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Misa 968bb5f960 De-duplicate <customlevelscore> loading to use LOAD_ARRAY_RENAME()
This now means every XML array loading is done with common,
re-duplicated code. The only exceptions to this are special cases other
than the the majority of cases; the majority being a simple matter of
reading an array of integers and putting it into another array.

Seems like the only reason I hadn't caught the <customlevelscore> tag
until now was because I was focused on de-duplicating all the array
loads in Game::loadstats() and below, forgetting about
Game::loadcustomlevelstats().
2021-02-15 23:24:31 -05:00
.github Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
desktop_version De-duplicate <customlevelscore> loading to use LOAD_ARRAY_RENAME() 2021-02-15 23:24:31 -05:00
mobile_version Fix 1x1 quicksand collision optimization not working 2020-05-13 08:16:34 -04:00
third_party Remove TinyXML-1 2020-06-12 15:08:29 -04:00
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
License exceptions.md Update License exceptions.md 2020-11-23 16:33:54 +10:30
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).