Releases: sayofthelor/lore-engine-legacy
Releases · sayofthelor/lore-engine-legacy
Lore Engine v0.9: The Legacy Update
Lore Engine v0.9 has been released!
Changes:
- Device based aspect ratio option
- Fixed controls saves
- Optimization option removed (It was not properly implemented and caused more problems than it fixed)
IMPORTANT: With this update, this version of Lore Engine becomes Lore Engine Legacy. Lore Engine v1.0 is a Psych Engine v0.7-based, API-incompatible update and will be released soon (eventually).
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.8.1
Lore Engine v0.8.1 has been released!
Changes:
- Fixed LUA color bug
- Misc. under-the-hood improvements
This was a smaller update, but the bug was quite noticable, so I figured issuing a hotfix would be a good idea.
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.8 - The Cooler Stuff Update
Lore Engine v0.8 has been released!
Changes:
- A new in-game crash handler
- Fixed aesthetics for ratings
- Centered the HUD (it was 6 pixels off before lmao)
- Fixed animation speed and song ending bug for playback rates other than 1
- Added script identifiers to interoperate scripts (functions
setScriptIdentifier(id:String)
andgetScriptFromIdentifier(id:String)
) - Made it so the whole game doesn't crash if you don't have a chart for a difficulty
- Optimized FlxPoints
- Fixed some typos
- Fixed custom notetypes with hscript in the Chart Editor
- Added GIF support to mod icons
- Accurate memory on cpp platforms (and an option to switch between megabytes and mebibytes)
- Fix FlxCamera to remove black bars and fix render culling at camera angles
- Old Psych Engine head bop option
- More miscellaneous aesthetic changes
Linux and Mac releases will be added soon.
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.7 - The Scripting Update
Lore Engine v0.7 has been released!
The documentation for this release is not yet done, as I'm working on moving to a more streamlined wiki.
Added (New Features)
- Haxe scripting system using hscript
- Supported extensions are:
.hx, .hxs, .hsc, .hscript
- These scripts have slightly different function names from Lua, but the important ones are:
onCreate(), onCreatePost(), onUpdate(elapsed), onUpdatePost(elapsed)
arecreate(), createPost(), update(elapsed), updatePost(elapsed)
, etc.- Basically they're more in line with Haxe function names, check
source/lore/FunkinHX.hx
for a list of all callbacks - These run in PlayState, just like Lua scripts, but also...
- Custom states!
- You can either switch to states in the
states
folder from a Haxe script, or, if the file has the same name as some states and is in thestates/override
folder, it will completely override a state! - A mod is included as an optional download (recreation of the menu from Half-Life) if you would like to try this out and see how it works
- Custom pause menu callbacks in Lua and Haxe (by @8bitjake)
onPauseMenuOpen()
is called when the pause menu is opened.onPauseMenuSelect(tag:String)
is called whenever a pause option is selected with the name of the option.- You can use
PauseSubState.instance.addOption(tag)
to add an option to the pause menu increate()
for Haxe oronCreate()
for Lua. - Different aspect ratio support
- These are a bit rough around the edges, but they work if you need them.
Added (QOL)
- Updated to latest Psych Engine git version
- Now using Haxe Module Manager for easier installation of libs (
haxelib install hmm
) - Option to anchor the ratings to the world camera rather than the HUD
- FPS Counter renamed to Info Display
- Info Display border that doesn't cut your FPS in half
- Compact Info Display
- Rainbow Info Display
- Hitsound volume can be changed
- Individual animations can be hooked to the playback rate of the song
- Pause on focus lost option
- Partial locale support (not completed)
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.6 - Bugfixes and Shadertoy support
Lore Engine v0.6 has been released!
Added (QOL)
- Updated to latest Psych Engine git build
- Added option to disable MS counter
Fixed
- The game no longer randomly crashes!
- Time text is now above the arrows when the new Time Bar is enabled.
Added (the big one): Shadertoy shaders at runtime!
Most shadertoy shaders work fine with this using this with no code modification at all. FlxRuntimeShader in said library created by @mastereric.
New callback: initLuaShader(obj:String, type:String = "flixel", glVersion:Int = 120)
Defaults to "flixel"
for normal shaders. Change to "shadertoy"
to use Shadertoy ones.
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.5.1
Lore Engine v0.5.1 has been released!
Added (QOL)
- Updated to latest Psych Engine git build (0.6.2) (shaders!!!)
