* well boys I fixed it. you can now have Zipped Mods!!!!!
* comment update
* quick fixes + optimizations
* fixed stream audio bug????
* found the issue ffs
* removing traces oops
* fixed videos from not being able to play. Inspired from VideoCutscene's fix for ZIP videos, and also removed that fix in favor for just fixing the issue entirely
* oop just in case no special characters that kill themself on other shit
* Implemented preloading every video (caching) when loading a ZipFolderLibrary.
Since videos have to be decompressed and be saved as a file anyways this reduces the time to do that, and what not.
* [UNTESTED] Allowed Zip Extensions for allowing any extension in the list to be passed as a `.zip`
* After some more testing loading Zip Addons works as well.
* Added the long awaited .cnemod file type!!!!! (it's just a folder with .cnemod with a .zip inside LMAO)
* Chalking up the Streamed Audio Bug to a mod issue, and also added capabilites to detect if a library is considered compressed
* Added warning to those who try to use the editor with compressed libraries
* ok instead of making it a .cnemod, the zip name will be `cnemod.zip` or what not.
* removing unnessesary traces oops
* clean Library accessor ig then
* fixed small issues and removed an idiot idea
* writing todos and fixing some context that left the room in comments
* Fixed an issue where if you had a file of 0 bytes (nothing) in a zipped library it would FUCKING CRASH the game
* Actually fixed the issue of decompressing 0 byte files
Also stopped saving the data for Folders in Zipped files, as they are 0 bytes anyways.
* Added the features that needed to exist, and removed a stupid line I saw in `ModsFolder` lol
For some reason animation offsets for characters are breaking and I can't tell if its my drive killing itself or cne so uh
* fix an issue that will force the game to crash if first ever mod being loaded is a ZipModLibrary
* camera highlights again
* option to mute all hitsounds
* context menus inside context menus and wip sliders in context menu
* wip volume slider stuff
* strumline preview fix with resizable editors
* more slider stuff
* editor sfx option should now actually work for everything
* fixed strumline vocals volume, fixed note type option keybinds and moved bookmarks and note types into submenus
* fix for saving difficulty specific meta json
* some extra misc changes
fixed camera highlights not updating when zooming in/out, optimized some of the highlight draw code so it doesn't do a full loop, and added the note scale flag into the strumline preview
* fix compiling after merge
* mouseOverlaps
* This makes more sense yeah
thinking of not even allowing disjointed overlap checks
keeping it for now
* oops forgot to define that var as flxcamera
* h
* mouseOverlaps
* This makes more sense yeah
thinking of not even allowing disjointed overlap checks
keeping it for now
* oops forgot to define that var as flxcamera
As FlxAnimate didn't have the functionality before, so we have to do the check in FunkinSprite ourselves, as it itself stop's calling the `super.draw();` when it is a `isAnimate`
* Allow string values for radio buttons in options menu :D
NOT sure why this wasn't already a thing.... But it's here now
* Fix NaN check
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Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
To avoid having to do PR every time I update FM, I suggest simply using the latest and most stable version (currently 1.2.5), which fixes many bugs, including a crash that occurred every single time you exited a song.
* Improve documentation generation scripts
There is now a UNIX documentation generation script in the form of a
shell script. The Windows shell script has also been improved, and some
of the output of that script has been improved to match the UNIX one.
Because the scripts still use Lime to generate the documentation, the
shell script checks the kernel name using uname, and change the
documentation generation command ever so slightly. The reason for this
is that Lime only supports building to one platform at a time. This
makes manual intervention necessary, so the UNIX script checks for the
kernel ahead of time.
* Allow Linux-compatible kernels to work with UNIX doc generation script
Considering the variety of kernels available alongside ELF compatibility,
the UNIX documentation generation script has been modified to only check
for the Darwin kernel and assume every other kernel as Linux-compatible.
* Small consistency change in UNIX doc script when echoing pre-check message
* moving and small change
* cooler readme + docs generation guide
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
yes i know they use different caches, but codename crew is a public organization so it doesnt have size limits, besides there were cons and pros in compiling both in the same jobs, so it doesnt matter much
resolves#797