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AlryscTheMaverickProgrammerArthur Cosentino
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Remove erroneous input preprocessing (#250)
* time freeze attachment nodes were 1 frame off. added get_move_direction() and set_move_direction(). fixed 1 letter-off Personal menu area name. un-auto'd my code * no more pvp ghosts. fixed lava tile. entities cannot get Hit() directly when iframes * Prevent mods from unsafely manipulating data in other lua states * Handshake before reading packets in download scene * Fix possible crash from late type check * texturetypes.h -> resourcepaths.h. freeze status effect * Allow components to be made for more entity types * Add is_counterable for lua * status queue prioritized drag statuses before other deferred hitbox data. shaking fx is requeued if not in time freeze due to drag or applied earlier otherwise. * blind status added. tweaked airshoe rule in CanMoveTo(). Optional 'head' point in blind status used otherwise it is calculated from player height * black player shader bug fixed for now. Forced card preview size limit on chip art. Emotion window UI flicker speed adjusted. Fixed counters not appearing. Removed more auto's. * audio cache tries to clear now too. frame_time_t stopwatch replacement for swoosh::Timer which uses seconds. ESC key in battle must have app in focus to trigger. Tweaked some problems detecting and displaying combos and counter info text. * sending correct hand over network in pvp. Skipping input processing on updates that serve to refresh the screen. Frame time objects replace swoosh timers. * added player guide PDF to source project. Tweaked handling player input's in mob battle scene and network battle scene. * fixed true breaking code for freeze status. made sure extra damage was subtracted from the entity's health. updated sound font. * removed lingering code * Initial logging and changes, timeout 20 seconds instead of 5, plus other misc. Some of these need to be undone later. * More logging for inputs, fix for inputs not being processed correctly during time freeze. * Game now defines a Version, used in window title. Version sent in DownloadScene handshake, aborts if version mismatch detected. Remove net logging from InputManager. * Starting DownloadScene creates new log file in logs directory, Bump version number. * Claim that netplay battlescene is synced during start. This may help sync softlocks on scene start and shouldn't desync because inputs are not being sent yet. Bump version. * TimeFreezeBattleState now resets the currState in its OnEnd. Some extra logging. Version increase. * Update .gitignore * Fix decross desync on next turn start. More logging around states starting and ending. CustomBarProgress is now reset in CardSelectBattleState::onStart instead of the CombatBattleState. Version bump. The desync fixed was one where being decrossed during the turn and then not choosing a form on the following card select would cause the remote player to think you changed forms to the form at -1, which would animate and desync. SetCustomBarProgress call moved in order to prevent progress from resetting during transitions between combat and transformation state during combat, ,such as through decross. Transformation state should not be added as a subcombat state, so this makes more sense. * char to int to help ARM64 compile * Remove some extra logging, add newline at end of some files that were missing one * Remove excess logging * Remove Logger::StartNewLog and filesystem import * Comment out part of input processing that should not have been uncommented. Version bump. --------- Co-authored-by: TheMaverickProgrammer <[email protected]> Co-authored-by: Arthur Cosentino <[email protected]>
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BattleNetwork/battlescene/bnBattleSceneBase.cpp

Lines changed: 2 additions & 2 deletions
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@@ -1416,8 +1416,8 @@ std::vector<InputEvent> BattleSceneBase::ProcessLocalPlayerInputQueue(unsigned i
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// }
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InputEvent copy = InputEvent{ name, state };
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copy.name = name;
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copy.state = InputState::pressed; // VirtualInputState will handle this
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// copy.name = name;
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// copy.state = InputState::pressed; // VirtualInputState will handle this
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outEvents.push_back(copy);
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BattleNetwork/bnGame.cpp

Lines changed: 1 addition & 1 deletion
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@@ -40,7 +40,7 @@
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char* Game::LocalPartition = "";
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char* Game::RemotePartition = "pvp";
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char* Game::ServerPartition = "server";
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char* Game::Version = "2.0.6";
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char* Game::Version = "2.0.6a";
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Game::Game(DrawWindow& window) :
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window(window),

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