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CHANGELOG.md

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Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[0.1] - 11/5/2022

  • Initial launch of Forever Engine Feather.

11/05/22

  • Added Script Support;
  • Softcoded Characters with HScript;
  • Psych Character Support;
  • Receptors can now be regenerated using Scripts;
  • Pausing shouldn't lag anymore;
  • Icons are now stored inside the Character's Folder;
  • Characters now have fake miss animations (if real ones couldn't be found on offsets).

11/05/22

  • Receptors can now be manipulated (position, size, etc);
  • Scripts now return the error and line properly;
  • Ghost Tapping is now enabled by default;
  • Added character-specific Health Bar Colors;
  • Added character-specific Noteskins and Note Splashes;
  • UI Class is now a sprite group, meaning it can be manipulated (as in alpha, position, etc) similar to receptors.

11/06/22

  • Custom Game Over Variables for characters;
  • Softcoded Event Notes (with hardcoding still being possible);
  • Psych Engine Chart Support (for newer versions);
  • Chart Editor Shortcut in Freeplay;
  • Stages per Chart, rather than Hardcoded;
  • On-Screen Error Log, enabled only for build with the -debug flag (by @superpowers04);
  • Week 6 fixes.

11/07/22

  • Unhardcoded Change Character event;
  • Added Personalization Options for Strumline and Hold Note Opacity;
  • Improved Selector Options Code;
  • Added Exit to Options to the Pause Menu;
  • Slightly Improved Options Menu;
  • Weeks are now managed by JSONs in the assets/ folder
    • (notice that, while not being as reliable, weeks can still be hardcoded);
  • Week Characters are now separated on their own individual images, along with having a JSON file attached for customizzation;
  • Difficulty Images are now separated in individual files;
  • Added an option to disable Flashing Lights.

11/08/22

  • Scripted Stages;
  • Change Stage Event;
  • You can now regenerate characters by calling regenerateCharacters() on PlayState;
  • Reorganized source/ folder;
  • Removed a few unused imports within the Source Classes;
  • Changed Default Script Extension to .hx so the Haxe formatter actually works with them;
  • Center Mark now shows the accurate difficulty name regardless that song has that difficulty or not;
  • You won't get misses from pressing keys while the song is ending if Ghost Tapping is not enabled;
  • Accuracy shouldn't go over 100% now
    • Additionally, there shouldn't be a percentage symbol while accuracy is at "N/A";
  • Icons have infinite frames (to avoid issues with icons in the future).

11/09/22

  • [WIP] - Error Handling for scripts;
  • [SOURCE] - A new sprite class which can be used to attach sprites to other sprites;
  • Minor UI Adjustments.

11/10/22

  • Judgement and Combo Fade Animations are now bound to time
    • In addition, they can (optionally) be recycled sprites rather than being added every note hit;
  • [DOCS] - Began working on small bits of documentation which will be expanded and updated with time;
  • [WIP] - Mod Management with Polymod.

11/11/22

  • Rewritten Controls.

12/11/22

  • Support for Text Fonts on Dialogue;
  • Chart Editor Tab Fixes;
  • Finished Base Game Cutscenes.

14/11/22 - 22/11/22

  • Rewritten Options Menu.
  • Freeplay no longer keeps playing music when you leave (unless holding SHIFT)
  • [WIP] Added Character Offset Editor
  • Fully Scripted Notetypes (with Psych Conversion support)
  • Rewrote Accuracy as an Array with a Typedefine
  • Judgement Timing Presets
  • Optimized Daddy Dereast and BF Sprites
  • New Judgement Image Format
  • Notetypes per song (add a notetypes folder inside your song's chart folder and put scripts there!)
  • [SOURCE] Gameplay Modes (Story, Freeplay, Charting)
  • Charts now search for a chart with the -normal Difficulty Suffix
  • New Crash Dialogue
  • [WIP] Custom Difficulties