github TeamREPENTOGON/REPENTOGON 1.0.9

latest releases: v1.1.0-testing-launcher-18, v1.1.0-testing-launcher-17, v1.1.0-testing-launcher-16...
17 months ago

Modified:

  • Callbacks:
    • MC_PRE_PLAYERHUD_TRINKET_RENDER: now provides [Vector] CropOffset parameter and accepts CropOffset vector in the return table.
  • EntityPlayer:
    • AddInnateCollectible() now uses a system separate from item wisps, still doesn't save on game exit though!
    • Change to HasCollectible and GetCollectibleNum:
      new optional boolean (IgnoreSpoof), ignores collectible block when set to true
  • Game:
    • ShowGenericLeaderboard no longer fades to main menu
  • PersistentGameData:
    • TryUnlock now accepts an optional boolean to prevent popping up with the achievement paper for modded achievements

Additions:

  • Game:
    • SetDizzyAmount(amount, intensity)
    • GetDizzyAmount()
  • PlayerManager:
    • AnyPlayerTypeHasTrinket(PlayerType, TrinketType, IgnoreModifiers = false)
    • AnyPlayerTypeHasCollectible(PlayerType, CollectibleType, IgnoreModifiers = false)
  • Lootlist:
    • constructor
    • PushEntry(Type, Variant, SubType, Seed = Random(), RNG = nil)
    • GetEntries
  • LootListEntry:
    • [Get]Type/Variant/SubType/Seed/RNG
  • EntityPlayer:
    • Get/SetBombPlaceDelay
    • Get/SetBloodLustCounter
    • GetSpoofedCollectiblesList
    • New functionality for blocking items:
      BlockCollectible(int itemID)
      UnblockCollectible(int itemID)
      IsCollectibleBlocked(int itemID)
    • HasGoldenTrinket
    • Get/SetHallowedGroundCountdown
  • EntityTear:
    • GetTearHaloSprite
    • GetTearEffectSprite
    • GetDeadEyeSprite
    • ResetSpriteScale(bool Force) - New optional "force" boolean, when set to true forces the tear to re-evaluate which scale animation it should be playing
  • EntityPickup:
    • GetLootList(ShouldAdvance = false)
    • GetPickupGhost
    • UpdatePickupGhosts
  • EntityNPC:
    • GetFireplaceLoot
    • GetShopkeeperLoot
  • EntityFamiliar:
    • [Get/Set]MoveDelayNum
  • ItemConfigItem:
    • HasCustomTag
    • GetCustomTags
  • Input:
    • GetDeviceNameByIdx
  • Isaac:
    • Get/SetDwmWindowAttribute (for use with new DwmWindowAttributes enum)
    • Get/SetWindowTitle (appends text to our title as to avoid confusion)
    • SetIcon(int/string,bool) (takes a 0/1 int or a path to .ico file, bool bypasses the 16x16 resolution cap)
  • Game
    • SetBloom
  • Console:
    • Added a popup error when a script ran by luamod errors, highlighting the last error thrown, to prevent it from being instantly buried
  • Isaac:
    • StartNewGame(int playertype, int challenge, int difficulty, int seed), allows starting the game from within the main menu
  • MenuManager:
    • SetInputMask(int mask) for use with the new ButtonActionBitwise enum, selectively allows/disallows the game's menu read certain inputs, useful for custom menus
    • GetInputMask()
  • MinimapState Enum:
    • Used for Minimap.SetState() and Minimap.GetState().
  • RoomConfig:
    RoomConfig:GetStage(StbType)
  • RoomConfigStage
    • Get/Set DisplayName, Suffix, PlayerSpot, BossSpot, Music, Backdrop
    • GetRoomSet(Mode)
  • RoomConfigSet:
    • Acts like other ArrayProxy classes, but for RoomConfigRoom
    • __len and Get method, Size const variable
  • Level
    • Set/GetGreedWavesClearedWithoutRedHeartDamage: you read that right, finally, the highly requested function is here!
  • Cutscenes
    • Support for custom music for the music attribute on cutscenes.xml
  • NightmareScene
    • GetPlayerExtraPortraitSprite
  • RoomTransition
    • GetPlayerExtraPortraitSprite
  • Sprite
    • SetCustomShader(string Path) - Overrides only the default ColorOffset shader. Path starts at .../resources/ and expects to find both a .vs and .fs file. For example: SetCustomShader("shaders/my_shader")
    • ClearCustomShader()
