbb } /* Text.Whitespace */ .highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */ .highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
# TODO: gallery painting
doors {
  name: "Double Letter Panel Blockers"
  type: ITEM_ONLY
  receivers: "Panels/Room 1/panel_3/visibilityListener"
  receivers: "Panels/Room 2/panel_3/visibilityListener"
  # TODO: honestly idk if this should even exist
  switches: "double_letters"
}
doors {
  name: "Second Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_1"
  panels { room: "First Room" name: "KOI" }
  location_room: "First Room"
}
doors {
  name: "Third Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_2"
  panels { room: "Second Room" name: "KOI" }
  location_room: "Second Room"
}
doors {
  name: "S1 Door"
  type: EVENT
  panels { room: "Third Room" name: "CULTS" }
  panels { room: "Third Room" name: "TURNS" }
  panels { room: "Third Room" name: "COINS" }
  panels { room: "Third Room" name: "INKS" }
  panels { room: "Third Room" name: "KNOTS" }
  panels { room: "Third Room" name: "LINKS" }
  panels { room: "Third Room" name: "LOCKS" }
  panels { room: "Third Room" name: "TOUCHES" }
  panels { room: "Third Room" name: "KOI" }
}
doors {
  name: "Colorful Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_6"
  panels { room: "First Room" name: "BISON" }
  panels { room: "First Room" name: "FISH" }
  panels { room: "First Room" name: "SHEEP" }
  panels { room: "First Room" name: "KOI" }
  panels { room: "First Room" name: "TUNA" }
  location_room: "First Room"
  location_name: "All Puzzles"
}
doors {
  name: "Congruent Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_5"
  panels { room: "Second Room" name: "BISON" }
  panels { room: "Second Room" name: "FISH" }
  panels { room: "Second Room" name: "SHEEP" }
  panels { room: "Second Room" name: "KOI" }
  panels { room: "Second Room" name: "TUNA" }
  location_room: "Second Room"
  location_name: "All Puzzles"
}
doors {
  name: "Double Sided Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/entry_4"
  panels { room: "First Room" name: "BISON" }
  panels { room: "First Room" name: "FISH" }
  panels { room: "First Room" name: "SHEEP" }
  panels { room: "First Room" name: "KOI" }
  panels { room: "First Room" name: "TUNA" }
  panels { room: "Second Room" name: "BISON" }
  panels { room: "Second Room" name: "FISH" }
  panels { room: "Second Room" name: "SHEEP" }
  panels { room: "Second Room" name: "KOI" }
  panels { room: "Second Room" name: "TUNA" }
}