# The Charter Update ## All major chart editors are finished as of this update (finally...) ## Engine goes from alpha to beta state : D

Patch Notes

- CHARTER FEATURES - BIG BOY FEATURES - Ability to add Note Types in the charter - In-engine Difficulty Creation is now implemented - Snaps for notes/events in the charter - Multiple Vocals Support (per strumline) - Playback speed in the charter - New SEXY editor assets by paige and nex!!!! (and lunar, does 16x16 even count??? 😭) - NEW EVENTS (Camera events, play animation, scroll speed change) - Events window is now scrollable (more events, more room) - Custom Properities in Meta AND Character (Editable in Charter and Character Editor :D) (accessible with SONG.meta.customValues.[property] and [character].extras.[property]) - SMALLER BUT STILL COOL - Multiple Icons now show up on strumlines with multiple characters in the charter - Note hoverer to show where your note is going to be placed - Editor UI got some slight reworks (top bar/elements) - Event files can be packed together into one (image/script/json all in a .pack file) - Optimized notes in the charter (Faster loading, can handle a billion now so cool neeo!!) - Editor Song pos now stays the same even after playtesting - Other smaller stuff i forgot 😭 - BUG FIXES: - COPY PASTED EVENTS NOW WON'T BREAK!!! - Song position line no longer jitters - UNDOs are more stable now - Drags work much better - Freezes fixed (deleting strumlines) - ENGINE FEATURES - BIG BOY FEATURES - Position custom characters in the stage xml using char="" attribute - Aseprite sprites support (for characters and many more) - Edit Draw calls directly from the sprite (sprite.onDraw = (spr:FlxSprite) -> {spr.draw();}) - Addons will now properly function together (changed how state scripts and scripts overall load) - MusicBeatTransition is more scriptable - Moddable Game Over Events!! - Reworked Lagless Credits Codename Engine's Contributors Menu - New Credit Method for GitHub accounts (also lagless) in Mod Credits (First gets the data normally, if fails uses the ratelimited api) - MANY OG GAME WEEK STUFF!! (still wip and softcoded and also many reworks by nex!) - Senpai Cutscene got reworked! (https://github.com/FNF-CNE-Devs/CodenameEngine/assets/87421482/3b3f32fc-78d1-40fa-8398-776554cab1d6) - Thorns got reworked with a cool chromatic aberration effect! (https://github.com/FNF-CNE-Devs/CodenameEngine/assets/87421482/73d9f7c5-1c9c-407e-baf0-e8e2c381ecbb) - Winter Horrorland got reworked with a bloody vignette effect! (https://github.com/FNF-CNE-Devs/CodenameEngine/assets/87421482/1e10c3e2-32dc-4de2-b31a-d9d577d516da - https://github.com/FNF-CNE-Devs/CodenameEngine/assets/87421482/cad852c3-1ee2-409e-a70e-b3571ab5cf7b) - SMALLER BUT STILL COOL - Ability to set Controls.hx variables (Being able to block inputs or even trigger them (needs to be in an if statement)) - You can now easily check if a cutscene was played (by default is disabled and makes it auto play or not; Check startCutscene() code for more details in PlayState) - onScriptCreated event in global.hx - Addons priority (Being able to set addons to load before or after a mod) - Added Script.fromString to add scripts without making pesky new files!! - 9 Splice Sprites can render smaller than their intended size - Ability to turn off gitaroo easter egg (finally...) - Auto complete for certain text fields (characters/stages/notetypes) - HSCRIPT FEATURES: - Added "is" for checking var type - Maps are now iterable (for (key=>value in map)) - FIXED CRASH ON EMPTY SCRIPTS!!!!! - BUG FIXES - Fix events to be more stable - Fix for onBeat sprites type with also customizable beat intervals and offset (and decide if also skipping negative beats so for example before the song starts) - Fix for pressing F5 in an editor breaking it - Fix when getting GitHub data and a redirect happens - Fix for healthbar incorrectly colored in opponent mode - Video cutscenes are ALOT more stable (thanks majigsaw :D) - 3D now works again (so cool i love away3d in 2024) - Lots and lots of grammar and wording fixes (so true bro -lunar) - Lots and lots of other optimizations made - CHANGES - onDestroy has been renamed to destroy in all instances - Strumline Pos X in editors is now a ratio (0.25 for bf, 0.75 for dad) - BY DEFAULT when in Story Mode, the arrows tween in only when there was a transition - onBeatHit renamed to beatHit in gameover substate (stepHit added) - Alt Animation Events can now control both poses and idle (may need to be readded in pre existing charts) - Some other shit idk ill add it whenever someone tells me backward compat is broke 💔
thanks so much for the support and always being there, it really does mean alot to us < 3 we are one step closer to turning beta so we really can't wait !