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CYF v0.6.2.2 (#43)
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#Bug Fixes

 * Engine:
   * Fixed fullscreen for Mac!
   * Fixed the Mods folder not working properly for Mac
   
 * Battle / Mods:
   * Fixed the hitbox debugger in fullscreen
   * Fixed `SetButtonLayer` not actually setting the layer of the buttons (lol)
   * Fixed not being able to change the player's properties before `EncounterStarting`
   * Moving Player.sprite will now update the Player's hitbox
   * Fixed an oddly specific error (from calling `State("ITEMMENU")` from a state in which the default text manager was inactive, like "DEFENDING" or "NONE")
 
 * Text Commands:
   * Fixed a bug where having a "[" without a matching "]" would crash CYF
   * `[w:#]` no longer ignores `[instant]`
   * Fixed a bug where setting `playerskipdocommmand` to true would completely disable text skipping
   * Fixed an oversight involving strings such as "Hello [func:DEBUG,hi][noskip]" executing "[noskip]" instantly
 
 * Text Objects:
   * `Text.allLinesComplete` no longer throws an error if the text object has been destroyed
 
 * The Input Object:
   * Fixed `Input.MousePosX` and `Input.MousePosY` being able to go past 640x480 in fullscreen
 
 * Bullets:
   * Fixed projectile layers being almost completely broken (returning the wrong name for the default layer, "messing up" the names of projectile layers, not letting you move a bullet back to the default layer)
   * Fixed the player being able to call `bullet.sprite.Remove()` or `bullet.sprite.Dust(..., true)`
   * Some optimizations to bullet hitboxes and calculations
 
 * The Inventory Object:
   * Fixed calling `Inventory.AddCustomItems` twice removing all items added the first time
   * Fixed the error message for calling `Inventory.SetInventory` without calling `Inventory.AddCustomItems` first: it described the wrong problem
 
 * Game Over screen:
   * Fixed the text in the Game Over screen being positioned incorrectly
   * Fixed a bug where using `[func:x]` in the Game Over screen would crash CYF
 
 * The Overworld:
   * Fixed some overworld functions crashing on call if used when entering a new map
   * Fixed `General.GameOver` crashing CYF instantly
   * Fixed `General.GameOver` causing the player to mysteriously vanish
   * Fixed inconsistencies between the Overworld's playing music track and the game over track
   * Fixed a bug where pressing C to open the menu just before a map fades in will push you back to the previous map

#Changes

 * Engine:
   * Added a "window scale" option for users with large monitors
   * Playing in Retrocompatibility mode will now enable the DOGTEST items for compatibility with Unitale mods
   * The Player's hp now acts like an integer in retromode, so mods like Alphys NEO don't set the player's HP to numbers like 16.00035
   * Trying to move removed bullets in retromode no longer throws an error, as it "worked" in Unitale
 
 * Mod select screen:
   * You no longer have to restart CYF to update a mod's preview screen
   * The mod select screen now wraps going left and right
   * Rewrote some text in the options menu
 
 * Battles:
   * Fleeing now has a 50% chance to fail, as in Undertale
   * Added a new variable, `fleesuccess`, which allows you to force the player's attempts to flee to fail or succeed
 
 * Arena:
   * Added `Arena.Hide()` and `Arena.Show()`, which control the Arena's visibility, without actually removing it or its boundaries
 
 * Text Commands:
   * `[speed:#]` now works as intended, instead of typing N characters every 4 frames. See the documentation for details
   * Made `[instant]` able to be stopped, at which point the text will continue typing
   * Made `[instant:allowcommand]` work exactly the same as `[instant]`, but without ignoring commands
     (this is what the Docs have always said this should do, but it never has done this)
   * Made `[instant:stop]` cancel `[instant]` and `[instant:allowcommand]` and resume typing
   * Made `[instant:stopall]` cancel `[instant]`, `[instant:allowcommand]` and Player skips, and resume typing
 
 * Text Objects:
   * The first argument of `Text.CreateText` can now be a single string
   * Removed `Text.SetPivot`, as it was found to not work
 
 * The Overworld:
   * The UI will now automatically re-position itself to the top of the screen to avoid covering up the player (as it does in Undertale)
   * Added an optional argument to `General.SetDialog` and `General.SetChoice`, which lets you choose which side of the screen to have the text box on
 
 * Documentation:
   * Fixed some misinformation about `Player.Hurt`, `Audio.PlaySound`, `script.Call`, the Game Events and Special Variables pages, and some of the Overworld pages
 
 * Moonsharp (ADVANCED USERS ONLY):
   * Added `debug.getinfo` (not 100% perfect, but it didn't exist before now)
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Eir-nya authored and RhenaudTheLukark committed Jan 11, 2019
1 parent 0da195d commit e031e14
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Showing 59 changed files with 1,220 additions and 395 deletions.
2 changes: 1 addition & 1 deletion .gitignore
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Expand Up @@ -66,4 +66,4 @@ sysinfo.txt
/.vs/*
/.vscode/*
/.bin/*
/.github
/.github
4 changes: 2 additions & 2 deletions Assets/Mods/Examples/Lua/Events/CharacterSelector.lua
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Expand Up @@ -12,10 +12,10 @@ local fadeCount = 1

function EventPage0()
NewAudio.CreateChannel("CharSelect")
Screen.DispImg("px", 1, 320, 240, 255, 255, 255, 255)
Screen.DispImg("px", 1, 320, 240, 0, 0, 0, 255)
background = Event.GetSprite("Image1")
background.Scale(640, 480)
Screen.DispImg("px", #animationKeys * 3 + 2, 320, 240, 255, 255, 255, 255)
Screen.DispImg("px", #animationKeys * 3 + 2, 320, 240, 0, 0, 0, 255)
foreground = Event.GetSprite("Image17")
foreground.Scale(640, 480)
player = Event.GetSprite("Player")
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4 changes: 2 additions & 2 deletions Assets/Mods/Examples/Lua/Events/Secret/CharacterSelector1.lua
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Expand Up @@ -42,10 +42,10 @@ function EventPage0()
end
lastEnabled = currentChar
NewAudio.CreateChannel("CharSelect")
Screen.DispImg("px", 1, 320, 240, 255, 255, 255, 255)
Screen.DispImg("px", 1, 320, 240, 0, 0, 0, 255)
background = Event.GetSprite("Image1")
background.Scale(640, 480)
Screen.DispImg("px", 4 * #animationKeys + 2, 320, 240, 255, 255, 255, 255)
Screen.DispImg("px", 4 * #animationKeys + 2, 320, 240, 0, 0, 0, 255)
foreground = Event.GetSprite("Image" .. (4 * #animationKeys + 2))
foreground.Scale(640, 480)
local playerSprite = Event.GetSprite("Player")
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Binary file modified Assets/Mods/Examples/Sprites/overworld example.png
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6 changes: 3 additions & 3 deletions Assets/Scenes/Battle.unity
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24 changes: 11 additions & 13 deletions Assets/Scenes/Disclaimer.unity
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Expand Up @@ -366,8 +366,8 @@ RectTransform:
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Expand Down Expand Up @@ -587,8 +587,8 @@ RectTransform:
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Expand Down Expand Up @@ -852,8 +852,8 @@ RectTransform:
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2 changes: 1 addition & 1 deletion Assets/Scenes/EnterName.unity
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