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bebcefa765
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Started work on new mod to add map events with code.
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2018-02-22 11:43:18 -08:00 |
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aa71ab8ec4
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Started work on Hex32 class for color conversion because why not.
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2018-02-21 13:41:43 -08:00 |
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1b41fc47e9
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Made layered texture to be able to have textures on textures. Might be used in the near future.
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2018-02-06 02:13:21 -08:00 |
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13e1d9591a
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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.
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2018-02-06 01:27:28 -08:00 |
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ff6456d9ec
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Added in ability to save and load music packs. Needs lots of work. Next step, menus.
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2018-02-05 19:07:29 -08:00 |
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45bfa5731f
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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.
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2018-02-05 17:31:59 -08:00 |
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aed71ac4db
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Just some summary tags to explain some functions.
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2018-02-03 21:11:38 -08:00 |
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b5b6c20830
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Sucessfully loaded in songs with the WAV music packs. Just need to implement functionality in the WAV "packs"
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2018-02-03 20:40:03 -08:00 |
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1fb92f7cf7
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Finally got XACT music packs to load in again. Next up is loading in WAV files.
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2018-02-03 11:50:56 -08:00 |
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5426a98885
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Merge branch 'Development' of https://github.com/janavarro95/Stardew_Valley_Mods into Development
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2018-02-02 18:34:22 -08:00 |
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fd962b562d
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Removed an accidental directory naming from going one level too deep.
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2018-02-02 18:33:39 -08:00 |
janavarro95
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930d982972
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Merge branch 'master' into Development
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2018-02-02 18:31:35 -08:00 |
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b8965d77e4
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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.
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2018-02-02 18:15:00 -08:00 |
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100f43f486
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Fixed a glitch where you could click the day buttons on the birthday select menu even if they weren't visable.
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2018-02-02 14:27:47 -08:00 |
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b72de658a6
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Work on SymponyRemasteered Music manager to be almost working, and fixed glitch with Happy Birthday when reading legacy save data.
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2018-01-30 12:46:04 -08:00 |
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5b894e32e8
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Updated xwb music pack to be almost complete. Need to do wav and music manager.
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2018-01-28 19:06:36 -08:00 |
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1cd732cf4e
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Started work on StardewSymphonyRemastered. New features, more options, and a UI are in the works.
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2018-01-23 01:54:08 -08:00 |
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efe185e76d
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Fixed Revitalize to be compilable again so I can extract the code and make it into other smaller mods.
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2018-01-16 14:34:10 -08:00 |
janavarro95
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74a7fa97cb
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Merge pull request #29 from Pathoschild/update-code
Update manifests + reflection API
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2018-01-11 15:22:18 -08:00 |
Jesse Plamondon-Willard
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c4e92f5cf3
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update deprecated reflection API
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2018-01-11 00:50:16 -05:00 |
Jesse Plamondon-Willard
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402c27b29c
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update manifest format
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2018-01-11 00:43:32 -05:00 |
janavarro95
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8d1d09114a
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Merge pull request #28 from janavarro95/Development
Forgot to update the manifest
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2018-01-10 13:25:03 -08:00 |
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34c3326dd6
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Forgot to udate the manifest
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2018-01-10 13:24:34 -08:00 |
janavarro95
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928df83457
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Merge pull request #27 from janavarro95/Development
Development
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2018-01-10 13:17:42 -08:00 |
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3b744a4f59
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Updated SaveAnywhere to fix the shipping menu not closing leading to errors in saving, and players not swimming when reloading the game.
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2018-01-10 13:14:19 -08:00 |
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2591602239
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Doing live code updates can be bad. Lots of last minute hot-fixes before the project is due.
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2017-12-13 20:35:28 -08:00 |
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4b62f3746e
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TaskMetaData now displays info about goal and location of the task.
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2017-12-12 01:38:22 -08:00 |
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34d072e7a4
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Fixed an NAN error and glitching the interface logic.
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2017-12-12 01:19:41 -08:00 |
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b7c76ee0d6
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Fixed one away error for debris, and added graphics for pathing.
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2017-12-11 23:32:46 -08:00 |
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b4d82f972a
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Can now fall asleep and open the shipping menu if things have been shipped.
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2017-12-11 14:54:59 -08:00 |
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ce355fd2c0
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Updated the AI to dig dirt and plant seeds.
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2017-12-11 13:39:48 -08:00 |
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2f6d4978da
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Added functionality to buy seeds and started work on being able to dig out dirt.
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2017-12-06 16:36:28 -08:00 |
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79f2b2d038
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hotfix to crop utility menu for component placement.
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2017-12-05 16:59:13 -08:00 |
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eb3a1e1509
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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.
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2017-12-05 16:39:34 -08:00 |
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c9f1450ae8
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made crop utility counting function
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2017-12-04 23:08:31 -08:00 |
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5a03d2bb2b
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Fixed more pathifinding glitches when recalculating paths.
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2017-12-04 12:57:29 -08:00 |
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2923879306
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Updated debris logic for twigs/stones/weeds to use better path finding.
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2017-12-03 22:55:23 -08:00 |
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4fcef655a8
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Waypoints, pathing in and out of buildings, to specific tiles, and returning home at the end of day.
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2017-12-03 17:44:31 -08:00 |
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ea2e7c134f
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Fixed a really dumb stack overflow error on pathfinding across the world. THANK YOU.
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2017-12-02 21:53:30 -08:00 |
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31ddb0e7f1
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Reworked path calculation logic so it can now calculate costs of multiple paths.
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2017-12-02 15:13:31 -08:00 |
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58bb6cb285
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Made PathTo which allows me to get from one path to another.
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2017-12-01 21:42:44 -08:00 |
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4eea726db3
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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.
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2017-12-01 02:18:37 -08:00 |
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175a385977
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Added functionality for shipping objects
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2017-12-01 00:16:53 -08:00 |
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3e9d7f6f49
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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.
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2017-11-30 16:59:21 -08:00 |
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38af511cfd
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Now pathfinds to closest tree possible. Probably want to do the same for the other tasks.
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2017-11-30 16:06:19 -08:00 |
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992ef687e7
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Can cut weeds.
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2017-11-30 11:58:05 -08:00 |
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365808a504
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Changed some code to be in SDust Core and now the AI can break stones!
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2017-11-30 10:45:43 -08:00 |
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eae0eb82bf
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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.
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2017-11-29 23:51:44 -08:00 |
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e58ab6ba05
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Fixed overcalculating paths WAY TOO MUCH.
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2017-11-29 20:52:23 -08:00 |
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b05ee04e2b
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Made the stick choping work and upgraded the pathfinding to store the cheapest path to prevent a TON of crashes and calculation time.
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2017-11-29 20:06:48 -08:00 |