* Initial commit
* Format Rust code using rustfmt
* Add back fs calls
* working with drawing
* wow we're almost there
* multi-lists working, selection within tui working
* working with tabs
* working with smash
* amend warnings, fix menu actually saving inputs
* small refactors
* Fully working!
* Fix warnings
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* continued testing
* Scuffed Acceleratle Implementation
* Cleanup and Groundwork, Only Accel
* Wii Fit complete, Joker, Hero and Cloud WIP.
* Preparing for multiple spells
* Implemented Multi Buffing
* Cloud Hook, Hero Improvements
* Nearly complete, still messing around with KO Punch
* Works for both fighters now
* Add buff icon
* Wii Fit sound cut, Sepiroth darken fixed
* Cleanup
* Fix Hero Screen Shake
* Clean up buff a bit more
* slight clean up
* Update README.md
Add Buff Options info/file
* Fix working in frame by frame. Debug commands still present.
* Save States and Menu Delay fixed
* Full basic save state functionality, Debug removed
* NanaPosMove cleanup
* Initial Creation
* Initial attempt, no pummeling or actual throw directions implemented
* All throw directions + Throw Delay working
* Medium Delay
* Cleanup and warning fixing
* Menu grammar fix
* Menu Images
* Image Fix and Language Fix
* Renormalize line endings
* Fixed into_string() vs. as_str()
* Update README
* Update Version
* Update to 3.2.0
* Update Cargo.toml
Corrected version number
* Prevent PT from respawning twice during save_state loads
* Save fighter_kind in state
* Fix bug where save states might not be loaded immediately if ptrainer status was wait
* Avoid endless loop with PT if loading a save state which was set without PT
* Move is_dead to common::mod.rs
Use blujay's visualizer plugin for hitbox/hurtbox visualization (#236)
* working
* Update rust.yml
Fix GH Action for getting visualizer.nro
Fix to visualization, allow hitbox/hurtbox toggle
* raygun print frame advantage
* Don't release, but allow action for raygun-print branch
* Add as menu option, only print in that case
* revert change to workflow file
* fixes
* add workflow clippy spec
* raygun print frame advantage
* Don't release, but allow action for raygun-print branch
* Add as menu option, only print in that case
* revert change to workflow file
* Add mirrored save states to menu and save_states.rs
* Update LongDelay.into_string()
* Add missing submenus
* Add mirrored save states to menu and save_states.rs
* Fix outdated reference to MENU_STRUCT
* Change MIRROR_STATE type from bool to f32
* Move should_mirror call
* Add to_url_param() for SaveStateMirroring
* Fix Facing Direction mirroring bug
Co-authored-by: asimon-1 <asimon1@protonmail.com>
Co-authored-by: jugeeya <jugeeya@live.com>
* Add workflow_dispatch
* Fix menu items that are too wide
* Add logic to goBackHook() to only exit if all submenus are closed, and otherwise to close the submenus
* Display question icons
* Complete into_string() for Action, Delay, and BoolFlag structs
* Update into_string() for Direction, Shield, OnOff, Action, Delay, BoolFlag, and SdiStrength to address compiler warnings
* Fix menu items that are too wide
* Add logic to goBackHook() to only exit if all submenus are closed, and otherwise to close the submenus
* Display question icons
* Complete into_string() for Action, Delay, and BoolFlag structs
* Update into_string() for Direction, Shield, OnOff, Action, Delay, BoolFlag, and SdiStrength to address compiler warnings
* Complete into_string() for LongDelay
* Reformat menu.html and fix tag pairs
* Add onoff submenu type in HTML
* Add onoff submenu type
* Add push line to add_sub_menu_onoff
* Refactor settings export to use jQuery.param()
* Set initial menu settings per URL GET parameters
* Add macro to build URL parameter string
* Fix bitflag export error
* Write menu file when modpack is loaded
* Fix OnOff displays
* Remove dev files
Co-authored-by: asimon-1 <asimon1@protonmail.com>
* Add workflow_dispatch
* Use persistent variable to track DI case instead of trying to roll only on the first frame of hitstun
Co-authored-by: asimon-1 <asimon1@protonmail.com>
* Only change DI direction on the first frame of the animation
* Add left/right DI directions
* Add L/R airdodge direction
Co-authored-by: asimon-1 <asimon1@protonmail.com>
* initial commit with some nice css
* add beginnings of templating. revert to qa model
* add most options visually
* add parser and full input checks
* separate menu code, use ControlModule
* add tests for menu rendering locally
* wip sliders
* add AttackAngle
* remove tesla overlay
* begin with into_string
* add slider.js
* don't use in html yet
Co-authored-by: jugeeya <jugeeya@llive.com>
* Initial work on ledge hang
* Change ledge hang logic from a delay to a persistent selected option
* Disallow ledge-climb if WAIT is picked
* Move is_enable_transition_term hook from lib.rs into existing mod.rs hook
Co-authored-by: Andrew Simon <asimon@domeng.com>
* Extract Method
* Add Constant Shield
Shield that takes damage but doesn't decay
* Constant Shield Fix
* Update Shield Hold Interaction
Only set decay flag if shield hold is selected
* Rename Module
left_stick => air_dodge_direction
* Extract Method
Added shared hook that is called once per frame per fighter
* Refactor Training Mode Checks
Moved checks to skyline hook
* Add Reset Module
Unlink SDI from mash toggle
* Add Shield Tilt Toggle
* Version +
* Fix Rumble
* Remove Debugging Code
* Revert "Unnecessary global for aerial action buffer (#141)"
This reverts commit 4cc66547c0.