    • HasCustomShader(string Path) - Returns true if the specified shader is currently set. If no string is provided, returns true if any custom shader is applied.
    • SetCustomChampionShader(string Path) - Same as SetCustomShader but for overriding ColorOffset_Champion instead.
    • ClearCustomChampionShader()
    • HasCustomChampionShader(string Path)
  • LayerState
    • SetCustomShader(string Path) - Same as sprite:SetCustomShader() but only for a single layer.
    • ClearCustomShader()
    • HasCustomShader(string Path)
    • SetCustomChampionShader(string Path)
    • ClearCustomChampionShader()
    • HasCustomChampionShader(string Path)
  • Callbacks:
    • MC_PRE_PICKUP_GET_LOOT_LIST callback (Pickup, bool ShouldAdvance) - Return LootList to change loot content
    • MC_PRE_PICKUP_UPDATE_GHOST_PICKUPS (Pickup) - Return true to apply pickup ghost to your pickup entitiy, false to cancel it
    • MC_POST_PLAYER_TRIGGER_EFFECT_REMOVED (Player, ItemConfigItem)
    • MC_POST_ROOM_TRIGGER_EFFECT_REMOVED (ItemConfigItem)
    • MC_PRE_X_GRID_COLLISION and MC_X_GRID_COLLISION (EntityX, int gridIndex, GridEntity or nil) - PLAYER/TEAR/FAMILIAR/BOMB/PICKUP/PROJECTILE/NPC, Return true on PRE to ignore collision.
    • MC_PRE_PLAYERHUD_RENDER_ACTIVE_ITEM(EntityPlayer, ActiveSlot, Vector offset, float alpha, float scale, Vector chargeBarOffset) - Return true to cancel rendering
    • MC_PRE_PLAYER_REVIVE(EntityPlayer) - Return false to prevent the player from reviving
    • MC_POST_PLAYER_REVIVE(EntityPlayer)
    • MC_POST_PROJECTILE/TEAR_DEATH (EntityProjectile/EntityTear)
    • MC_POST_BOSS_INTRO_SHOW (int BossID1,int BossID2)
    • MC_POST_ROOM_TRANSITION_UPDATE ()
    • MC_POST_ROOM_TRANSITION_RENDER ()
    • MC_PRE_X_UPDATE (EntityX) - PLAYER/TEAR/FAMILIAR/BOMB/PICKUP/KNIFE/PROJECTILE/LASER/EFFECT/SLOT, return true to skip internal code, same as MC_PRE_NPC_UPDATE
  • All stages now have a spritesheet suffix (formatted _[stage name, no spaces], ex _burningbasement)
  • Added the "noshake" attribute to the players.xml which can "disable" the player portrait shaking animation in the nightmare scene/boss intro
  • Added support for a "customtags" attribute in items.xml - a space-separated list of tags that can be checked with ItemConfigItem:HasCustomTag() or ItemConfigItem:GetCustomTags()
  • Added custom tag "nometronome" to items.xml to prevent items from being picked by Metronome
  • Improved startup time! (for both REPENTOGON and the game itself)
  • Buffed Trisagion
  • Added a new option in "Vanilla tweaks" section called "Fast lasers", it tracks the game's lag and (if present) reduces the number of samples used by lasers to ensure better performance

Fixes:
* Fixed Isaac.CreateTimer crashing the game when setting the delay argument to 0
* Fixed bonehearts not displaying correctly when set through players.xml
* Fixed console custom commands starting with "help" not triggering while being eaten away by repentogon's help cmd
* Fixed a crash that could occur if Isaac exited the Berserk! state without any remaining health with Spirit Shackles ready
* Fix Downpour/Dross rooms generated in The Void not having any water
* Potentially fixed reported but unreproducable instance of a trapdoor deal room variant being generated outside of floor 8
* Fixed incorrect declaration for ItemConfig::GetTaggedItems
* Fixed Gamma scale on the visual settings imgui menu

v1.0.8c -
Fixes:

  • Fixed adding a callback function with an optional param to a vanilla callback that does not support optional params leading to that function never being called, where it used to previously.
  • Fixed the result of Isaac.GetCallbacks() no longer having a metatable.

v1.0.8b -
Fixes:

  • Fixed the MC_PLAYER_GET_HEALTH_TYPE callback causing the last heart to render underneath the first one.

v1.0.8a -
Fixes:

  • Fixed issues with EntityPlayer:GetSmeltedTrinkets() and EntityPlayer:GetFootprintColor()

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