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* Allow validator to ignore custom nodesStar Rauchenberger2025-10-231-0/+4
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* Fixed typos in the_advanced locationsStar Rauchenberger2025-10-231-7/+13
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* Mark some doors as "latched"Star Rauchenberger2025-10-201-1/+1
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* Annotate "worldport entrances"Star Rauchenberger2025-10-193-2/+24
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* [Tools] Typo in header guardStar Rauchenberger2025-09-221-1/+1
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-211-0/+15
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* [Data] Allow WALL solution to the_entry!OPENStar Rauchenberger2025-09-111-1/+2
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* [Data] Fixed connection target required door logic bugsStar Rauchenberger2025-09-113-4/+73
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* Added door groupsStar Rauchenberger2025-09-073-0/+70
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* [Data] Strip unnecessary AP IDsStar Rauchenberger2025-09-043-4/+147
| | | | This was causing issues in the client, specifically for The Ancient.
* Added progressive doorsStar Rauchenberger2025-09-013-0/+52
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* Handled cyan doorsStar Rauchenberger2025-08-311-0/+9
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* Changed how door location names are formattedStar Rauchenberger2025-08-304-214/+315
| | | | | | | | | | | | | | | | | | 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.
* [Data] Made proxies with the same answer as the panel explicitStar Rauchenberger2025-08-301-1/+0
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* Added control_centerStar Rauchenberger2025-08-273-1/+17
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* Added daedalusStar Rauchenberger2025-08-241-0/+5
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* Added "endings" object typeStar Rauchenberger2025-08-203-1/+39
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* Added the_repetitiveStar Rauchenberger2025-08-181-10/+6
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* Validate that nodes in game files are usedStar Rauchenberger2025-08-187-4/+122
| | | | 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.
* Validate that node paths aren't used multiple timesStar Rauchenberger2025-08-173-1/+40
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* Minor changes for compiling on WindowsStar Rauchenberger2025-08-161-1/+1
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* Started writing a data validatorStar Rauchenberger2025-08-167-0/+840
Currently, it can check whether identifiers point to non-existent objects, or whether multiple objects share the same identifier. It can also determine whether an identifier is underspecified (e.g. a door doesn't specify a room, or a global connection doesn't specify a map).
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