| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Allow validator to ignore custom nodes | Star Rauchenberger | 16 hours | 1 | -0/+4 |
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| * | Fixed typos in the_advanced locations | Star Rauchenberger | 17 hours | 1 | -7/+13 |
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| * | Mark some doors as "latched" | Star Rauchenberger | 3 days | 1 | -1/+1 |
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| * | Annotate "worldport entrances" | Star Rauchenberger | 5 days | 3 | -2/+24 |
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| * | [Tools] Typo in header guard | Star Rauchenberger | 2025-09-22 | 1 | -1/+1 |
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| * | [Data] Annotate shuffleable ports | Star Rauchenberger | 2025-09-21 | 1 | -0/+15 |
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| * | [Data] Allow WALL solution to the_entry!OPEN | Star Rauchenberger | 2025-09-11 | 1 | -1/+2 |
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| * | [Data] Fixed connection target required door logic bugs | Star Rauchenberger | 2025-09-11 | 3 | -4/+73 |
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| * | Added door groups | Star Rauchenberger | 2025-09-07 | 3 | -0/+70 |
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| * | [Data] Strip unnecessary AP IDs | Star Rauchenberger | 2025-09-04 | 3 | -4/+147 |
| | | | | | This was causing issues in the client, specifically for The Ancient. | ||||
| * | Added progressive doors | Star Rauchenberger | 2025-09-01 | 3 | -0/+52 |
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| * | Handled cyan doors | Star Rauchenberger | 2025-08-31 | 1 | -0/+9 |
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| * | Changed how door location names are formatted | Star Rauchenberger | 2025-08-30 | 4 | -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 explicit | Star Rauchenberger | 2025-08-30 | 1 | -1/+0 |
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| * | Added control_center | Star Rauchenberger | 2025-08-27 | 3 | -1/+17 |
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| * | Added daedalus | Star Rauchenberger | 2025-08-24 | 1 | -0/+5 |
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| * | Added "endings" object type | Star Rauchenberger | 2025-08-20 | 3 | -1/+39 |
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| * | Added the_repetitive | Star Rauchenberger | 2025-08-18 | 1 | -10/+6 |
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| * | Validate that nodes in game files are used | Star Rauchenberger | 2025-08-18 | 7 | -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 times | Star Rauchenberger | 2025-08-17 | 3 | -1/+40 |
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| * | Minor changes for compiling on Windows | Star Rauchenberger | 2025-08-16 | 1 | -1/+1 |
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| * | Started writing a data validator | Star Rauchenberger | 2025-08-16 | 7 | -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). | |||||
