Fixes#478
* Added flipX and flipY to loadSpriteFromXML()
why was this not already implemented? Nevermind I'm pretty sure it's because parseBool isn't a thing
* WHOOPS
gotta update my heckin repo
* Wow neo is good at simplifying stuff
rip parseBool but HAXE MAKE IT A THING
* sigma
¯\_(ツ)_/¯
* Allow for flipx and flipy
as opposed to flipX and flipY (cammel text)
* gaming chair
🪑
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
KeyModifier somehow returned an int outside of the KeyModifier's range 😭
Apparently there is a boolean that just checks for you called `ctrlKey`.........
* Added extras to NativeAPI.hx
-Added `setWindowBorderColor()`, `hasVersion()`, and `redrawWindowHeader`.
* Added `redrawWindowHeader` to Main.hx
* Added setWindowBorderColor
* Update NativeAPI.hx
* Update Main.hx
* Update Windows.hx
* Update NativeAPI.hx
* Update Windows.hx
* Update NativeAPI.hx
* Added FlxColorToArray to CoolUtil
-Added the FlxColorToArray function to CoolUtil so people can easily use FlxColors with functions like setWindowBorderColor and setWindowTitleColor.
* Update Windows.hx
* Fix Windows.hx
-You now have to use `FlxColor.fromRGB(255, 255, 254)` or 0xFFFFFFFE to set the border to normal
* Update Windows.hx
shhh
* Update NativeAPI.hx
* Small fixes
* small optimization
* eh imma add it here too
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Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com>
Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
* Event based dialogue handling
* better imo
* typo
* Small script example
new script by NexIsDumb
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
* Update PlayState.hx
* movin and changin names
* the fucking space
* e e ee e ee ee SANS??
* mama SANS behind you❤️
help me
* brother...
* BROTHER...
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
* mobile fixes on logs and some format
* oops
* use switch on here
* mb i forgor switches could handle only inlines
* no more dissasembled bodies
no more murder..
no more innocence?
* Update Logs.hx
* Update Logs.hx
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
to be more consistent with base game, the default difficulty now starts at the middle of the array, and the level labels lose its opaqueness when it is not being selected
We were pushing the Codename note data into FNF Legacy sectionNotes, which is invalid and caused invalid chart exports
so uh i fixed that in dev but forgot to publicly fix it Fuck