Commit Graph

631 Commits

Author SHA1 Message Date
44a5887e1b Working on mouse button events. 2018-02-22 15:30:35 -08:00
bebcefa765 Started work on new mod to add map events with code. 2018-02-22 11:43:18 -08:00
aa71ab8ec4 Started work on Hex32 class for color conversion because why not. 2018-02-21 13:41:43 -08:00
1b41fc47e9 Made layered texture to be able to have textures on textures. Might be used in the near future. 2018-02-06 02:13:21 -08:00
13e1d9591a Integrated StardustCore with UIUtilities a new framework that makes making menus easier. It adds buttons and TexturedFonts that are loaded in as individual images for each character. Colors can be applied to these chararacters for some nice graphical effects. 2018-02-06 01:27:28 -08:00
ff6456d9ec Added in ability to save and load music packs. Needs lots of work. Next step, menus. 2018-02-05 19:07:29 -08:00
45bfa5731f Finished writing functionality for WAV music packs. fixed issue when loading in songs, made sure initial sound keys are propperly loaded, and have implemented support for custom title screen music. 2018-02-05 17:31:59 -08:00
aed71ac4db Just some summary tags to explain some functions. 2018-02-03 21:11:38 -08:00
b5b6c20830 Sucessfully loaded in songs with the WAV music packs. Just need to implement functionality in the WAV "packs" 2018-02-03 20:40:03 -08:00
1fb92f7cf7 Finally got XACT music packs to load in again. Next up is loading in WAV files. 2018-02-03 11:50:56 -08:00
5426a98885 Merge branch 'Development' of https://github.com/janavarro95/Stardew_Valley_Mods into Development 2018-02-02 18:34:22 -08:00
fd962b562d Removed an accidental directory naming from going one level too deep. 2018-02-02 18:33:39 -08:00
janavarro95 930d982972
Merge branch 'master' into Development 2018-02-02 18:31:35 -08:00
b8965d77e4 More work completed on Symphony remastered and close to finishing loading XACT music packs. Finished new mod CustomAssetModifier that essentially can modify ObjectInformation.xnb information without modifying .xnb files. 2018-02-02 18:15:00 -08:00
100f43f486 Fixed a glitch where you could click the day buttons on the birthday select menu even if they weren't visable. 2018-02-02 14:27:47 -08:00
b72de658a6 Work on SymponyRemasteered Music manager to be almost working, and fixed glitch with Happy Birthday when reading legacy save data. 2018-01-30 12:46:04 -08:00
5b894e32e8 Updated xwb music pack to be almost complete. Need to do wav and music manager. 2018-01-28 19:06:36 -08:00
1cd732cf4e Started work on StardewSymphonyRemastered. New features, more options, and a UI are in the works. 2018-01-23 01:54:08 -08:00
efe185e76d Fixed Revitalize to be compilable again so I can extract the code and make it into other smaller mods. 2018-01-16 14:34:10 -08:00
janavarro95 74a7fa97cb
Merge pull request #29 from Pathoschild/update-code
Update manifests + reflection API
2018-01-11 15:22:18 -08:00
Jesse Plamondon-Willard c4e92f5cf3 update deprecated reflection API 2018-01-11 00:50:16 -05:00
Jesse Plamondon-Willard 402c27b29c update manifest format 2018-01-11 00:43:32 -05:00
janavarro95 8d1d09114a
Merge pull request #28 from janavarro95/Development
Forgot to update the manifest
2018-01-10 13:25:03 -08:00
34c3326dd6 Forgot to udate the manifest 2018-01-10 13:24:34 -08:00
janavarro95 928df83457
Merge pull request #27 from janavarro95/Development
Development
2018-01-10 13:17:42 -08:00
3b744a4f59 Updated SaveAnywhere to fix the shipping menu not closing leading to errors in saving, and players not swimming when reloading the game. 2018-01-10 13:14:19 -08:00
2591602239 Doing live code updates can be bad. Lots of last minute hot-fixes before the project is due. 2017-12-13 20:35:28 -08:00
4b62f3746e TaskMetaData now displays info about goal and location of the task. 2017-12-12 01:38:22 -08:00
34d072e7a4 Fixed an NAN error and glitching the interface logic. 2017-12-12 01:19:41 -08:00
b7c76ee0d6 Fixed one away error for debris, and added graphics for pathing. 2017-12-11 23:32:46 -08:00
b4d82f972a Can now fall asleep and open the shipping menu if things have been shipped. 2017-12-11 14:54:59 -08:00
ce355fd2c0 Updated the AI to dig dirt and plant seeds. 2017-12-11 13:39:48 -08:00
2f6d4978da Added functionality to buy seeds and started work on being able to dig out dirt. 2017-12-06 16:36:28 -08:00
79f2b2d038 hotfix to crop utility menu for component placement. 2017-12-05 16:59:13 -08:00
eb3a1e1509 Made the AI utility functions and interface menu. AI's opinion will be calculated heaviest without user input and heavier the more user input is introduced. 2017-12-05 16:39:34 -08:00
c9f1450ae8 made crop utility counting function 2017-12-04 23:08:31 -08:00
5a03d2bb2b Fixed more pathifinding glitches when recalculating paths. 2017-12-04 12:57:29 -08:00
2923879306 Updated debris logic for twigs/stones/weeds to use better path finding. 2017-12-03 22:55:23 -08:00
4fcef655a8 Waypoints, pathing in and out of buildings, to specific tiles, and returning home at the end of day. 2017-12-03 17:44:31 -08:00
ea2e7c134f Fixed a really dumb stack overflow error on pathfinding across the world. THANK YOU. 2017-12-02 21:53:30 -08:00
31ddb0e7f1 Reworked path calculation logic so it can now calculate costs of multiple paths. 2017-12-02 15:13:31 -08:00
58bb6cb285 Made PathTo which allows me to get from one path to another. 2017-12-01 21:42:44 -08:00
4eea726db3 Pathfinding is now much faster on initial calculation after removing unused delay code. Also can path to adjacent maps. Needs work to chain the effect. 2017-12-01 02:18:37 -08:00
175a385977 Added functionality for shipping objects 2017-12-01 00:16:53 -08:00
3e9d7f6f49 Can path to nearest water tile and also if I need to water crops and need water path, get water, and path back to where I was. 2017-11-30 16:59:21 -08:00
38af511cfd Now pathfinds to closest tree possible. Probably want to do the same for the other tasks. 2017-11-30 16:06:19 -08:00
992ef687e7 Can cut weeds. 2017-11-30 11:58:05 -08:00
365808a504 Changed some code to be in SDust Core and now the AI can break stones! 2017-11-30 10:45:43 -08:00
eae0eb82bf Upgraded pathfinding to try and find all 4 cardinal goals simultaneously and whichever one it finds first must be the shortest path. Saves a TON of time as long as there is a path that we can pathfind to and is 4 times faster if there isn't a path at all. 2017-11-29 23:51:44 -08:00
e58ab6ba05 Fixed overcalculating paths WAY TOO MUCH. 2017-11-29 20:52:23 -08:00