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v0.99.0-rc.2

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@K4thos K4thos released this 03 Aug 07:37
· 68 commits to master since this release

"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.

For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog

What's Changed

New Features 🎉

Bug Fixes 🔧

  • fix: tag.zss regression, characters not entering stage (#1043) by @K4thos in #1045
  • fix: zoom affecting non-stage BG elements scaling, tension correction issues, helpers spawned with movetype A/I not being run in the same frame, pos updating/screenbound/binding 1f delay by @Lazin3ss in #1056
  • fix: helper remapPal during first frame of the match, omitting source/dest and assignment to -1 (#1058, #1001) by @K4thos in #1059
  • fix: guarding animation lag (common1) by @potsmugen in #1068
  • fix: getHitVar(fall.envshake.phase) default value (#1070) by @K4thos in #1071
  • fix: hittime reset if movetype != H (#1034) by @K4thos in #1072
  • fix: anim scale parameter set to 0 and anim parameter default value assignment (#1065) by @K4thos in #1073
  • fix: targetLifeAdd ignoring super.lifetodizzypointsmul and super.lifetoredlifemul (#1010) by @K4thos in #1074
  • fix: redirectId in afterImage and destroySelf by @K4thos in #1076
  • fix: gethitvar(animtype) not returning the correct value from the start of HitDef by @K4thos in #1078
  • fix: firstAttack trigger on counter hit (#1082) by @K4thos in #1085
  • fix: text sctrl flicker by @K4thos in #1093
  • fix: missing localcoord calc for redirected edge triggers by @K4thos in #1098
  • fix: OGG Files playing at 2x speed, OGG loop crash by @samhocevar in #1106
  • fix: p2 data cleared during standby, destroyself by @NeatUnsou in #1114
  • fix: bind p2 not going to state 5050 on recurring destroyself by @NeatUnsou in #1116
  • fix: modifyExplod remapPal by @K4thos in #1117
  • fix: Hittime frame of delay and dust generation by @potsmugen in #1118
  • fix: fixed debug animation data looking one frame ahead by @potsmugen in #1120
  • fix: simplified state 51 by @potsmugen in #1121
  • fix: gameMakeAnim under parameter by @K4thos in #1122
  • fix: projectile time triggers readable by helpers, without redirecting to root by @K4thos in #1128
  • fix: input config text layering by @potsmugen in #1132
  • fix(char): CTRL not being able to be set while roundstate = 3, autoturn resetting anim 5/6 indefinitely, players having control after being defeated by @Lazin3ss in #1131
  • fix: functions.zss ignoreHitPause and other fixes by @K4thos in #1137
  • fix(char): playerpush upon KO by @potsmugen in #1136
  • fix: reversal message on some HitOverrides by @potsmugen in #1139
  • fix: better compatibility for tag customstated chars by @K4thos in #1144
  • fix: GetHitVars no longer reset while dizzy by @potsmugen in #1147
  • fix: some characters not landing after tagging in by @potsmugen in #1154
  • fix: projectile edgebound, animtype setting by @potsmugen in #1153
  • fix: HitFallSet now also works outside of MoveType = H by @potsmugen in #1159
  • fix: bgmLength/bgmPosition not resetting by @K4thos in #1166
  • fix: small training dummy behavior adjustment by @potsmugen in #1167
  • fix: ctrl is still given while under NoIntroReset by @potsmugen in #1171
  • fix: revised player processing priority by @potsmugen in #1176
  • fix: tag and lifebar messages minor adjustment by @potsmugen in #1180
  • fix: reversaldef and gethitvar(id) by @potsmugen in #1182
  • fix: RoundNotOver flag behavior by @potsmugen in #1186
  • fix: RoundState 4 and Offset by @potsmugen in #1192
  • fix: ReversalDef binding by @potsmugen in #1195
  • fix: ctrl at round end by @potsmugen in #1202
  • fix: newline problem with common.air and common.cmd by @K4thos in #1203
  • fix: AutoTurn during NoInput by @potsmugen in #1204
  • fix: Statedefs defaulting to 0 juggle points by @potsmugen in #1206
  • fix: sound spam during victory screen by @K4thos in #1207
  • fix: basic actions processed after current state by @potsmugen in #1208
  • fix: make round end closer to Mugen's behavior by @potsmugen in #1214
  • fix: HitOnce parameter not working for throws by @potsmugen in #1216
  • fix: regression in guarding by @potsmugen in #1222
  • fix: Explod binding with 1 frame of duration by @potsmugen in #1223
  • fix: unable to guard while paused by @potsmugen in #1231
  • fix: explod updating during postype Back by @potsmugen in #1239
  • fix: Round end timing discrepancies by @Lazin3ss in #1245
  • fix: Crash when AttachedChar performs the first attack, Camera View not getting reseted at the start of the round, BGM muted when getting into challenger mode by @Lazin3ss in #1247
  • fix: fadeout times on round end by @potsmugen in #1248
  • fix: type None and ChainID by @potsmugen in #1273
  • fix: helperindex crash fix by @Wftk in #1287
  • fix: lying down get hit behavior by @potsmugen in #1306
  • fix: landing, KO velocity and inputs, guard points by @potsmugen in #1308
  • fix: rewrite Explod code to improve compatibility with MUGEN 1.1 by @Lazin3ss in #1309
  • fix: make ModifyExplod updating more like MUGEN by @Lazin3ss in #1316
  • fix: dizzy prevention during throws by @potsmugen in #1315
  • fix: fade screen not responding to game pausing, char turning when roundstate > 2, explod relative pos not getting set properly for ikemenver chars, persistent handling inside hitpauses by @Lazin3ss in #1321
  • fix: BG yDelta scrolling speed, camera getting stuck in non-4:3 ratios by @Lazin3ss in #1323
  • fix: OS X systems not being able to compile GLSL shaders by @Lazin3ss in #1327
  • fix: guard frame advantage by @potsmugen in #1333
  • fix: disabled repeating first attack score bonus by @potsmugen in #1339
  • fix: Explicitly set GLSL shader versions by @SuperFromND in #1344
  • fix: HitFlag + and guarding by @potsmugen in #1343
  • fix: regression in zoom camera by @NeatUnsou in #1346
  • fix: corrupted sounds freezing the game, ignorehitpause not affecting "else" statement in ZSS by @Lazin3ss in #1355

New Contributors

Full Changelog: v0.99.0-rc.1...v0.99.0-rc.2