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path: root/ArchipelagoManager.cs
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* Entrance randomizer stuffStar Rauchenberger2025-03-011-0/+22
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* Send goal in raymarchitectureStar Rauchenberger2025-02-241-0/+10
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* Created basic notificationsStar Rauchenberger2025-02-241-0/+18
| | | | They don't look great yet but hey we can see items being sent out or received in game now!
* Add support for lasersStar Rauchenberger2025-02-231-0/+1
| | | | The three lasers in Blue are item locked, and the laser in Akshardham requires you to have planted all other god cubes in order to activate.
* A bunch of thingsStar Rauchenberger2025-02-231-0/+1
| | | | | | | | - Requirement decisions now have three states: yes, no, and maybe. Maybe means that the state of the game object in question hasn't been detected yet, so acting on the event that checked the requirement should be deferred. This was intended to fix the inverted pad checks in Pyramid, but it does not seem to have worked. Questioning reverting this part. - Fixed the doors in W018. - Smoke walls now work, sort of. If the cube is still on the pad, loading the game in that room will cause the wall to close (leaving and re-entering the room dismisses it thought). Putting the cube back on the pad will also close it again. Need to fix later. - More patches that record gameplay state without interaction from the player and call listeners for those objects. e.g. buttons getting pressed by the game when loaded in, as opposed to when pressed by the player. Pads have been tweaked like this too. - When opening a door, the mod now also invokes the animator. This fixes the problem where doors would appear to be closed when re-entering a room, even though you could still walk through them.
* Mapped out most of the gameStar Rauchenberger2025-02-221-44/+24
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* Opening a door via an item!Star Rauchenberger2025-02-201-0/+133