- Borrowed certain things from HackerSM64/later refreshes
- lots of `enum`s!
- `MenuOption` [NEW]
- `TimerControl`
- `WarpOperation`
- `WarpFlags` [NEW]
- `WarpNodes`
- `WarpTypes`
- names here and there
NEW Level Value: `pauseExitMode`
- Learn:
```c
enum PauseExitMode {
PAUSE_EXIT_VANILLA, // 0b00 // "EXIT COURSE" exits to castle
PAUSE_EXIT_COURSE, // 0b01 // "EXIT COURSE" exits the course
PAUSE_EXIT_TO_CASTLE, // 0b10 // "EXIT TO CASTLE" exits to castle
PAUSE_EXIT_BOTH // 0b11 // "EXIT COURSE" and "EXIT TO CASTLE"
};
```
- Deduplicated `Painting`s
- Defaults are now created/restored using Macros
- Killed so many unused variables
- Purged all references to the sm64ex Exit Game feature
- like that's ever coming back
- Getting things ready for the return of Goddard
... - oh, bubbles!
- Fixed double life loss on timeout
- :)
- killed `gLocalBubbleCounter` and its unused buddies
- just use `m->actionTimer`...
- no more buggy popping when everyone dies
- stay in your bubble, die in your bubble
- bettered `mario_can_bubble`
- C:
When spawning fake Marios, these objects would steal the bodystate from valid Marios, resulting in nametags rendering in the wrong place and PvP attacks using these fake as origin.
* Add implementation of keybind resetting
* Fix X/Y buttons not being reset in the proper case
* more binds improvements
- Make the reset binds buttons not reload the whole djui
- Press Z button/right mouse button to quick unbind
- Fix bug where binding a key automatically triggered its effect:
- binding B or Esc would close the buttons menu
- binding the console button would immediately open the console
- binding Z would clear the button
* fix edge case
* Give disconnect key a default value (F12)
---------
Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
* Add djui_console_is_open
Adds a lua function that returns if the djui console is open or not. Useful with the existing function djui_console_toggle() for disabling the djui console (mainly to prevent reading chat messages, as opposed to the only other solution which is to fill the console with spam). It doesn't affect the console used with the --console launch parameter in case debugging is necessary.
* Fix function description
please I need this
* Fix function description on docs
Silly me forgot to actually change the description where it matters
This implements what is done in all other camera modes. Simply check the playmode, if it's the pause play mode, then don't rotate the camera. And just like that it is solved!
I INCORRECTLY assumed that a number was an `s32` and a integer was an `u64`. This is some next level blunders. A `number` is a `f64` and a `integer` is a `s64`. This is, in fact, a integer.
For some reason the logic behind the sync id attribution was not the
same for custom objects/behaviors, resulting in duplicate sync ids,
causing various errors when loading the level and when calling
network_send_object
Before it was a `string` when it should be a `number`. See `smlua_hook_events.inl`
`SMLUA_EVENT_HOOK(HOOK_ON_NAMETAGS_RENDER, _, s32 playerIndex, Vec3f pos, OUTPUT const char **playerNameOverride) // Manually defined hook`
The type `number` is used as an `s32` is equivalent to a `number`. An `integer` is equivalent to a `u64`
new "Browse mods" button, which opens the website, this also adds an "open mods folder" button and a "open dynos folder" button
two new functions also have been created for this "open_folder" and "open_url"