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Misa 71dbe95dcb Separate CustomEntity global positions internally
This makes it so that `CustomEntity`s, at least internally, do not use
global tile position. Instead, they will use room-x and room-y
coordinates, which will be separate from their x- and y- positions.

This makes it much easier to deal with `CustomEntity`s, because you
don't have to divide and modulo everywhere to use them.

Since editorclass::add_entity and editorclass::get_entity_at expect
global tile position in their arguments, I've added room-x and room-y
arguments to these functions too.

Of course, due to compatibility reasons, the XML files will still have
to use global tile position. For the same reason, warp token
destinations are still using global tile position too.
2023-03-29 13:49:08 -07:00
.github CI: Include CMakeLists.txt in the cache 2023-03-24 16:56:26 -07:00
desktop_version Separate CustomEntity global positions internally 2023-03-29 13:49:08 -07:00
mobile_version Update mobile version to mobile v2.2.1 2022-12-02 18:19:58 +01:00
third_party Update c-hashmap submodule [2023-03-05] 2023-03-05 13:21:43 -08:00
tools Adding original mapping tools for the sake of completeness 2020-01-12 19:49:24 +01:00
.gitattributes fix actionscript misclassified as angelscript 2020-01-12 15:18:45 -05:00
.gitmodules Remove utfcpp submodule 2023-02-27 23:00:41 -08:00
License exceptions.md Update license exceptions last updated date 2021-08-24 09:10:23 -07:00
LICENSE.md Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
README.md Update README.md 2020-01-10 17:45:29 +01:00

This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!

License

VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.

In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!

Authors

Versions

There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).