Additions:
- Mods can now load assets from resources-repentogon and content-repentogon folders for compatibility. Takes priority over -dlc3 folders (e.g resources-repentogon > resources-dlc3 > resources).
- Game:
- IsStartingFromState
Returns a boolean whether the game starts from a continued state or not. Always returns false after MC_POST_GAME_STARTED execution.
- IsStartingFromState
- EntityBomb
- Get/SetFallSpeed
Formerly mislabeled as Get/SetHeight - Get/SetFallAcceleration
Formerly mislabeled as Get/SetFallingSpeed
- Get/SetFallSpeed
- EntityTear
- SetInitSound(SoundEffect sound)
- MenuSave
- SetSlotSpritesheet(int slot, string pngfilename)
Overrides the spritesheet used for a save file drawing. MC_POST_SAVESLOT_LOAD is a good place to use this.
- SetSlotSpritesheet(int slot, string pngfilename)
- ModCallbacks:
- Added "RemoveFromPlayerForm" and "Wisp" args to MC_POST_TRIGGER_COLLECTIBLE_REMOVED.
- Enums:
- SlotState
- BloodClotSubtype
- RoomDisplayFlags
Fixes:
- Isaac:
- Restored deprecated Isaac.ClearBossHazards for compatibility, but Room:ClearBossHazards should be used instead.
- Fixed possible crashes involving ClearChallenge and MarkChallengeAsNotDone.
- Vector:
- Lerp now returns a reference to the modified vector like it now does in vanilla.
- RoomDescriptor:
- Fixed GetNeighboringRooms returning a number instead of a table.
- Room:
- SetItemPool no longer crashes or errors on POOL_NULL
- ScoreSheet:
- Fixed crash related to AddFinishedStage
- ModCallbacks:
- Fixed broken color userdata in MC_POST_ENTITY_SET_COLOR
- XMLData:
- Fixed GetEntryByOrder results for XMLNode.NULLCOSTUME
- Fixed crashes on invalid node types
- Dear ImGui Console Menus:
- Game Options: Music Volume slider now immediately updates the volume of the currently-playing music.
- Save Management: "Import from Repentance" no longer "fails" if a file doesn't exist.
- Fixed possible crash on the secrets menu.
- Fixed the custom challenges menu resetting when any console command is executed.
- Fixed the game potentially getting stuck trying to generate an ascent floor if a modded boss room has certain door layouts (again)