- FPS counter now properly shows correct framerate
- Added option to show memory counter
- Readded persistent caching, to make reloading nearly instant (uses a lot of memory)
- New head bop setting (reactive)
- Changed score bar appearance
- New time bar appearance (togglable)
- Rating sizes are now scalable
- Fixed a bug with second vocal tracks in the Chart Editor
- Rearranged Visuals and UI menu (it was getting hella clunky)
Added (LUA)
- Lua files matching the character name in the
[mod]/characters/
directory now load when that character is loaded
setIconFrames(icon:String, frameImage:String, spriteType:String = "sparrow"
Changes icon frames to a spritesheet with an XML file in [mod]/images/
addIconAnimationByPrefix(char:String, name:String, prefix:String, framerate:Int = 24, loop:Bool = true)
Same as addAnimationByPrefix
, with char
being player
or opponent
addIconAnimationByIndices(char:String, name:String, prefix:String, indices:String, framerate:Int = 24, loop:Bool = true)
Same as addAnimationByIndices
, with char
being player
or opponent
playIconAnim(char:String, anim:String)
Same as playAnim
, with char
being player
or opponent
(callback) onIconUpdate(char:String)
Used for changing icon states (ex: winning, losing, neutral). char
is either player
or opponent
. Return Function_Stop
if you want to run your own code here.
Important: Since v0.5, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
- This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine. I won't sue you or anything if you don't, just don't be a dick, please.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.5
Lore Engine v0.5 has been released!
Added (QOL)
- Updated to latest Psych Engine git build
- Hit time (ms) counter
- Fixed incorrect timings in TItleState
- Version checking LUA scripts should work more consistently, as the internal version number is 0.5.0, rather than 0.5.
- Victory icons (must be set in WeekEditorState and CharacterEditorState before use)
- The Lore Engine watermark in the FPS counter is now togglable
Added (LUA)
winTweenX(tag, value, duration, ease)
and winTweenY(tag, value, duration, ease)
- These work similarly to an object tween, but instead tween the X and Y values of your window onscreen.
changeDiscordClientID(id)
- This lets you change the Discord client ID, which when combined with the existing
changePresence
function, allows for completely custom Discord rich presence. It's recommended to only run this duringonCreate
, as it can cause some lag.
Important change: From this point on, Lore Engine uses the GNU-GPLv3 license, rather than Apache-v2.0.
- This means you are required by license to distribute the source code to any publicly distributed mod made with Lore Engine.
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.4.1
Lore Engine v0.4.1 has been released!
Added
- Rebalanced rating text
- Properly working crash dialog (built with HaxeUI and OpenFL) thanks to @gedehari
Bug Fixes
- Engine version in Discord RPC now properly intializes
Known Bugs
- Chart Editor waveform still doesn't work with the second vocal track
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.4
Lore Engine v0.4 has been released!
Added
- Week 7
- Option to mute second vocal track in editor
- Philly Glow
‼️ - Visual representation for note timing (under
Visuals and UI
settings) - Slightly improved FPS counter look
- Option to disable Score text
- LUA function to split data into an array, and variables to tell Lore Engine version and whether or not your mod is running on Lore
- Crash handler, kudos to @gedehari (Not implemented entirely, if anyone has figured out how to properly compile HaxeUI apps, shoot me a DM)
Bug Fixes
- Second vocal tracks now work properly in the Chart Editor and Editor PlayState
- Notes now show properly in the
Note Colors
menu
Known Bugs
- Chart Editor waveform doesn't work with the second vocal track
If you find any bugs, please shoot me a DM on Twitter.
Download Here!
Lore Engine v0.3
Lore Engine v0.3 has been released!
Changelog
- Second vocal tracks have been properly added in, and can be toggled from the Chart Editor.
- There's a marvelous hit window now.
- The song name and time remaining are now both shown in the time bar by default.
- StepMania style judgement animations have been added
- Colorblind filters have been added for deuteranopia, protanopia, and tritanopia.
- Note scale can now be tweened using the
noteTweenScaleX
andnoteTweenScaleY
Lua functions. - There is now an option to make the head icons smaller.
- The head icon bopping animation can now be toggled between Lore and Psych, or disabled entirely. (They can also be overridden in Lua with the
onHeadBop
callback.) - New countdown sprites have been added.
- The camera now properly zooms prior to the opponent singing the first note. (If there are any animations this breaks, just set the property of
camZooming
to false in Lua.) - Shaders have been added back in, but you can only use them from source.
- There's a new variable you can set from Lua called
topTimeSignature
which determines on what beat the camera will zoom. - If you compile the game in debug mode, text saying
NOT REPRESENTATIVE OF FINAL VERSION
will be shown during gameplay. - You can now see the arrows in the rating offset screen.
Bug Fixes
- The FPS counter is now in the proper position if you have it set to bottom left and resize the window.
- Blammed lights now work properly on songs other than Blammed and stages with a very low camera zoom.
- The lane underlay now loads after cutscenes finish.