* Remove Check
Non Aerials will just return None in
into_attack_air_kind()
* Fix Shield Toggle
Fixed air dodging when shield is buffered
* Update Mash Reset
Fixed followups not being cleared on reset (training mode/ save state/ tech)
Fixed resetting when landing after a mash toggle
* Version +
* Use Existing Constant
* Adjust Versioning
* Update mash.rs
Use StatusModule::change_status_request_from_script
* Extract Method
* Fix Air Dodge
* Add Reset Trigger
* Update Mash
Split up buffering and performing the action
Moved performing hook to fix being a frame late
* Add Module
Added separate module for character specific handling
* Formatting
* Update Fast Fall
Updated status check
Check against possible statuses instead of impossible ones
* Add Character Check
* Apply Character Check
* Fix Late Mash
Fixed being a frame late
Flag is now immediately returned until the action is performed
Also restore Airdodge => Shield when grounded behavior
* Update TrainingModpackOverlay
* Add Follow Ups WIP
Attack followups will currently overwrite the aerial toggle
* Simplify Shield
Extra attack handling is no longer needed
* Apply Action Enum
Replacing Mash
* Fix Random OOS
* Implement Queued Mashes
* Update Shield Suspension
Removed need for frame counter.
Update shield suspension when the mash buffer is updated.
Fixes follow ups oos
* Cleanup
* Cleanup
* Update Aerial Flags
* Fix Aerial Flag
* Fix Copy Paste Error
* Use Mash Toggles For Ledge Jump
Moved menu logic to buffer_menu_mash
* Fix Late Mash
Fixed being a frame late
Flag is now immediately returned until the action is performed
Also restore Airdodge => Shield when grounded behavior
* Update TrainingModpackOverlay
* Fix Full Hop Rising Aerials
* Add Fast Fall Delay
* Fix Frame Counter Reset
Fixed not resetting if landing before being able to fastfall
* Update Frame Counter
Moved delay logic to frame counter module
Update unsafe blocks
* Add OOS Reaction Time
* Add Frame Counter Module
* Allow Multiple Frame Counters
* Apply Frame Counter
* Add Enum For Fighter Id
* Simplify Calculation
* Restore Original Indentation
* Add Transition Checks
Check if the transition is possible before setting the flag
* Add Normal Attacks
* Update Mash
Recactored attack options
Extracted sub functions
* Remove deprecated function
* Update Mash Module
Handle all attack options through the mash module.
* Fix Some OOS Options
Jump/Aerial/UpB
* Update Mash Module
Return the flag in get_command_flag so we don't need to borrow a mut
Removed transition check for usmash for now
* Fix Multi Buffer
Fixed buffering more than once per shield interaction
* Fix drop shield options
Options that require shield drop now work
* Use Minimal Checks
Commented out unnecessary checks
* Fix USmash OOS
* Fix Roll/Dodge OOS
* Fix Aerials
Fixed starting 1 frame late
* Fix USmash OOS again
* Remove PrintLns
* Update TrainingModpackOverlay
* Remove unused Methods
* Default To FastFall Off
* Update Defensive Options
Remove Shield Button Checks outside shield module.
* Update Defensive Options
Now handled through mash buffer
* Formatting
* Cleanup
* Reimplement Random Mash
* Add ToDos
* Rename Enum
DirectionalInfluence => Direction
* Move Angle Calculation To Common
Renamed NO_DI to ANGLE_NONE and moved to common
* Simplify Condition
Removed need to check for no DI twice
* Reuse Angle Calculation
get_random now returns a random direction instead of the angle directly
* Add Left Stick Mod
Currently only used for air dodges
* Extract Shared Condition
* Remove Unused Includes
* Fix Air Dodge Mash
Fixed always flashing shield when set to air dodge mash
* Update Menu
* Update TrainingModpackOverlay
* Add Mash Toggle
Added toggle to set the cpu to also mash in neutral
* Add Utility Functions
is_grounded
is_airborne
* Fix Neutral Mashing Aerials
Added jump flag
* Update README.md
* Changed Button Combination
Changed mash Toggle to Attack + Dpad Up/Down
* use Tesla overlay for mash in neutral
* add menu commit for neutral mash
* Update README.md
Co-authored-by: jugeeya <jugeeya@live.com>
* Add Roll Options
Added forward/backwards roll options
* Update TrainingModpackOverlay
* Change Option Order
* Update TrainingModpackOverlay
* Add OOS Offset
Allow delaying OOS options until a certain number of hits have connected on shield
* Update TrainingModpackOverlay
* get_param_float fix
Fixed applying to non CPU values
* Remove Debugging
* Update Hold Shield Mode
Shield decay is paused until hit for the first time to simulate a frame perfect shield hold
* Update Readme
* Remove Debugging Code