- Fix a bug where nametags could be seen when the player is not in view
- Make nametags use the head Y value at all times
- fixed djui_hud_world_pos_to_screen_pos in some screen sizes with RESOLUTION_DJUI
- made djui_hud_world_pos_to_screen_pos calculate viewport offset (for the credits)
to address the grand star late join model bug that can happen with mods like omm.
the bug happened when players have different dynos packs, and during a late join, the model ids are relied on to be the same.
dynos packs can offset the available model ids, therefore desyncing the model used on late join.
This is a temporary fix for a much larger issue in commit 3dd9226bc9
The problem is data sizes. The min function was being treated as a different data size since its no longer using the type agnostic macros.
* Add Mod Categories
* Update French Translation
take 3, hope this coauthor works frfr
Co-Authored-By: Skeltan <110261917+Skeltan@users.noreply.github.com>
* Add "All" option
* Portugese translation
Co-Authored-By: Mechstreme <84944335+Mechstreme@users.noreply.github.com>
* Add Categorias to purtugese
Co-Authored-By: Mechstreme <84944335+Mechstreme@users.noreply.github.com>
* Update French.ini
Co-Authored-By: Skeltan <110261917+Skeltan@users.noreply.github.com>
* Free category from memory
* Update German Language
Co-Authored-By: DMMaster636 <86197998+DMMaster636@users.noreply.github.com>
* Add CS mod category
* Make built in character select mods use CS category
* Remove main Character Select mod from having category entry
CS has its own github repo so gonna let Squishy handle that
* Add all translations using DeepL
* Forgot to remove that
* Actually translate the italian language lol
* Remove uneccessary translation comments
* Ok, now I actually saved all the files, so this should work now :D
---------
Co-authored-by: Skeltan <110261917+Skeltan@users.noreply.github.com>
Co-authored-by: Mechstreme <84944335+Mechstreme@users.noreply.github.com>
Co-authored-by: DMMaster636 <86197998+DMMaster636@users.noreply.github.com>
- mouse clicks registered even when the game doesn't have focus
- generally, `SDL_GetMouseState()` and `SDL_GetRelativeMouseState()` functions will not work with the `DXGI` backend, so that's why custom logic exists in `"src/pc/controller/controller_mouse.c"`
- fixing this issue required adding explicit checks for `(GetFocus() == game_window)`
- mouse clicks being registered immediatelly once the window receives focus
- added a check to match the logic of the "SDL2 / OpenGL" version: 1st mouse click only activates the focus, then any following mouse buttons are processed as usual
- detecting whether the primary and secondary mouse buttons were swapped
- `GetKeyState()` seems to work better than `GetAsyncKeyState()` because it does not require extra conditional statement like `(GetSystemMetrics(SM_SWAPBUTTON) != FALSE)`, and also from testing it seems the game will not receive an input when user clicks away to choose a different window
* PvP Rework
This rearranges the damages of last PR. The underused attacks should still see some buffs.
* Adjust how punches apply invincibility
Also increase punch invincibility timer to 12
* EmeraldLoc's easy suggestions
* Rework punching pvp
Punching no longer reduces invincibility frames. Instead, punches can ignore knockback invincibility and the full punch punch kick combo can be done.
* Adjust numbers
Breakdances should not deal 3 damage
* Potential fix for more common tripping
"Trip" here refers to 1 damage kicks
* Add temporary invincibility to rollouts
This is a test to see how different pvp feels with this change. Suggestion by sausrelics.
* Fix invincibility
* Prevent low damage/low knockback kicks altogether
* Update ignored attack list
* Allow dives to be attacked by most actions
A lot of people don't want dives to be entirely invincible and some suggested to make dives be able to only pierce through jump kicks
* Slightly nerf kick knockback
Suggestion by emily
* Rework dive piercing
Instead of all actions being able to hit dives other than jumpkicks, now only slidekicks (and ground pounds) can hit dives.
* Mild kick knockback increase from nerf
* Change direct equality to checking flag
* Decrease dive and punch knockback
* Prevent trades against dives with slidekicks
* Revert "Prevent trades against dives with slidekicks"
This reverts commit 2a2c3266a7.
* Allow ground pounds to always hit a sliding player
* Add server setting to change pvp
* Add pvp settings to config
* Add selection to menu
* Fix issues + autogen
* Rewrite goto statement to not use goto
* Unhardcode exclamation boxes
Part 1 of creating custom exclamation boxes
* Add `set_exclamation_box` and `get_exclamation_box`
Part 2 of creating custom exclamation boxes
* Exclamation box docs
Part 3 of creating exclamation boxes, although this was entirely optional
* Safety check
* Add a warning
* Remake component check
* Update warnings
* Check for subtables not being tables
* Reduce exclamation box size
This matches how many contents could exist in vanilla due to its hardcoded id 99 check. This check allows me to reasonably assume that no romhacks have more than 99 custom contents. Other mods that may use this function really shouldn't need more than 99 contents either.