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relive appveyor build 1.0.4360

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@MrSapps MrSapps released this 13 Jan 19:49
9099f4a

What's Changed

  • Detect the FG1 format on reading by @paulsapps in #1372
  • fix stackoverflow from using huge stack buffers by @paulsapps in #1373
  • add missing header by @paulsapps in #1374
  • Document lots of AE TLV's for the qt editor by @mouzedrift in #1375
  • wip fg1 writer + crash hack fix by @paulsapps in #1376
  • refactor/prep for auto FG1 rewrite testing by @paulsapps in #1377
  • more AE documentation for the editor by @mouzedrift in #1378
  • AE editor documentation almost done by @mouzedrift in #1379
  • WIP AO editor documentation by @mouzedrift in #1380
  • Working API FG1 support (relive only) by @paulsapps in #1381
  • fix api build by @paulsapps in #1382
  • Small refactoring and de-duplication of code by @gapys-krzysztof in #1383
  • fix #1386 by @mouzedrift in #1387
  • Api and engine updates to allow changing hard coded path data by @paulsapps in #1388
  • Allow setting hintfly/lcd msg per path, fix big lvl loading OG bug by @paulsapps in #1389
  • fix Input_GetButtonString_44F1C0 breaking ABI by @mouzedrift in #1390
  • try to fix api + add a smoke test to the build by @paulsapps in #1391
  • fix null path data when loading a new path by @paulsapps in #1392
  • Use editor data in status board by @paulsapps in #1393
  • set mud counts per path rather than per lvl by @paulsapps in #1394
  • Fix path handling by @paulsapps in #1395
  • validate zulag array is in bounds, stop incorrect out of bounds log spam by @paulsapps in #1396
  • Add a better test to fix a lvl writing corruption bug + fix the bug by @paulsapps in #1397
  • Encapsulate a couple of AE::BaseGameObject fields by @paulsapps in #1398
  • add latency_hack option that defaults to true to reduce cpu usage by @paulsapps in #1399
  • add helper func for inlined code, add brain sub state enums for crawling slig and fix scrabs falling through the floor by @mouzedrift in #1400
  • fix wrong bullet offset by @mouzedrift in #1401
  • Add more AO AnimId's by @mouzedrift in #1402
  • add/rename AO AnimId's + background animation AnimId madness by @mouzedrift in #1403
  • Add a bunch of AO AnimId's and use anim records for AO well and AE/AO background animation by @mouzedrift in #1404
  • fix missing bg anim's crashing AO and add a couple more AnimId's by @mouzedrift in #1405
  • fix bad assert on sZulagNumber_5C1A20 by @paulsapps in #1406
  • Create structs and enums for BgAnimId and fix AE missing anim crash by @mouzedrift in #1407
  • fix AE build errors when dev mode is enabled and fix AO crashing when the well bg anim id is set to 0 by @mouzedrift in #1408
  • Add more AnimId's, use SoundEffect enum for all SFX_PLAY functions, split AE and AO resource id's into two seperate enums by @mouzedrift in #1409
  • add correct elum AnimId data, add MenuHighlight AnimId's, fix swapped MenuHighlight names, name resource id's by @mouzedrift in #1410
  • keep the order properties got added to the json so it not "random" order by @paulsapps in #1411
  • AO editor documentation + renames by @mouzedrift in #1412
  • Add more AO editor documentation + MeatSaw flags and renames by @mouzedrift in #1413
  • normalize switch id names, editor documentation, rename IdSplitter to TimerTrigger to match AE naming by @mouzedrift in #1414
  • fix 32 <> 64bit interop issue. Include the structure size from here on by @paulsapps in #1415
  • Only try to load one kind of rope by @paulsapps in #1416
  • fix de-ref/write to deleted Claw object by making only the SecurityCl… by @paulsapps in #1418
  • fix a valgrind warning, add the last AO AnimId's and rename some things by @mouzedrift in #1419
  • don't exit(-32) if a lvl is missing in AO by @paulsapps in #1420
  • fix wrong bans for certain anims by @mouzedrift in #1421
  • replace some placeholder bans with the actual bans by @mouzedrift in #1422
  • wip auto test by @paulsapps in #1423
  • fix assert + refactor by @paulsapps in #1424
  • validate the state of objects per frame on record/playback by @paulsapps in #1425
  • impl record/playback in AO by @paulsapps in #1426
  • improve logging when game fails to launch by @paulsapps in #1427
  • try to auto display back trace on linux/osx by @paulsapps in #1428
  • fix out of bounds array write by @paulsapps in #1429
  • fix wrong ban names, name some fields & brain sub states by @mouzedrift in #1430
  • rename Led to LCDScreen to fix qt editor json loading by @mouzedrift in #1431
  • fix crash when custom LCD Screen messages were added by @mouzedrift in #1432

New Contributors

Full Changelog: appveyor_4227...appveyor_1.0.4360

Installation

To use relive simply download the "RELIVE_Binaries_Lite_Debug" zip for either 32bit (x86) or 64bit (x64) and extract SDL2.dll and relive.exe to your respective game's folder.