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Misa e70586b154 Inline cutscene bars timer for gamemodes that used it in 2.2
As part of my work in #535, I've noticed that 2.3 currently with 2.2
loop order doesn't have interpolated cutscene bars. This is because
cutscene bars in 2.3 get updated at the start of the frame, which
interpolates them correctly until the render functions are put in their
proper place.

There is, however, a somewhat bigger issue, outside the scope of #535,
where cutscene bars always get updated regardless of which gamemode you
are in. Previously in 2.2 and previous, cutscene bars only got updated
in GAMEMODE and TELEPORTERMODE; sometime during 2.3, the cutscene bars
timer got pulled out of all the individual game modes and moved to the
very start of the loop. (I was probably the one who did this change;
I've been caught in a trap of my own devising.)

Thus, going to MAPMODE during the cutscene bars animation doesn't keep
their position paused like it would in 2.2. This is also categorically a
more-than-visual change, since the untilbars() script command depends
on the cutscene bars timer. I see no reason for the cutscene bars to
behave differently in this way than 2.2; #535 would also end up doing
the same fix more-or-less anyway.

Since TELEPORTERMODE currently uses the same renderfixed function as
MAPMODE, I've had to add a teleporterrenderfixed() that just calls
maprenderfixed(), but also does the cutscene bars timer.
2021-03-17 11:03:14 -04:00
.github Run CI on CentOS 7 (#574) 2021-01-11 00:30:15 -05:00
desktop_version Inline cutscene bars timer for gamemodes that used it in 2.2 2021-03-17 11:03:14 -04:00
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).