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.
- Initial launch of Forever Engine Feather.
- 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).
- 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.
- 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.
- 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
.
- Scripted Stages;
Change Stage
Event;- You can now regenerate characters by calling
regenerateCharacters()
onPlayState
; - 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"
;
- Additionally, there shouldn't be a percentage symbol while accuracy is at
- Icons have infinite frames (to avoid issues with icons in the future).
- [WIP] - Error Handling for scripts;
- [SOURCE] - A new sprite class which can be used to attach sprites to other sprites;
- Minor UI Adjustments.
- 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
.
- Rewritten Controls.
- Support for Text Fonts on Dialogue;
- Chart Editor Tab Fixes;
- Finished Base Game Cutscenes.
- 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