* Easier access to adding custom buttons to vanilla menu categories.
* Initialize in constructor
Don't need to wait for `build` to be able to modify
* seqn't
* Fix null crash on startup
* Check if submenu is empty
Problem that came up in my test. Might be due to my test being done with js.
* Retain original functionality
* Easier access to adding custom buttons to vanilla menu categories.
* Initialize in constructor
Don't need to wait for `build` to be able to modify
* seqn't
* Percentage modifier stat for status effects
* Merge true by default
Make percentage symbol inherit the color as well
* Multipliers instead of percentages
* Fix armor plate multiplier + change Math.round to Strings.autoFixed
* Missing ability name bundles
* Center ability name
* SuppressionFieldAbility stats
* Is two per row is acceptable?
I can revert this commit if not.
* LiquidExplodeAbility stat display
* MoveLightningAbility stat display
* Better SpawnDeathAbility display
* Fix multiplier coloring inconsistencies
Some had [lightgray] before %/x, some had it after
* Consistent content name display
Match with bullet status effects
* Consistent stat formatting
Convert from some being "stat: #" and some being "# stat" to all being "# stat"
* Re-order stats
* Optimize Imports
* Add ability descriptions
* Apparently I forgot LiquidRegenAbility
* Mention healing allies if displayHeal = true
* Weather sense
Honestly, doesn't seem game changing enough to warrant privileged restriction.
* Weather set
* Rename "snow" to "snowing"
Fix conflict with the snow floor block, though I don't know if this'll have negative repercussions on saves.
* Don't last forever
* Cleanup and bundle
* add space
* Shader getShaderFi check for mod files
* Just use tree.get()
It defaults to files.internal() if nothing is found. Actually, I think this also has the added benefit of allowing mods to override vanilla shaders by having a frag with an identical name.
* Improve ArmorPlateAbility draw
* Revert to tinting
Just make a white shine sprite. Or none-white if you want some interesting visuals with the colors.
* Fix not applying z when drawShine = false
* PointLaserBulletType support for Weapons
I hate adding more fields to Weapon, but oh well. It's the price to pay when the behavior of what should be spread across multiple classes is compacted into a single class.
* Fix several problems
* DrawBlock icons shouldn't have icons by default
It doesn't make sense for drawers like DrawLiquidTile to return icons. Overriding in every such class doesn't make as much sense as simply changing the superclass.
* Ensure that finalIcons is never empty
* Lock rotation of blocks that don't rotate
* Fix input visuals
* Default to false
Quick, stop forcing changes to mods before sk yells at me.
* lock GenericCrafter rotation if rotate = false
* Convert from a setter a to block method
* Simplify
* Revert "lock GenericCrafter rotation if rotate = false"
This reverts commit 26ac41baf5.
* Remove `lockRotation` boolean.
Pointless. If you want something to rotate, just do `rotate = true; drawArrow = false;`
* Flip pierce check order
Allow pierce cap + laser to function together
* Apply to continuous bullets
+ Make visually accurately show length.
* laser parameter for findPierceLength
consistency with collideLine
- Pass a shooter separate to owner into `BulletType#create`. `killShooter` kills the owner while the shooter is passed into the missile ai
- `killShooter` no longer kills already dead units
- `MissileAI` no longer aims at shooter's aim pos if the shooter is dead
* Scatter animations
* Do the same thing to salvo
Like, the exact same thing.
Corporate wants you to tell the difference between these two pictures.
They're the same picture.
* Faster salvo barrel recoil
* Move entire scatter midsection
* Cyclone barrel animations
* Smoother Screenshake Reduction
Screen shake will now always reach 0 no matter the intensity or duration without being cut off early.
* Keep the max reduction rate
* Don't set lighting if the preset has noLighting = true
Allows lighting in the preset or world processors to take over instead of being forced to disable lighting.
* Less confusing style
* Parse singular `Consume`s
* Proper coolant parsing
* Temporary manual update of ClassMap
Does not include all consume types.
I don't know what gradle command to run to update `ClassMap`. I've tried `tools:updateScripts` but that just cleared everything.
* Cleaner ammo stats based on unit factory recipe stats
* Display suppression in bullet stats
Also reword from "regen" to "repair" to more accurately convey that build towers are affected as well.
* PointLaserBulletTypes don't display damage in dps
* Display preview region instead of region
* autoFixed
* Proper trails for point lasers
* Take current size into account
* fh9weqfjpoepiofjwpiqoefjpoiwjieqpofpjioji
* Web editing moment
* Point laser bullets shouldn't have aa shoot effect
* h