* Expanded Level Icons
Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)
Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.
If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.
* Delete LevelIcons.png.import
* Marathon + ANN Medal Icons on World Select
Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.
Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?
* Optimized particle emitting for world/level select
* ANN now has its own menu + bugfixes
This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.
* Challenge Hunt Icons + menu bugfixes
Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.
* New icons + layout change for Challenge Hunt icons
By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.
* Update ChallengeModeResults.tscn
Forgot to update this to use challenge icons for the world select screen.
* Eggs cycle through color again
Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
* Added file prompt button for selecting rom and additional error checks
Updated the rom verification screen with clarified errors and a slight bug fix to the error text.
Along with this, there is now a button on the rom verification screen to select a file directly, defaulting to an array of NES rom extensions, and a proper theme set for buttons, which shouldn't interfere with other themes.
* Updated label and repositioned elements
Label now properly mentions either selecting the rom file using the button or dragging it onto the window. Button also clarified a little more clearly
* final touches
* bro
* i hate labels
* Challenge Hunt: Transparent HUD for previously obtained coins/eggs
* Add 'score potential' tracker, make egg not default to empty if egg isn't in the current room on a replay
* Make transparent HUD elements render on top, and become invisible if their fully-opaque equivalents should be enabled instead
variable for easily toggling on and off snapshot mode, and also some simple prints for things like unix time and what snapshot build the game would currently be on upon launch
Fixes an issue with the DoorPose animation and detection I added where if there was another End Castle behind you, you'd get sent back in the level. This is primarily an issue for Custom Levels, and is extremely noticeable when reloading resource packs. And in the video below, it also broke the Door Pose animation in the level.
This PR adds an extra check by using a collision shape to make sure the player is in the right area before applying the positional changes.
* Fixed sideways pipe hitbox collision
This fixes a bug where players would clip the top edge of a sideways pipe's hitbox and get counted as being on the floor despite being above the pipe, thus allowing them to get warped into the pipe from there.
* Fix to prevent entering pipes from too low
this implements a simple distance check from the player to the hitbox to ensure the player can only ever enter the pipe when they're close enough in proximity to the pipe, preventing them from entering from a tile too low.
* co mnment
:earnest:
* Resource pack creator fixes
* Spacing fix + comments for Joe
* Some further fixes, added an array of files which shouldn't be loaded in-engine to remove large amount of ifs
* Add WaterCrouchMove and WingCrouchMove states
* Implement WaterCrouchMove and WingCrouchMove
* Quick patch for incorrect crouch height
im adding this to this branch for this since its literally just a number change lol
This PR fixes the issues mentioned in #557 with Fake and Real Bowsers. Also for fun, I got the Bowser fall SFX to work when you kill a REAL Bowser or Bowser Bro by moving it outside of Bowser before they were freed from the scene.
Previously, if you entered a boo race your hitbox scale changes would never be applied, meaning your crouch size would be unchanged from your standing stance. This fixes that, and adds a single parameter to apply character physics.