For reference, here is the list of scores for a custom level:
0 - not played
1 - finished
2 - all trinkets
3 - finished, all trinkets
Previously, you could've played a level and finished it and set a score
of 3. Then you could re-play the entire level, but manage to only get a
score of 1, i.e. only finished but not with all trinkets. Then your
score for that level would get set back to 1, which basically nullifies
the time you spent playing that level and getting all of the trinkets.
This commit makes it so your new score will get set only if it is higher
than the previous one.
This disables being able to press M to mute while editing a script in
the script editor. It also disables it in the script list, too, but I'm
hoping no one thinks that's an issue, because I personally don't think
it is.
This fixes a bug where if you died after activating a teleporter prompt
and then respawned in the same room as the teleporter, the teleporter
prompt would go away. Which would be very annoying if you wanted to, you
know, teleport.
You don't even have to R-press to make this happen. "Level Complete!"
and Energize are two teleporter rooms in the main game that have hazards
in them.
I see no reason to set game.activetele to false when dying. For one, it
gets set to false during a gotorom anyway. For another, I couldn't get
the game to activate the teleport prompt in a room without a teleporter
in my testing, mostly because when you touch a teleporter, your
checkpoint is set to that teleporter, so you can't R-press to go to
another room and carry over the teleport prompt.
The game makes sure that the player entity is never destroyed, but in
doing so, it doesn't destroy any duplicate player entities that might
have been created via strange means e.g. a custom level doing a
createentity with t=0.
Duplicate player entities are, in a sense, not the "real" player entity.
For one, they can take damage and die, but when they do they'll still be
stuck inside the hazard, which can result in a softlock. For another,
their position isn't updated when going between rooms. It's better to
just destroy them when we can.
Both projects can distribute the game's original assets, provided they compile with the makeandplay define set, and do not distribute the original levels.
This is similar to what was reverted in 3011911 but this time should use
syntax available even before C++11, tested on Clang with
`-std=c++98 -Wall -pedantic`.
I've never given out my real name online, so I'll sort my username as a
last name. My personal preference would have been to sort the list by
first name instead of last name, since that'd be clearer, plus you
often recognize people by their first name rather than their last name.
The TinyXml functions to load and save files don't properly support
unicode file paths on Windows, so in order to support that properly, I
saw no other option than to do the actual loading and saving via PHYSFS
(or to use the Windows API on Windows and retain doc.LoadFile and
doc.SaveFile on other OSes, but that'd be more complicated and
unnecessary, we already have PHYSFS, right?).
There are two new functions in FileSystemUtils:
bool FILESYSTEM_saveTiXmlDocument(const char *name, TiXmlDocument *doc)
bool FILESYSTEM_loadTiXmlDocument(const char *name, TiXmlDocument *doc)
Any instances of doc.SaveFile(<FULL_PATH>) have been replaced by
FILESYSTEM_saveTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc), where
<FULL_PATH> included the full path to the saves or levels directory,
and <VVVVVV_FOLDER_PATH> only includes the path relative to the VVVVVV
directory.
When loading a document, a TiXmlDocument used to be created with a full
path in its constructor and doc.LoadFile() would then be called, now a
TiXmlDocument is constructed with no path name and
FILESYSTEM_loadTiXmlDocument(<VVVVVV_FOLDER_PATH>, &doc) is called.
There's now a thin layer of UTF-16 around the WinAPI functions to get
the path to the Documents folder and to create a new directory, so that
account usernames with non-ASCII characters do not result in no VVVVVV
folder being created or used.
Resizing the vector does the same thing that the loops did, it changes
the size for the vector and initializes it with default-constructed
elements (or 0 or its equivalent for POD types).
Where a specific value is needed, it is set with the second
parameter of resize().
The next official VVVVVV build removes 32-bit Linux (like all my other games),
and I need to get rid of the shell script on macOS at some point, so this
basically brings it up to what my other games are doing. Plus, this probably
fixes a bug where someone tries to run their executable away from the root...
Doing this is not necessary as CMake already looks up the default one
correctly and in fact breaks whenever you have multiple Xcode versions
installed so Xcode is not called Xcode.app.
(And it does not respect the default Xcode set using xcode-select)
The behavior now is to respect CMAKE_OSX_SYSROOT if set by the
user on the command line. If it's not set, try to use the hardcoded
path to the 10.9 SDK if it's present. If not, warn about the fact
that a different SDK is used.