commits
* fix some strncat vulnerabilities
* fix mingw build
* fix
* fix
* fix windows builds
* fix mingw
* fix
* use snprintf and avoid truncation
* forgot FsString
* fix mingw
* try to fix mingw
* fix windows
* fix mingw
* fix
* fix bug
* ready
* fix f1 hotkey conflict
* use f7 as it doesn't conflict
* fix f1 hotkey conflict
* Avoid-command-from-history-not-fully-visible-at-the-bottom
* proper solution
* fix same problem when pasting big texts
* fix sprite editor hotkeys when selecting
* only affect transformation for the selection while using select tool instead of the entire sprite
* one that I forgot to change
Fixes https://github.com/nesbox/TIC-80/issues/2621.
* Implement "resume reload" command.
When resuming, you can pass "reload" as the argument, which causes the
cart's code to be reloaded before resuming the game.
This allows for a much smoother iterative development style where you
can pause the game, make changes, and see the effect of those changes
without restarting the game. It does require some special handling in
the cart to support saving state to a global and avoiding that state
being reinitialized if it's already set; for instance:
state = state or {x=25, y=100, shots={}}
This implements it in a way that will be supported by any script that
already supports eval.
* Don't try to eval in fennel if the VM hasn't been initialized.
* FEATURE: add miniaudio to the project
* FEATURE: add kissfft to the project
* FEATURE: update kiss_fft to my fork with an important patch
* FEATURE: FFT
Prior work:
* https://github.com/glastonbridge/TIC-80
* https://github.com/creativenucleus/TIC-80-bytebattle
* https://github.com/sknebel/TIC-80/tree/tmp
Based on:
* https://github.com/Gargaj/Bonzomatic
* https://github.com/TheNuSan/Bonzomatic
* FIX: Disable FFT on Baremetal/Android/3DS
* QOL: DRY refactor, better clamping
* DOCS: Add past contributors
Byte Battle / FFT patches + the FFT features from Bonzomatic to contributors in README
* QOL: .clang-format
* This section is not used when 'BreakBeforeBraces' is set
* #1950: removed devmode and game menu by default, game menu will be shown if the 'game' tag exists in the tags section
* #1950: better fix
* DEVTOOLS: debug-windows.ps1
powershell is deeply cursed technology that should not exist
* DEVTOOLS: debug-macos.sh
* libretro: Update the libretro state values
* libretro: Disable module loading on libretro
* Help improvements
Several commands help improvements
* Advertise the Esc+F1 keyboard shortcut in the menu to switch from game to editor
Solve https://github.com/nesbox/TIC-80/issues/2274
Some keyboards send KEY_DOWN/KEY_UP immediately in
sequence to support things like dual-purpose keys.
This change updates the SDL key handler to detect
when a key is pressed and released within a single
frame, and to propagate that key's state as down
for the duration of the frame, rather than just
drop the event entirely.
* Implement "resume reload" command.
When resuming, you can pass "reload" as the argument, which causes the
cart's code to be reloaded before resuming the game.
This allows for a much smoother iterative development style where you
can pause the game, make changes, and see the effect of those changes
without restarting the game. It does require some special handling in
the cart to support saving state to a global and avoiding that state
being reinitialized if it's already set; for instance:
state = state or {x=25, y=100, shots={}}
This implements it in a way that will be supported by any script that
already supports eval.
* Don't try to eval in fennel if the VM hasn't been initialized.
* FEATURE: add miniaudio to the project
* FEATURE: add kissfft to the project
* FEATURE: update kiss_fft to my fork with an important patch
* FEATURE: FFT
Prior work:
* https://github.com/glastonbridge/TIC-80
* https://github.com/creativenucleus/TIC-80-bytebattle
* https://github.com/sknebel/TIC-80/tree/tmp
Based on:
* https://github.com/Gargaj/Bonzomatic
* https://github.com/TheNuSan/Bonzomatic
* FIX: Disable FFT on Baremetal/Android/3DS
* QOL: DRY refactor, better clamping
* DOCS: Add past contributors
Byte Battle / FFT patches + the FFT features from Bonzomatic to contributors in README
Some keyboards send KEY_DOWN/KEY_UP immediately in
sequence to support things like dual-purpose keys.
This change updates the SDL key handler to detect
when a key is pressed and released within a single
frame, and to propagate that key's state as down
for the duration of the frame, rather than just
drop the event entirely.